Quote Originally Posted by Grayfigure View Post
Due to a wonderful idea posted in another thread, Ive decided to flesh out my version of the Dragoon idea. This post is merely to add this to my sig, but feel free to peruse and leave imput. as you can see from my other class/subclass attempts, I need all the help i can get! Without Further ado, I give you......:


FIGHTER MARTIAL ARCHETYPE - THE DRAGOON

Spoiler: Story Element
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The Archetypal Dragoon is a Fighter who, through the course of many adventures, has come face to face with one of the great primal beings of our living world: a Dragon. Every fighters' reaction to this moment is different, but for some fighters, the way a Dragon fights, swooping in to attack and quickly begone, their size belying their swiftness and grace in the air, have taught them to emulate these beasts in their own human way. Whether to gain an advantage by being able to attack an enemy from above, or learning the incredible jumping abilities of a Dragoon to meet a soaring Dragon face to face in the sky, a Dragoon is a Dragon Slayer that brings the fight to the Dragon, instead of standing their ground on the firmament below.

Dragoons train thier bodies with extreme strengthening exercises and harsh training, but a Dragoon is not a Dragoon until they receive thier Glyph - an ancient Draconic Word of Power etched onto their bodies in Dragon's Blood. Whether freely given by a 'benevolent' dragon, engraved on their body by a Dragoon Mentor, or awarded by a divine hand after a legendary event, the Glyph grants the Dragoon access to simple yet potent magic that allows them to utilize their physical prowess to sail to the skies for brief moments. This, and other gifts granteed as the Glyph matures, creates the Dragoon: an armored wonder of incredible versatility and power.



Glyph Jump (Level 3)
Upon receiving your glyph, you gain access to the first ability that separates you from conventional warriors and places you upon the path to your Legacy: Glyph Jump. At 3rd Level, you may give up one attack per turn to make a standing high jump to a height equal to your strength score + 3 in feet. Doing so allows you to choose a square within a 10 ft radius of your current position to land in, back on the ground. If you, instead, perform a long jump, you will travel a distance of your strength score + 3 in feet from a standing position, or a distance equal to your full movement, if you move at least 10 feet before attempting the jump. You may channel your falling damage to either a creature or into the ground, taking no falling damage while under the effects of glyph jumping. If you land within 10 ft of an enemy that is size Large or smaller while wielding a weapon with the reach property, that creature must succeed on a STR saving throw against a DC composed of 10 + your proficiency bonus + 1/2 your Class level, rounded up, or be knocked prone, taking all damage you would normally take when falling (1d6 bludgeoning damage for every 10 ft of distance fallen). If the creature is size Gargantuan, it cannot be knocked prone, and is subject to the damage conditions of this ability only. If the creature succeeds on his STR saving throw, it takes half the total damage and is not knocked prone. You may add your melee weapon damage to damage done by this ability if you sacrifice a second attack or an action surge to this ability, when you first declare the attack. At 7th level, the height of the standing jump of this ability is equal to your strength score + 10. At 15th level, the height of the standing jump of this ability is equal to your strength score + 20. You may only use this ability once per turn.


Elusive Jump (Level 7)
Your instincts for combat sharpen to near preternatural levels, allowing you to use your glyph jump maneuver to evade combat strikes. When an enemy succeeds in making an attack roll against you, you may use your reaction to make a DEX saving throw, with the enemy's natural attack roll as the DC for your saving throw. If successful, you take no damage from the attack and are able to leap up to 15ft in any direction. You must end your movement in an unoccupied square. Movement in this manner does not cause attacks of opportunity from nearby enemies.


Weird of the Wyrm (Level 10)
To understand a foe is to know a foe, and you have begun, through the dragon blood that flows through your glyph, to understand the Dragons' movements and screams. At 10th Level, you gain the ability to read and speak the Draconic language. You also gain the ability to instinctively strike a Dragon in such a way as to force even the largest Wyrm to the ground. If an enemy you have targeted with glyph jump is a Dragon or of Draconic descent, it will be knocked prone if it fails it's STR saving throw, even if it is sized Gargantuan. A Dragon or Draconic blooded enemy may also be targeted by glyph jump while that enemy is in flight, as long as the jump can reach its height.

Elemental Essence (Level 15)
You have learned the inner secrets of your glyph and its connection to the essence of the dragon who's blood was drawn for its making. You gain a semblance of his elemental abilities that you may use during some of your attacks. At 15th Level, choose an elemental damage type. This damage type may be drawn on to strengthen your combat prowess. Add 2d6 damage of the elemental type chosen to all attacks until the end of your next turn OR until you attack using the Glyph Jump feature. If used as part of the Glyph Jump feature, the elemental damage becomes 6d6 and affects all creatures within a 15ft radius. The Essence is expended at the end of your next turn or once you have used Glyph Jump. You may use this ability twice between long rests.

Ancestral Roar (Level 18)
You tap into the primal energies that are released when a Dragon roars, gaining the ability to tap into the primal fear all creatures instinctively hold toward this Apex Predator. You may use your Action to mimic an adult dragon's full Roar. Any enemy within 35 ft of you must make a CON saving throw vs 10 + CON + CHA + your proficiency bonus as the DC. Any enemy that fails the saving throw is feared for 5 turns. This ability may be used twice per short rest.


EDIT: Annnnd done!.....for now. Added the flavor text for the Archetype itself, but not exactly in love with that paragraph, so it may change. Also added a horizontal ruling to Glyph Jumping as well, to give a bit of movement utility to it at the cost of an attack. Was thinking of adding a little more to elusive jump as well, but haven't decided to do it yet. Still, everything is up for first draft order and, hopefully, a few comments from the community. I appreciate the feedback!
At third level, this grants you a bonus 2d6 damage, save for half (and a free prone effect) with a crazy high save DC. It's 14 at level 3, which is higher than any other save at that level (barring rolling for stats).

Elusive Jump is OP as all hell. One feat (Resilient Dexterity) and you can have your proficiency bonus added to this. Assuming an AC of 17, and an average hit of 20, you'll succeed around 35% of the time. Which isn't as bad as I first thought, but it's a crazy useful free movement and attack negation. Still too much.

Weird of the Wyrm is actually fine.

Elemental Essence is probably okay, given how little it can be used.

Ancestral Roar... WHAT WERE YOU THINKING WITH THAT DC? That's going to around 22+! In addition, it's just one saver, five turns It NEEDS to allow a save on every turn.