Fighter: Dragoon

Dragoon Technique

3rd-level Dragoon feature
When you choose this archetype at 3rd level, you gain proficiency in one of the following combat traditions: Cavalry, Determination, Duelist. When you gain this feature, you may choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition.

Jump

3rd-level Dragoon feature
You have begun to master the special aerial combat style attributed dragon slaying. Your jump distance is tripled, and whenever you jump, you are considered to have a running start.

Dive

3rd-level Dragoon feature
You gain the ability dive into the air and use your innate jumping techniques to perform special dive techniques. As a Bonus Action, you can Dive, leaping up to your jump distance in a straight line without provoking opportunity attacks. After you land, you may perform one dive technique provided there is a creature within your reach.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. If a dive technique requires a saving throw, the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You may perform the following dive techniques:

Dragon Hunter

3rd-level Dragoon feature
You have gained a wealth of knowledge about dragons. You have Advantage on Survival checks to track dragons, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn to speak and read Draconic. If you already speak this language, you may select another.

Dragon Knight

7th-level Dragoon feature
You learn two additional Dive techniques:

Elusive Jump

10th-level Dragoon feature
You may use your superior jumping abilities to avoid harm. As a __Reaction__' when you are targeted by an attack or ability that deals damage, you may spend a dive to leap away from danger, moving up to half of your movement speed. This movement does not provoke attacks of opportunity. Until the end of your next turn, any attacks made against you have Disadvantage, and if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Dragon Slayer

10th-level Dragoon feature
You have become a master of slaying dragons. You have Advantage on saving throws against spells and abilities used by dragons, and you deal an additional 1d6 damage with weapon attacks against dragons.

Blood of the Dragon

15th-level Dragoon feature
You have begun to take on aspects of the creatures you hunt. As a Bonus Action, you may expend one use of your dive ability to tap into the Blood of the Dragon. Alternatively, when you Dive, you can spend an additional use of your Dive ability to tap into the Blood of the Dragon as a part of the same Bonus Action.

For 10 minutes, you gain the following benefits:

Azure Dragoon

18th-level Dragoon feature
You have learned advanced techniques that have made you a paragon of the knights dragoon. You are immune to damage from falling. Additionally, you learn the following Dive technique.

Mirage Dive

21st-level Dragoon feature
When you Dive, you conjure an illusory duplicate of yourself. This illusion may jump to the same space or any other within range, and then perform any Dive technique except Battle Litany. The illusion uses your game statistics if it makes an attack, but attacks are not made with advantage, and its damage is halved.

Life of the Dragon

25th-level Dragoon feature
You have become one with the dragon. You are always under the effects of Blood of the Dragon. Additionally, you learn the following Dive technique:

Stardiver

28th-level Dragoon feature
When you Dive, you can choose not to conjure a Mirage, instead wrapping its energy around you, empowering your Dive technique. If you do, double the distance of your jump (after factoring in all other bonuses to your jump distance). Your Dive techniques then gain the following improvements:

The first time you use this ability, it has no additional cost. If you use this feature again before you finish a long rest, you must spend an additional use of your Dive feature for each time you use it, taking 2d12 force damage for each use of Dive you expend to do so. This damage ignores resistance and immunity.