Base Class: Fighter
A thunderous roar of echoes across the battle field. Beating its wings furiously, a wyvern swoops down from the sky. Suddenly a man clad in scale mail leaps high into the air and plunges down onto the creature's back, driving a spear into its spine, forcing the creature to the ground.
A half-elf pauses amidts the chaos of a massive battlefield, tightening her grip on her javelin. In a flash she rushes down an opponent, striking with unparalleled ferocity. Those who stood against her that day claim to have seen a dragon sweeping the area with its fiery breath, rather than a simple warrior with a long weapon.
Fearless warriors who stand against dragons, demons, fiends and any other threats who would raise a hand against their homelands, Dragoons use their training to strike with deadly precision, and earth shaking power.
On the world stage, there has been no greater advantage than aerial maneuvers. Many knights throughout history have taken to a form of fighting centered around thin polearms, grand leaps, and shows of acrobatic prowess inspired by dragons and the brave souls who ride upon them.
Note to Dungeon Master:
For the purpose of this subclass, and of it's abilities, you may consider a jumping speed, similar to walking speed or flying speed, and with the same rules. This allow the fighter to make multiple smaller jump instead of only huge one, and explain why the fighter is able to jump more than it's walking speed.
Dragon Knight
Starting at 3rd lvl, as long as you are not wearing heavy armor you do not need to get a running start to jump, and At 3rd level your long jump distance equals (10+Str score), and at 7th level (20+Str score), and at 3rd level your high jump distance equals (10+Str modifier), and at 7th level (20+Str modifier). You do not trigger opportunity attacks when jumping.
Jump Attack
Also at 3rd level, your powerful leaps enhance the force of your attacks. Once per turn, if you make a long jump of at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an additional 1d6 damage This extra damage increases to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 18th level.
Free Fall
Beginning at 7th level, you ignore fall damage up to your high jump distance as long as you are conscious.
In addition, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your fighter level.
Leaping Strike
Starting at 10th level when you hit a foe with a Jump Attack they must make a Strenght saving throw equal to 8 + your Strength Modifier + Proficiency Modifier or fall prone. When you hit a creature with a Leaping Strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the damage you dealt to the target of the Leaping strike.
Once you use this feature, you must finish a short or long rest before you can use it again.
Elite Dragoon
Starting at 15th level large or smaller flying creatures you hit with a polearm weapon plummet to the ground. When wielding a glaive, halberd, pike, spear or quarterstaff in two hands gain an armor class bonus of +2
Master of the Sky
Starting at 18th level your high jump distance equals (60+Str modifier) when targeting an airborne creature when making a jump attack. Your first attack on an airborne creature in a round deals +10 damage.

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