Martial Archetype - Dragoon
Standing high atop a rugged cliff edge, an armoured female dragonborn knight peers off into the distance. She has been traversing and scouting these stone peaks for days, searching for signs of a rogue warlord's forces that have been ransacking the tired hamlets in the valley below. All at once, she spies them: dark riders under a banner the color of blood, storming down the hillside to the east. Instantly, she readies her spear and lunges into a near-flying leap, storming down the cliffside, dropping onto the unsuspecting pillagers below.
A female genasi, wearing light but sturdy lustrous scale mail and wielding a silver trident, stands at the gaping, smouldering mouth of a dragon's cave. The dragon lurking within has been terrorizing a nearby city setting its towers alight and demanding tribute in gold and mortal lives from its terrified citizenry. Holding her trident by the haft, she beats the head of her weapon against a nearby stalagmite, hollering a challenge to the slumbering dragon in its own tongue. The city would see this beast slain, and she would be the one to achieve this deed.
An older, white-haired male human clad in a blue tabard, brilliant winged armor and a flowing purple cape peers out at his quarry, an enormous, ancient blue dragon cresting through the skies above the endless desert the human treks through. In but a moment, the human is amongst the clouds, soaring effortlessly with one mighty leap. Lining up his spear with his prey, he hurls his weapon and it disappears into a streak of golden energy, lancing through the dragon. With a pained roar, the dragon plummets to the sands below, as the human descends to meet his enemy in even combat.
In areas in which hostile dragons or other flying monsters are plentiful, orders of dragoons sometimes arise to defend the weak and vulnerable. Seasoned, knightly monster hunters, dragoons make it their mission to strike down creatures that would threaten mortal-kind, and train themselves to be capable of great leaps cusping on near-flight in order to pursue their foes into the skies. A dragoon could ultimately seek anything from peaceful coexistence to outright dominance over the monsters they hunt, just as they could find themselves hunting great beasts for sport and exhilaration just as easily as honest altruism towards mortal-kind. in any case, being a dragoon typically means a lifetime of service and combat against impossible odds, and few adventurers choose this path without a pressing, incredibly personal reason for doing so.
When you first take this option at 3rd level, you gain proficiency in one skill of Acrobatics, Animal Handling, Athletics, History, or Perception, and you learn the language Draconic. If you already know this language, you may instead learn one other language.
Also at 3rd level, on your turn you may make a long or high jump with double the horizontal distance or triple the height of a typical jump that you would make. Unlike a typical jump, this jump does not require a 10 foot running start, nor does it expend any of your available movement. This jump may extend further or higher than you have available movement, and movement from this jump also does not provoke attacks of opportunity.
You may use this feature twice before you must finish a short or long rest to refresh its uses, and you may only use this ability once on any of your turns. Starting at 10th level, you can use this feature four times before requiring a rest.
At 7th level, you hone the art of leaping to strike your foes. If you use your Aspirant Step and make an attack with a glaive, halberd, javelin, lance, pike, spear, greatspear, or trident during the jump or immediately following landing, you make the attack with advantage and add half of your fighter level (round down) to the damage dealt by that attack. You may only gain this bonus on one attack per turn. You are unable to gain this bonus if the jump you are making would collide with a solid object such as a wall or ceiling.
In addition, you gain resistance to any damage you would receive from falling.
Beginning at 15th level, whenever you use your Action Surge, you may also choose to use your Aspirant Step without expending one of Aspirant Step's uses.
Needle of Heaven
Starting at 18th level, you are able to rise to the heavens themselves in persuit of your foes, undertaking a powerful attack that transforms your weapon into a lance of pure radiant light.
While you are outside, you may expend an action on your turn to leap vertically into the heavens, rising to a height of up to 100 feet, but expending no movement. As a part of this action, once you reach the apex of this jump you may hurl a glaive, halberd, javelin, lance, pike, spear, greatspear, or trident that you are wielding up to 400 feet, making an attack toll as if you were malting a typical melee of thrown attack with that weapon against a target within its range. This attack is made with advantage, and deals radiant damage equal to 10d12 plus your Strength modifier.
Any creature hit by this attack must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. If it fails, the creature is rendered prone and, if it has a flight speed, cannot use that speed. A creature affected by this may recover from being prone as normal, but may only recover the use of their flight speed by coming into contact with the ground. If a creature is in flight and is affected by this ability, it begins falling on its turn.
After using this ability, at the beginning of your next turn you rapidly return to the ground without taking damage from falling, and your weapon magically returns to your hand.
Once you use this feature, you must finish a long rest before you can use it again.