Dragoon

Those who specialize in the way of the dragoon know that a true warrior can utilize the sky as much as the ground in a battle. They leap to supernatural heights and bring powerful weapons down upon their foes with brutal authority. These same foes the dragoon carefully observes, learning their movements to avoid danger while also dealing precise blows.

Unnatural Athletics

Starting at 3rd level, as long as you are not wearing heavy armor, you may use your bonus action and expend half of your total movement to leap high into the air. The height up this jump is 15 + Strength modifier feet. You may move up to 10 ft. horizontally before returning to the ground in an unoccupied space. If this movement would provoke attacks of opportunity, those attacks are made with disadvantage. Additionally, you only take fall damage from a height of 30 feet or higher.

Skystrike

When you choose this archetype at 3rd level, you learn how to drop down upon your foes with devastating power. You may only use this feature if you are wielding a weapon with two hands that has the Reach property. You may use this feature a number of times per day equal to your Strength modifier + half your fighter level, rounded up.

Skystrike. If you used your Unnatural Athletics to leap into the air this turn, you may strike a foe as you come crashing back to the ground by making a special melee attack against an enemy within 10 ft. of the space you landed. If you’re able to make multiple attacks with the Attack action, this replaces one of them. Make a melee weapon attack against the target. On a hit, the target takes an additional 1d8 damage. This bonus damage increases to 1d10 at 10th level and 1d12 at 18th level.

Devastating Strikes

Starting at 7th level, whenever you use your Skystrike feature you choose one of the following additional effects and add it to the attack (choosing the additional effect before the attack roll is made):

The target must succeed on a Strength saving throw or be knocked prone.

The target must succeed on a Dexterity saving throw or the first attack it makes next turn is with disadvantage.

The target makes its concentration saving throw from this attack’s damage with disadvantage.

Add +5 to your attack roll but remove the bonus damage of the Skystrike feature.

Some of these additional effects require your target to make a saving throw to resist the effect of the strike. The saving throw DC is calculated as follows:

Skystrike save DC = 8 + your proficiency bonus + your Strength modifier

Leaping Disengage

Starting at 10th level, you become a master of avoiding danger through superior positioning. Whenever an attack roll is made against you, you can use your reaction to leap out of the way. You take no damage from the attack and may immediately move up to 15 ft. in a straight line without provoking attacks of opportunity. Make this choice after you know if the attack would hit, but before damage is rolled. Once you’ve used this feature you may not use it again until you finish a short or long rest.

Tactical Positioning

Starting at 15th level, your ability to predict your opponent’s actions and be in the right place at the right time give you an edge. Add your proficiency bonus to your initiative rolls.

Additionally, the jump height of your Unnatural Athletics increases to 20 + Strength modifier feet and you can move up to 20 ft. horizontally.

Relentless Combatant

Starting at 18th level, whenever you score a critical hit with a Skystrike or reduce a creature to 0 hit points with one, you may use your reaction to immediately make an attack against each enemy creature within range.