Base Class: Ranger
Those that have sworn the path of the Dragoon are those that wish to bring themselves closer to those which granted their order their name. They embody the aspects of dragons, taking off into the sky before striking down at high velocity, leaving nothing in their wake. Dragoons are a dangerous breed and their training is harsh, leading to many failing to achieve the title. But those who do, and achieve the maximum potential of a Dragoon, are powerful soldiers of whomever they serve, defending their honour with swift ferocity and .unrelenting fury.
Dragoon's Training
Upon choosing this subclass at 3rd level, you gain proficiency with heavy armor and Religion, and you ignore the special trait of lances. You also learn the Draconic language.
High Jump
Starting from 3rd level while equipping a polearm, you can take the High Jump action at the end of your turn. If you decide to High Jump, you leap up into the air up to 10 times your Wisdom modifier in feet, and you hover in the air until the start of your next turn, where you must land at the start of it. This movement does not trigger opportunity attacks. When landing, you can choose a space up to your movement speed's worth of space away from your original position. If you land on a creature, you roll to attack, and if you hit you deal as many extra damage dice as the vertical distance divided by 10 (For example, having a High Jump 20 feet into the air gives you two extra damage dice). If you do not land on an opponent or you miss your attack, you take halved falling damage. If you are not landing on a creature, you can instead use your action to brace yourself and take no damage. You can use this feature as many times as your proficiency bonus and all uses restore on a short rest.
At 7th level, the horizontal distance travelled is double your movement, and at 15th level, the vertical distance is doubled and the horizontal distance is triple your movement.
Pinning Strike
Beginning at 7th level, if you land a critical hit with a High Jump attack, you can forgo your movement this turn and cause the target to become restrained, though you cannot use the pinning weapon to attack it. At the start of its turn, it can make a contested Athletics against you to release itself from the restraint.
Rebounding Leap
After using a High Jump, you can forgo your movement and instead return to the location from where you started your jump.
Stardiver
Starting from 15th level, you can change the damage type of your High Jump to one of these types: Fire, Cold, Lighting, Thunder, Acid, or Necrotic. You decide the damage type each time you use a High Jump.
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