Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Dragoons value agility as much as strength, and as such you are a nimble fighter on the battlefield. When another creature damages you with a melee attack, you can use your reaction to vault backwards in a straight line 15 feet, ignoring any opportunity attacks.

You adopt the fighting style of Dragoon Knights who master the use of Polearm weapons (Glaive, Halberd, Pike, Trident).

You start with the following equipment, in addition to the equipment granted by your background:

To make a Dragoon, make Strength your highest ability score, followed by Constitution. Second, choose the soldier background.

Dragoon Archetype

Beginning at 3rd level, you take on the Dragoon Knight fighting style, honing your skills with the Polearm and learning how to dodge and leap about the battlefield.

When you Long Jump or High Jump, you only need to move 5 feet instead of 10

The distance you can Long Jump or High Jump is equal to twice your Strength score plus your Dragoon level

As long as you are conscious, you take no falling damage from your maximum high jump or below, and half falling damage from distances higher than your maximum high jump

You also gain the following attributes while wielding a Polearm.

When you take the Attack action while wielding a Polearm in two hands, you can use a Bonus Action to make an attack with the opposite end of the weapon. The weapon's damage die for this attack is 1d4 Bludgeoning damage

While wielding a Polearm, creatures provoke an opportunity attack from you when they enter your reach

Jump Damage

You have learned to intertwine the acrobatic nature of Dragoon jumps with the gracefulness of Polearm weaponry. At 3rd level, once per turn when you make a melee weapon attack with a Polearm, if you jump at least 15 feet immediately before or after the attack, you can add Jump Damage (shown in the Dragoon Class Table) to the attack.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Polearm Expertise

Starting at 7th level, your abilities with Polearms have reached maximum potential and you gain the following attributes while wielding a Polearm.

You gain a +1 bonus to attack rolls and damage rolls when you are wielding a Polearm in two hands

Polearm damage dice are increased by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12)

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests at 17th level.

Improved Dragoon Archetype

At 10th level, your continued Dragoon training affords you the following attributes.

Your speed increases by 10 feet

As long as you are conscious, you take no fall damage

When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not

Death from Above

Starting at 15th level, you can leap high into the air and launch your Polearm weapon hurtling back towards the ground to land with tremendous impact. When you take the Attack action on your turn, you can forgo one of your attacks to make a standing leap that sends you 100 feet into the air, at the apex of which you unleash your Polearm back towards the space you jumped from. When the Polearm impacts the ground it sends out a shockwave in a 20 foot radius area. Each enemy creature in the area must make a Strength saving throw with DC equal to 8 + your proficiency bonus + your Strength score, or be knocked prone. Each creature takes damage equal to your Jump Damage on a failed save, or half as much on a success.

Once you use this feature, you can't use it again until you finish a long rest.

Improved Dragoon Archetype

By 18th level, you have mastered the ways of the Dragoon and are granted the following attributes.