Dragoon

The Dragoon
Also known as dragon knights! These paladins are wholeheartedly devoted to the remains of the Dragon Apostles, the armored agents of the once-strong order. They traditionally wield polearms, and their jumping skill borders on the ludicrous.

Sky Lancer
The Dragoon is master of the skies! Well. Okay, not really, they can't fly. But they are pretty close given that fact. At 8th level, the Dragoon gains advantage on all athletics checks to jump, are always treated as having a running start, and they jump vertically a number of feet equal to their check result. Additionally, Dragoons do not take falling damage as long as they are conscious or not paralyzed. Using their Action, they can make a Jump Attack. As part of this action, they make a Athletics check to jump, simultaneously covering both horizontal and vertical distance as needed. They then make an attack at the end of the jump if they could reach an enemy (this can be made against a flying enemy if they have enough vertical reach!). This attack deals an extra weapon die of damage if it is performed with a polearm (glaive, halberd, or lance). The dragoon can perform this maneuver again with the extra attack action, and neither of the jumps count against or are limited by their movement.

Dragon's Breath
The dragoon not only can leap vast distances, but can emulate their extinct dragon patrons, breathing elemental power through divine conviction. At 13th level, the Dragoon can spend a spell slot to breath acid, cold, fire, or lightning damage in a 30' cone originating from themself, as an Action. Creatures in the area take 2d6 damage of the chosen type, plus 2d6 for every level of the spell. They can attempt a Dexterity save for half damage (DC as paladin spells).

Spear Cataclysm
The dragoon may not necessarily be a dragon, but they embody the dragon's power nonetheless. It's pretty convenient, though, not being so keen on collecting treasure. At 18th level, as a free action the Dragoon can initiate a Dragon Trance for 1 minute, gaining flight equal to double their speed, and their weapon gains the thrown property with 30' short range and 120' long range, and it returns instantly when thrown. If it is a polearm, the dragoon ignores the disadvantage on long-range attacks. As an Action while in a Dragon Trance, the Dragoon can attack all enemies in their range. Smite only applies once per creature if they choose to use it, so using it on multiple creatures requires multiple spell slot expenditures. The Dragoon cannot enter a Dragon Trance again until after a long rest.