Fighter
Base Class: Fighter

" Leaping through the air , defying gravity for those brief moments. That must be true freedom...to bad one is bound to a life of servitude and violence if they take that path. The path...of the legendary Dragoon. It is not a happy road that many can stand, and only the truly gifted will be able to endure such a life, but once you're sworn in, you have a family for life in your brothers and sisters."      

 

      The Dragoon. A warrior or group of warriors spoken of in legends. Many question if they do, or ever, existed. The Dragoons are known for their iconic Jump ability and mastery of polearms, granting them the tools and skills they need to strike from the air with precision, speed, and strength. 

Loyal and Reliable

     A Dragoons primary goal is to move around the battlefield from the air and dropping on enemies from above to assist allies and dispatch combatants. Dragoons have mastered their craft and developed techniques to better combat creatures of the world that would pose a serious threat to the regular population and even the most battle hardened of adventurers, from a pack of prowling wolves, or a rampaging dragon, these warriors will assist in any capacity that they can to ensure the safety of the people. If you can befriend a Dragoon, you will have a loyal friend who will go to great lengths to aid you and your allies in any task you ask of them. Though most are still independent enough to not take this too literally all the time, there have been some who have sacrificed their own personal happiness to make sure their friends can achieve theirs. 

Legendary Heroes, Tragic Individual

     Dragoons are respected around the world, with many of them being looked at as great and valiant heroes straight from the story books. While some question if they even exist due to their rarity, if one comes into town they will be treated with the utmost respect. While not many kingdoms or civilizations use Dragoons very often anymore, moving towards large weaponry and various forms of soldier, a few groups have persisted as a nomadic organization, or reside in temples and ruins in the farthest corners of the world making recruitment much more difficult. Those who are selected to join must undergo deadly trials throughout their training, and only the most dedicated can hold out until the very end; those who fail either leave broken and defeated, or dead. If one successfully completes their trials and are sworn into the ranks of the Dragoons, they will find comfort and joy in their brother and sisters company. When initially accepted, a Dragoon will opt to work within squadron lead by a more experienced Master Dragoon, after this, or even right after their sworn in, a Dragoon will go solo, helping those where they can when danger and darkness rears its ugly head. The life expectancy of a Dragoon is greatly reduced due to the nature of their job, and their ilk is sadly dying out much faster than they can replace them. If you see a young Dragoon, treat them with respect, but if you see an old Dragoon, treat them with the regards of a king.

 

Legacy of Heroes

Starting at the 3rd level, while wielding a polearm (Halberd, Spear, Javelin, Lance etc.), you have a +2 to AC. In addition; due to your specialized training, you do not take fall damage from heights equal to your maximum Jump Height.

Jump

At the 3rd level and while you are using a polearm, as a bonus action you may leap into the air to a maximum of 60 ft. At the start of a creatures turn that you can seen within 30 ft, make an attack roll and on a hit you come crashing down and deal normal weapon damage to the target creature. If an ally is within 5 ft, you have advantage on this attack This bonus action can be used a number of times based on your Dragoon level +5. If the Dragoon does not select a creature, they land back on the ground and have their movement speed reduced by half and cannot jump for that round. All expended uses of Jump are regained on a short or long rest.

While in the air, you cannot be targeted by attacks or spells unless you are still within range normally. Jumping while in melee combat provokes an opportunity attack against you until 5th level. You may use Jump to assist in climbing by expending one use

Dragon Soul

At 7th level, your soul evolves to resemble that of a dragon and you may choose a draconic element listed under Elemental Affinity. You gain resistance to the chosen element and may add 1D6 to your damage rolls of the selected element type. If your polearm is not already magical, it is considered magical when adding the elemental damage to bypass resistances. You may spend a week attuning to a different element if you choose to swap your resistance and elemental damage. Alongside with gaining Elemental Affinity, you can read, write, and speak Draconic if you don't already know that language.

The damage die for this ability increase by 1D6 at 11th, and 15th level.

Elemental Affinity: Acid

Your Dragon Soul has manifested with an affinity for Acid damage. You may apply 1D6 of acid damage to each of your attacks and you gain resistance to acid damage.

You may increase the damage dice by 1D6 at 15th level.

Elemental Affinity: Cold

Your Dragon Soul has manifested with an affinity for the cold. You may apply an additional 1D6 to your weapon attacks and have resistance to cold damage.

Increase the damage dice of this attack by 1D6 at 15th level.

Elemental Affinity: Fire

Your Dragon Soul has manifested with an affinity for fire damage. You may apply 1D6 of fire damage to each of your attacks and you gain resistance to fire damage.

You may increase the damage dice by 1D6 at 15th level.

Elemental Affinity: Lightning

Your Dragon Soul has manifested with an affinity for lightning damage. You may apply 1D6 of lightning damage to each of your attacks and you gain resistance to lightning damage.

You may increase the damage dice by 1D6 at 15th level.

Elemental Affinity: Poison

Your Dragon Soul has manifested with an affinity for poison damage. You may apply 1D6 of poison damage to each of your attacks and you gain resistance to poison damage.

You may increase the damage dice by 1D6 at 15th level.

Enhanced Jump

At 10th level, you've mastered the Jump technique. You may choose to enhance your Jump with Mounting Jump or Guardian Jump to increase your combat capabilities against large creatures or your defensive capabilities to protect your allies.

Guardian Jump

You've mastered the Jump technique and prefer to use it against the common threats in the world. You may use your Jump to move instead of your movement speed at the cost of 1 use. Your Jumps effective range increases by 30 ft. When you perform the jump bonus action and attack a medium or smaller creature that is within 5 ft of an ally, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons for one round. If your Jump is successful, the creature must make the attack action against you. If it cannot due to an existing effect, it instead takes 2D6 psychic damage.

Mounting Jump

You've mastered the Jump technique and prefer to use it against the larger threats in world. When you take Mounting Jump; your Jump height increases by 40 ft and you can use the Jump action to move instead of your normal movement speed at the cost of 1 use. When targeting a large, huge, or gargantuan creature you may make a mounting(contested athletics) check if you successfully perform the Jump bonus action, gargantuan creatures have advantage on this roll. On a success you mount the creature and may force it to immediately move 15 ft in any direction you choose. Moving it out of melee combat from allies instigates an opportunity attack. While mounted you may not take the Jump bonus action, however attacks you make are made at advantage. You may end the mount by taking the dismount bonus action. On a failure or by taking the dismount bonus action, you fall harmlessly to the ground within 5 ft of the creature. 

Diving Dragon

After taking the Jump bonus action, you may choose to use Diving Dragon to deal 5D8 of explosive elemental damage in a 15 ft radius. All creatures within radius must make a dexterity saving throw, on a success they take half damage, on failure they take full damage and are pushed away by 10 ft and knocked prone. Allies make this save with advantage and any other effects from Jump are activated as normal. This ability can be activated as many times equal to your strength modifier.

Increase the dice of this ability to 7D8 at 17th level.

Limit Break

At 18th level, you may use Limit Break as an action. You may target an amount of creatures equal to your strength modifier and perform the Jump bonus action on them all at once. The attacks roll a crit on a 19 or 20. When you roll damage, double the amount of dice for your base weapon damage and elemental bonus. Once completed, you return to your original spot and cannot use the Jump bonus action for the rest of this round. You may perform this action one time and regain the ability to do so on a long rest.    

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