Fighter
Base Class: Fighter

There are two groups of warriors at the pinnacle of Combat and Warfare in Quetzal society. One of those groups are the masters of Warfare tactics and known as the Couatl Dragoon. Couatl Dragoons are Legendary warriors who specialize in killing Dragons and were also referred to as "Dragoons" which in the ancient version of the Quetzal language means "Dragon Slayer" due to their Strength and Ferocity in the battlefield. Couatl Dragoons have trained and honed their skills over multiple millennia to be perfect Dragon Slayers. Couatl Dragoons are the only other creature that Dragons see as equally dangerous as them even if they don't admit it or show it. The Quetzal people also refer the the Couatl Dragoons as the "Shorn Ones".

Couatl Spirit

3rd-level Couatl Dragoon feature

Beginning when you choose this archetype at 3rd level, you awaken the Spirit of the Couatl Dragoon within you.

Couatl Spirit. Your Couatl Spirit is represented by your Couatl Spirit dice, which are each a d6. You have a number of these dice equal to your one and a half times your Fighter level rounded up, they fuel various Couatl Spirit powers at your disposal. Some of your abilities expend the Couatl Spirit die as specified in each ability's description, and you can’t use a power if it requires more Couatl Spirit die than what you have available. You regain all your expended Couatl Spirit dice when you take a long rest.

When you reach certain levels in this class, the size of your Couatl Spirit dice increases: at 7th level (d8), and 10th level (d10), and 15th level (d12). The powers below use your Couatl Spirit dice.

Couatl Spirit: Recovery. As a bonus action, you can regain expended Couatl Spirit dice equal to twice your proficiency bonus, but you can’t do so again until you take a long rest.

Couatl Spirit: Telepathy. You gain permanent Proficiency in reading, writing and speaking Draconic and any of its dialects. Also, you can communicate telepathically with Couatls, Dragons, Dragon kin and other Couatl Dragoons that are within half a mile of you. Any ally that has an active Spirit Fragment can also communicate telepathically with Dragons, Dragon kin and other Couatl Dragoons that are within half a mile of you.

At Fighter level 7 you gain the following additional benefits:

  • Couatl Spirit: Dragon Damage. Attacks against Dragon kin do additional force damage equal to your Proficiency Bonus.
  • Couatl Spirit: Couatl Critical. Your melee weapon attacks score a critical hit on a roll of 19 or 20. At Fighter level 15, your melee weapon attacks now score a critical hit on a roll of 18–20.

 

Couatl Dragoon Combat

3rd-level Couatl Dragoon feature

Your melee weapon attacks can grow in strength and versatility. Dragoon Strike, Critical Strike and Breath Strike each use Dragoon Ascension in order to close the gap when attacking if the target is within range without provoking attacks of opportunity. You use the force of the impact to ricochet off and land in any unoccupied space of your choosing within 10 feet of the target also without provoking attacks of opportunity or landing prone. If your attack misses, you will land in an unoccupied space that the target chooses within 5 feet of it. If you use Dragoon Strike, Piercing Talon Strike, Critical Strike and Breath Strike and the target(s) is/are engaged with one of your allies, that attack will have advantage.

  • Dragoon Ascension. As an Action you can activate Dragoon Ascension a number of times equal to your proficiency bonus per long rest. You have an available horizontal and vertical jump distance is equal to 10 feet times your Proficiency bonus(even from a standstill or if you used all your walking speed). No other Spell or Feature can increase or decrease the jump vertical or horizontal distance even in rough terrain. Also, as a Reaction you can activate Dragoon Ascension a number of times equal to your proficiency bonus per long rest and Falling damage is reduced by 5 times your Fighter level and you avoid becoming prone even if damage is taken due to not being able to reduce all the Fall damage. Dragoon Ascension cannot be activated if you are Grappled or Restrained.
  • Leaping Strikes. Attacking a flying enemy with a regular weapon melee attack gains access to the Dragoon Ascension features without expending your action, reaction or uses of your Dragoon Ascension in order to reach the enemy for each attack. You land in the same spot that you were when you made your melee weapon attack.

You can choose to make the first attack per encounter as a Dragoon Strike without using a Couatl Spirit Die.

IN ORDER TO USE ANY OF YOUR DRAGOON STRIKE ABILITIES YOU MUST ANNOUNCE IT BEFORE YOU ROLL TO ATTACK(Except for Dragoon Strike).

  • Marked Strike. You must spend 1 Couatl Spirit Soul Die in order to add Marked Strike to any of your weapon attacks. On a successful attack you will place a mark on the target that only you can see if its within 60ft of you. You will be able to know its exact location even if the target you mark is invisible or becomes invisible for up to 24 hours. You expend the die only if the attack roll succeeds.
  • DoubleTime. You must spend a number of Couatl Spirit Die between a minimum of 1 and a maximum equal to your Proficiency Bonus to use DoubleTime as your reaction. When an enemy makes a melee weapon attack that meets your armor class exactly, you can convert that hit into a miss as each of the Couatl Spirit die that you expend will temporarily apply a +1 to your armor class until the end of your next turn. You roll the expended Couatl Spirit die and you will take damage equal to half of each die roll rounded down of force damage. A die roll of 1 means you take zero damage and you don't expend the die. As part of DoubleTime ability, you can also use a melee weapon attack against anyone within reach for this reaction.
  • Dragoon Strike. You can spend 1 Couatl Spirit Die after you successfully hit with a melee weapon attack, Critical Strike or Breath Strike to add Dragoon Strike damage to that attack. Otherwise, you can choose to use this ability before you make a melee weapon attack to increase the distance you can reach the enemy and damage dealt to it. Critical hits using this ability make Flying enemies of size Huge or smaller fall and land prone. 
  • Piercing Talon Strike. You can spend 2 Couatl Spirit Die to make a Piercing Talon Strike as a ranged attack using a magical +1 Javelin that appears in your hand instead of your melee weapon. Roll to hit for all enemies in a 100ft straight line with a +1 Javelin and each enemy hit will take the +1 Javelin piercing damage which you are proficient in plus the 2 Couatl Spirit dice rolled as Force damage. After the Javelin reaches the 100ft it magically disappears. On a critical hit, each enemy hit will have Disadvantage on all of their attacks until the end of their next turn.  You expend the dice only if at least one attack roll succeeds.

At Fighter level 7 you gain the following abilities:

  • TrueSight Strike. You must spend 1 Couatl Spirit Die to add TrueSight Strike to any of your melee weapon attacks or Piercing Talon Strike. If the target you hit has willingly taken another form where they currently have hit points based on the new form like Polymorph, Shapechange, Possessing a creature or Wild Shape your attack’s damage will ignore the new form’s hit points and directly affect the hit points of the creature’s true form. The damage dealt will not visually effect the new form but will visually effect the true form once it reverts back. You expend the die only if the attack roll succeeds.
  • Spell-Counter. As a Reaction, you can use Spell-Counter on any Spell that tries to cause any effect or damage to you even if you are able to save from the effect or damage. An exact copy of that Spell(including spell level casted, Spell Attack modifier and Save DC) from the original caster will be stored within your Couatl Spirit until the end of your next turn and on that turn you can choose to use the Spell instead of making one of your attacks from your Attack Action. Area of effect spells wont have any effect on you or your allies due to your Couatl Spirit controlling the spell. In order to use the Spell you must spend the amount of Couatl Spirit Die equal to the Level the Spell was originally casted at. If Spell-Counter is used on a cantrip you will spend no Couatl Spirit Die when you use it. All rules regarding concentrating on spells still apply. The Spell will not cast if you don’t have enough Couatl Spirit Die to meet the Casting requirements. Spells used with Spell-Counter are immune to Mage Slayer Feat Debuffs. Spell-Counter can be used on Dragon Breath Weapons as long as you have 5 Couatl Spirit Dice to cast it. If your race is Quetzal you can control the spells Damage type when using Spell-Counter(cold, fire, lightning and thunder are interchangeable; acid and poison are interchangeable; necrotic and radiant are interchangeable). You expend the dice only if the spell succeeds on at least 1 target.
  • Critical Strike. You must spend 2 Couatl Spirit Die to add Critical Strike’s force damage which is equal to your Couatl Spirit die roll to your melee weapon attack. If this ability is used on a critical hit from rolling a 20 on a d20(no auto-crits) or landing a crit with the aid of your abilities like Couatl Spirit: Couatl Critical, Eyes of the Couatl and Battle Litany then all the Damage Dice rolled from this attack becomes an auto max roll when determining damage and the target becomes paralyzed until the end of your next turn. If the target is immune to being paralyzed it will instead become stunned even if it is immune to becoming stunned until the end of its next turn. Legendary Resistances cannot resist these effects. You expend the dice only if the attack roll succeeds.
  • Breath Strike. You must spend 3 Couatl Spirit Die to add Breath Strike’s Force damage which is equal to your 3 Couatl Spirit die rolls to your melee weapon attack. On a successful attack, the Force damage rolled from Breath Strike also hits all enemies within a 15ft sphere. Every enemy (no matter the size) except for the original target which is at the center of the Breath Strike is pushed out 10ft in the direction opposite of where they are in relation to the center of the sphere. On a Critical Hit, all enemies hit within the sphere's range becomes stunned until the end of your next turn. If any of the targets are immune to being stunned they will instead become prone and their movement becomes 0 even if they are immune to becoming prone until the end of its next turn. You expend the dice only if the attack roll succeeds.

 

Fortified Couatl Spirit

7th-level Couatl Dragoon feature

The bond with your Couatl Spirit grows and the flow of power intensifies throughout your whole body and your armor, boots, helmet, gloves, etc that are don'ed are infused with your Couatl Spirit and you can change their appearance at will in order to make them resemble a full set of Couatl Dragoon Armor in the style and colors of your choosing and turn to normal at will. Your equipped weapon also changes appearance to match the style of your armor. All armor and weapons retain their original stats. You have also become more proficient in harnessing and controlling your Couatl Spirit and your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Eyes of the Couatl. As a Bonus Action you can spend 2 Couatl Spirit die and activate Eyes of the Couatl to buff your critical hit rate. Your eyes gain the appearance of Couatl eyes. Attack rolls of 18 or higher is considered a critical hit for 10 minutes. If you have Eyes of the Couatl active when a target has an active Marked Strike on it you and any ally who has your Spirit Fragment will be able to sense that target's location within a mile of you.

  • Spirit Fragment. When you activate Eyes of the Couatl on yourself, you unlock access to your Spirit Fragment ability. This ability allows you to temporarily fragment your Couatl Spirit into one or more allies that are within 60 feet of you and happens at the exact moment you Activate Eyes of the Couatl on yourself. The maximum number of additional allies you are able to give these buffs is equal to half your proficiency bonus rounded down. Sharing a fragment of your Couatl Spirit with them which increases their critical hit rate. Both eyes from each of those allies gains the appearance of your Couatl eyes. That ally's attack roll of 19 or higher is a critical hit for the remainder of your 10 minutes of Eyes of the Couatl. Spirit Fragment provides a visual and telepathic link amongst you and your allies that have a Spirit Fragment.

At Fighter level 15 your ability grows more powerful:

  • Eyes of the Couatl: Awakened. You will now need to spend 3 Couatl Spirit die instead of 2 to activate Eyes of the Couatl on yourself. The vision of your Couatl eyes gets sharper and the color of your Iris glow brighter, Attack rolls of 17 or higher are considered a critical hit for 10 minutes.

 

Elite Couatl Dragoon

10th-level Couatl Dragoon feature

You ascend into the Rank of an Elite Couatl Dragoon and gain access to the following ability:

As an Action you can summon Couatl wings from your back that cannot be dispelled, counterspelled, or prevented from activating due to anti-magic fields once per long rest. Your flying speed is equal to your walking speed for 1 hour. If you want to activate Arial Assault again before a long rest or want to extend your current hour for an additional hour you must spend 3 Couatl Spirit Die for each additional hour. If you already have wings because of your race, they will transform into Couatl wings and gain the benefits as long as this feature is active.


 

Couatl Dragoon Ferocity

15th-level Couatl Dragoon feature

After landing a melee attack which was a critical hit, the target senses the bloodlust of the Couatl Spirit within you and you can spend 3 Couatl Spirit Dice on that target to use Couatl Dragoon Ferocity in order to decrease the targets AC by 2 for 1 minute, or spend 5 Couatl Spirit Dice to decrease the target's AC by 4 for 1 minute. You gain the AC that was decreased by the target for that minute. If you use this feature again before the minute is over the effects will drop and then applied to that target hit for another minute. If the target is incapacitated the effects will drop.


 

Legendary Couatl Dragoon

18th-level Couatl Dragoon feature

Lawful, Neutral or Chaotic Dragoon. The bond that you have mastered with your Couatl Spirit aligns itself with your attitudes toward society and order (lawful, chaotic, or neutral). The alignment you chose from the start of your journey will determine which of the following features you are able to use at 18th, 19th level and 20th level. You are only allowed to use one of the two features below once per long rest.

  • Lawful: Learn Dragoon Shield starting at level 18 and Battle Litany at level 20.
  • Chaotic: Learn Battle Litany starting at level 18 and Dragoon Shield at level 20.
  • Neutral: Learn the feature of your choosing starting at level 19 and the other at level 20.

Dragoon Shield. You can activate Dragoon Shield as your Reaction to summon a shield for protection. Any magical weapon attack, spell or feature done against you and any of its effects are automatically reflected back to the enemy attacking and it has no effect or damage to you. If used during an area of effect spell, magical weapon attack, or feature, your Shield extends your protection to your allies that are in the area of effect with you and is directed back to the enemy attacking and the same number of enemies equal to your allies that were targeted. Your allies gain the same protection as you do for that attack. If used on a Spell, Spell-Counter will automatically activate and you can use it without expanding Couatl Spirit Die.

At 20th level, if you have given a Spirit Fragment to an ally and they are attacked, you can use your reaction to swap places with them first and then Dragoon Shield will activate on that attack.

Battle Litany. As an Action, you activate Battle Litany which allows you to make one successful attack roll into an auto Critical Hit for any attack you choose within 5 minutes.

At 20th level, 1-3 of your allies that have an active Spirit Fragment when you use this feature on yourself will also get the Battle Litany feature for 1 minute. If your ally has been given the Battle Litany feature and then the Spirit Fragment feature drops they will still have the Battle Litany active for the remainder of the 1 minute.

--Select one of the following based on your Character Alignment--

Chaotic Dragoon

  • Chaotic: Learn Battle Litany starting at level 18 and Dragoon Shield at level 20

Lawful Dragoon

  • Lawful: Learn Dragoon Shield starting at level 18 and Battle Litany at level 20

Neutral Dragoon(Battle Litany)

  • Neutral(Battle Litany): Learn Battle Litany starting at level 19 and Dragoon Shield at level 20

Neutral Dragoon(Dragoon Shield)

  • Neutral(Dragoon Shield): Learn Dragoon Shield starting at level 19 and Battle Litany at level 20

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