TEXT:  
  Martial Archetype 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Dragoon 
   
   
  Masters of spears, lances, and polearms and adorned in 
  uniquely crafted armor, dragoon's have become legendary 
  for their grace and power. Their intense training, said to 
  have been passed down by the dragon riders of old, allows 
  these warriors to leap unnaturally high into the air and 
  strike their foes with deadly force from above. Sometimes 
  the enemy is unaware of the dragoon's presence until they 
  see the shadow around them growing larger. 
  Lance Specialty 
  Beginning when you select this archetype at 3rd level, 
  when you wield a lance, you do not suffer disadvantage 
  when attacking creatures within 5 feet of you. However, 
  you must still wield a lance two handed when not mounted. 
  Velocity 
  At 3rd level, you can leap to incredible heights. When you 
  make a high jump, the following rules apply to you: 
  • You can leap a number of feet into the air equal to 5 
  times your Strength modifier, plus an additional 5 feet. 
  This additional height increases by 5 feet at 5th level 
  (10 feet), 10th level (15 feet), 15th level (20 feet), and 
  20th level (25 feet). 
  • You need not move 10 feet immediately before making 
  a high jump. 
  • Regardless of how high you jump, performing a high 
  jump costs only 15 feet of your movement. 
  • When you take the Attack action when falling from a 
  jump or a great height, you can use your bonus action 
  to perform a velocity attack. The first attack you make 
  deals an additional 1d6 damage for every 10 feet you 
  fell, up to a maximum of 10d6. 
  • If your target is in the air, you can complete your 
  Attack action before falling.   
  Additionally, as long as you are conscious and wielding a 
  melee weapon, you take no damage from falling from a 
  high jump and half damage from falling when you did not 
  first jump. You always land on your feet. 
  Lancet 
  Starting at 7th level, you gain the ability to drain a 
  creature's energy with your strike. As a bonus action, when 
  you hit a creature with a melee weapon attack, you can 
  choose to gain temporary hit points equal to half the 
  damage dealt. Once you use this feature, you can't use it 
  again until you finish a short or long rest. 
  Tactical Jumps 
  At 10th level, you have learned how to augment your 
  jumps. You can use each of the following abilities once and 
  regain all expended uses when you finish a short or long 
  rest. 
       Double Jump. When you perform a velocity attack and 
  miss, you can repeat your jump and perform a second 
  velocity attack against another target within 15 feet. 
       Earthshaker. You can use your action when falling 
  from a jump or a great height to strike the earth with 
  immense force. Each creature in contact with the ground 
  within 15 feet of where you land must succeed a Dexterity 
  saving throw (DC equals 8 + your proficiency bonus + your 
  choice of your Strength or Dexterity modifier.) On a failed 
  save, a creature takes 4d6 bludgeoning damage and is 
  knocked prone. On a successful save, a creature takes half 
  this damage and is not knocked prone. 
       Passenger. When you make a high jump, you can carry 
  one willing passenger of your size or smaller to your 
  destination. 
  Terminal Velocity 
  Starting at 15th level, as long as you are conscious and 
  wielding a melee weapon, you are immune to damage as a 
  result of falling. 
  Meteor Jump 
  Beginning at 18th level, you can use your action to leap 
  hundreds of feet into the air, disappearing from sight, only 
  to strike moments later with the force of a meteor. Until the 
  start of your next turn, you are at such an altitude that you 
  can’t be seen with the naked eye or targeted by attacks or 
  spells. On your next turn, choose a creature within 60 feet 
  of the space from which you jumped to make a Dexterity 
  saving throw (DC equals 8 + your proficiency bonus + your 
  choice of your Strength or Dexterity modifier.) You can't 
  target a creature which has total cover from above. If there 
  is no suitable target, you fall back to your original spot. On 
  a failed save, the creature takes 12d10 + your Strength 
  modifier damage of the same type as your weapon, or half 
  as much on a successful one. You then land in a space 
  adjacent to the target.  
       You can't use this ability if there is not sufficient 
  clearance to leap high into the air. Once you use this 
  ability, you can't use it again until you finish a short or long 
  rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Dragoon.pdf