Base Class: Fighter
Flying creatures have historically been hard to deal with for most adventurers. Many combatants will simply grab a ranged weapon and start shooting, but such combat is rather well-known and well-avoided by seasoned targets. Not to mention the issues of how much magical energy a spellcaster is willing to spend to take them down, and the limited ammunition of more physical fighters, which can be something of a tight squeeze if a party is not prepared.
One day, a spear-wielding fighter-in-training looked up to the sky. He thought of all the threats that may come from above, and said to himself that he would drive a lance into their heads in order to make his friends and family safe from these enemies. And so, from that day forward, he began training himself to jump to immeasurable heights. Seeking adventure, he left his home, making leaps and bounds for the sake of the thrill and the rush of soaring ever skyward. And now, using that very same technique, many more have taken up that style of fighting, you included, to cleanse the skies of evil and defend against all aerial threats. To you, the benefits of this training on the ground are just a bonus.
Dragoon Leap
When you pick this subclass at 3rd Level, you gain the ability to empower your jumps with magic, increasing how far or how high you may jump. As a bonus action, you may take a Leap action using half of your movement for that turn. Using Leap, you can move up to half of your movement speed plus 5 times your Fighter Level ((Movement/2)+(FighterLevel*5) ft) in a horizontal direction using a single bound, or jump straight up, remaining in the air until your next turn, unless some effect forces you downwards. You cannot use the Dash action if you decide to Leap, and you cannot use the Leap action if you decide to Dash.
Leaping vertically does not use up your Attack action, if you haven't already used it; in the event that your jump height is equal to or more than the current height of a creature, you may also take the Attack action against that creature if you so choose. Any ranged attack made while airborne from Leap is made with disadvantage, as are any ranged attacks made against you while airborne.
Leaping Strike
Additionally at 3rd Level, if you Leap horizontally, you may perform a melee Attack action for free against all enemies in one space you cross during the leap. This Attack roll is made with both your Strength and your Dexterity modifiers, and adds 1d6 to the damage if it hits.
Moreover, if you Leap vertically, on the next round of combat, you may land up to half your movement speed away from where you Leaped. Any enemies in that space when you land are subjected to a free melee Attack roll made by you. When you roll for accuracy, add your Strength and your Dexterity modifiers. If the attack is not made with a polearm (a javelin, spear, glaive, halberd, lance, or pike), then this attack roll is made with disadvantage. Add 1d8 to the damage if this attack hits, and if an enemy in that space is equal to your size or larger, you may immediately move 5 ft in any direction so long as the space you land in as a result is not occupied by that enemy.
The number of bonus damage dice increases at 7th (2d6/2d8), 10th (3d6/3d8), and 15th (4d6/4d8) level. Even if you have multiple attacks or are dual-wielding, you may only make one attack per Leap with either feature.
If you are already in midair and falling or moving through an enemy's space, you can make a Leaping Strike against them without Leaping first. Depending on your trajectory, the Strike may be horizontal or vertical, but the DM has the final say on which kind of strike it is.
Trained Landing
Finally, at 3rd Level you have trained yourself to land safely from heights. When you are about to take fall damage, you may spend half of your movement for your turn to half the damage you take. If you take fall damage while making a Vertical Leaping Strike, then you half the fall damage for free and can instead use this action to subvert the damage entirely.
Dragoon Drop
At 7th Level, you have gained the ability to better maneuver yourself during a Leap to grasp at an airborne enemy and bring them down to the ground. Instead of making an attack roll with Leaping Strike, you can instead contest your Athletics check against an airborne enemy's Dexterity saving throw, if their size is equal to yours or smaller. If you succeed, the enemy is knocked prone and moved with you onto the space you land on using your Leap, and takes bludgeoning damage equal to the respective Leaping Strike's bonus damage. If the enemy succeeds, then nothing happens and you cannot attack any other enemy with Leaping Strike or Dragoon Drop.
If the enemy is two sizes smaller than you, they make their Dexterity Save with advantage.
Grace in Flight
At 10th Level, you have become incredibly proficient with acrobatics and aerial maneuvers, in addition to now being able to exhibit above-average athletic abilities. You gain proficiency with Acrobatics and add proficiency to Dexterity saving throws when airborne, in addition to obtaining the Athlete Feat. If you already have proficiency with Dexterity saving throws, you instead gain advantage on Dexterity saving throws when airborne.
Double Jump
At 15th level, you have mastered the Leap technique to the point where you can perform it twice in rapid succession, albeit with less kick between the two. When Leaping, you can change your direction once midflight. If you do this, it must be halfway through your Leap, essentially cutting your distance for each individual Leap in half. You can also Leap once, move and/or perform an action, and then Leap again, once again with each Leap only covering half the distance. You may also use this to perform a Vertical Leaping Strike over the course of one round. Moreover, you can Dragoon Drop twice in one round using this feature.
To that same extent, you can use one of these half-Leaps in midair if you are not already Leaping.
Skyfarer
At 18th level, you have mastered the Dragoon Leap and Leaping Strike techniques, crowning you as a ruler of the skies. You can perform as many Horizontal Leaping Strikes as the amount of Attack actions you can take, regardless of whether you Leap once or twice.
Moreover, after performing a Vertical Leaping Strike, you may Leap 1/4 of your current Leap distance to perform a second Vertical Leaping Strike on a second space. After Leaping in this manner, you cannot Leap again.
Lastly, you take half fall damage from all sources, up to and including your Leaps. Airborne Mastery now nullifies fall damage entirely, and fall damage incurred by Vertical Leaping Strikes is also nullified.
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