Fighter
Base Class: Fighter

To be filled Later

Dragon's Spear

At level 3, you can imbue a polearm with draconic power.

Whenever you finish a long rest, you can touch a glaive, halberd, quarterstaff, spear, or lance and empower it with draconic energy. When you do this, the following attributes of the weapon change.

  • The weapon's damage die becomes a 1d12 and the damage type becomes piercing.
  • If the weapon has either the "versatile" property, the "thrown" property, or the "special" property, it loses them.
  • If the weapon lacks the "two-handed" property, "heavy" property, or "reach" property, it gains them.
  • For features granted by this subclass, this weapon counts as your Dragon's Spear.

This benefit lasts until you use this feature again or if you die.

Jump

At level 3, you have learned to harness the power of dragons with your body to propel yourself into the air.

If you are wielding your Dragon's Spear, you can use your action to leap up to two times the remainder of your movement speed directly upward. When you do this, you are suspended in the air until the beginning of your next turn, at which time you come crashing down. You land in an unoccupied space up to your movement speed from your original location.

While suspended in this way, you gain the following traits:

  • Attacks made against you have disadvantage.
  • You have advantage on Dexterity saving throws.
  • Your movement speed is reduced to zero.

If you land next to a creature, you can use choose to make a melee weapon attack against that creature with your polearm. If you choose to make an attack in this manner and the attack hits, calculate your fall damage taken from the height of your jump and apply it to the damage of that attack. If the attack hits, you do not take any fall damage. If the attack doesn't hit, you take half of the fall damage instead.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses at the end of a short or long rest.

Geirskogul

At level 7, you can now channel the power of dragons directly through your Dragon's Spear. 

When you take the attack action on your turn, you can replace one of your attacks with an empowered thrust of your Dragon's Spear. When you do this, make a melee weapon attack against each creature in a straight line up to 15 feet away from you.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses at the end of a long rest.

Disembowel

Whenever you hit a creature with your Gierskogul feature, the creature is afflicted with Disembowel. While under the effect of this condition, the creature is vulnerable to piercing damage.

If you hit a creature afflicted with Disembowel with your Jump, High Jump, or Stardiver features, the Disembowel effect on that creature is extended until the end of your subsequent turn.

High Jump

At level 10, you have perfected that art of the Jump. 

Whenever you use your Jump feature, you can now jump up to four times the remainder of your movement speed directly upward.

Additionally, you are now immune to fall damage.

Battle Litany

At level 15, you are now able to temporarily imbue yourself and your allies with a draconic fury.

As a bonus action on your turn, you can grant yourself and up to three creatures of your choice an expanded critical range. Until the end of your next turn, all creatures affected by this feature can expand their critical range by one. (For example, if you could only critically hit on a 20, can now critically hit on a 19 or a 20. If you could already critically hit on a 19 or a 20, you can now critically hit on an 18, 19, or a 20.)

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses at the end of a long rest.

Stardiver

At level 18, you have learned to channel the full power of a dragon into your Jumps.

Whenever you use your High Jump feature to make a melee weapon attack, you can force all creatures within 5 feet of the space you land in to make a Dexterity saving throw. On a failed save, the affected creatures also take the damage granted by your High Jump feature. On a successful save, they take half damage.

Previous Versions

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