Paladin
Base Class: Paladin

In ancient times of Aeoreth, a clever form of fighting was created to battle to dragonic menace. Paladins took to the spear and learnt how channel their divine power to briefly travel through the air to close the gap between their them and their airborne enemies. 

The spears where prefered over other slashing weapon as they where able to more easily penetrate a dragons thick scales. The spears where also prefered as they were often used as a way to guide the hunter's path when flying through the air, as well being excellent throwing weapons.

In modern times this art have been forgotten by the majority of the country, however there are a small selection of zelous paladins who have taken to training in the art once again, and those who are successful become some of the most renowned monster hunters in the realm!

A paladin who swears this oath commits to the following

    - To never stop chasing their pray.

    - To never stop moving forward towards their goal.

    - To use their powers in the name of righteousness.

Channel Divinity

Found Pray: You can target a single creature of choice within 60 feet and apply Hunter's Mark to that creature for 24 hours. You are able to mark multiple creatures if you use channel divinity.

Hunter's Perception: 2 target creatures of your choice within 60 feet are marked by a holy mark for the next half minute (5 rounds). When someone attacks a marked creature they gain an advantage, the marks fade at the end of your turn.

Never out of reach!

Starting at 3rd level you gain the "Thrown weapon" fighting style, and all spears you hold have the thrown and finesse property.

You are also able to channel your divine powers into your weapon, and as a bonus action you can pull your weapon back into your hand if it's within 60 feet of you.

Jumping Strike!

Starting at 3rd level, as a part of your jump action you can perform an attack action, if this hits you do an extra 1d8 damage. Also, if the attack lands you count as being on grabbed onto the creature, you're also able to decrease your falling damage by your level x 5 to a total of 0. 

Divine Jump

Starting at 7th level, you can chose the jump action instead of movement, the new speed is increased to a total of 30 feet.

You're also able to perform the jump action twice in a turn as well as being able to use the jump action to propel you while still in the air.

Improved Jumping Strike!

Starting at 15th level, you may add an extra 2d8 to your damage if you hit. You can also reduce your fall damage regardless of wether you hit a target or not.

You're also able to perform a critical hit with Jumping Strike! when you roll either a 19 or 20 on your d20 die.

Master of the Hunt

You've mastered the art of the hunter granting you incredible abilities to perform extraordinary feats.

Starting at 20th level you're able to perform one additional jump on each turn for a total of 3 jump actions per turn.

You master the Jumping Strike allowing you to add another d8 to it's damage for a total of an extra 3d8.

You've honed your sense to perfection, once per day when you've attacked a target they are marked for death. For the next 24 hours your attack rolls are with advantage against this target, and you always know where they are regardless of how far away they get.