Fighter
Base Class: Fighter

A type of warrior that specializes in fighting against and alongside draconian kind. They are most well-suited for fighting large creatures in open areas.  Inspired by Divine Dragoon by ZeroEXE17.

While wielding a polearm, a Waterdhavian dragoon can jump straight into the air and come down with great force onto their enemies.  Aside from their mighty leap, a dragoon can also draw an enemy’s power from them with the Lancet skill, focus attacks using Wyrmwind Thrust, or do a variety of offensive or defensive actions using Spears of Guidance. 

Level
Features
3 Dragon's Soul, Leap, Soft Landing
7 Master of the Spear, Soul Spells
10 Lancet
15 Wyrmwind Thrust
18 Spears of Guidance

Dragon's Soul

As part of your rite of passage you choose a dragon damage type to magically connect yourself with: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Once you select a damage type, you cannot change it.

As a bonus action, you can activate your dragon soul's aura. This ability lasts 3 rounds, and you can do it a number of times per long rest equal to your Proficiency bonus (if multi-classed, only count your fighter levels). While active, your weapon is considered magical for the purposes of overcoming damage resistances, and it deals 1d6 additional damage of the same type as your chosen dragon soul with each melee attack.

You also gain the Favored Enemy (Dragons) feature.

Leap

At 3rd level, you gain the ability to leap as an action. 15 feet is the shortest you can leap and you need at least 10 feet to start one.  Movement has to be in a straight line, and rough terrain doesn't affect the distance provided your leap's arc can avoid it. Leaping out of a creature's threatened space at the beginning of a leap provokes attacks of opportunity as normal, but movement during the course of the leap does not.

When leaping, your maximum height is equal to half your speed, rounded down.  Your maximum horizontal distance is equal to your speed.  For example, if you have a speed of 30 feet per round, you can leap up to 15 feet vertically and 30 feet horizontally. If you are in a position above an enemy, you can exceed these maximums if the vertical distance is greater than your maximum height limit (ex: jumping off an 80 feet cliff onto an enemy counts as an 80 foot leap).

When landing at the end of a leap, you make a melee weapon attack using a polearm that causes an additional 1d6 damage of the same type as your weapon per 10 feet travelled. Only count the largest distance travelled between horizontal and vertical to determine bonus damage. For example, if you leap 30 feet horizontally and 10 feet vertically, the attack will cause an additional 3d6 damage, not 1d6. You can only make one attack with this ability, but for each Extra Attack you can normally make, you deal an additional 2d6 damage.

If you travel 20 feet or more vertically during a leap, you take falling damage based on the distance, which is reduced by the Soft Landing feature.

Master of the Spear

You gain proficiency with every type of polearm, and if you don't already have it, you gain the Polearm Master feat. You can wield any polearm with the Two-Handed property with one hand. Additionally, when calculating damage, all polearm type weapons and anything with the tag of "versatile" are always treated as if you were wielding them with two hands.

Soft Landing

Through your extensive practices of leaping and falling from great heights, you have learned to harden your body to the impacts of landing. You reduce any fall damage taken by an amount equal to 3 times your Fighter level.

Lancet

At 10 level, the spirit of the dragon's soul lashes out at your enemies, taking energy and lifeforce from them for your own use. You can use this ability a number of times equal to 1 + your Charisma modifier (minimum 1). It recharges on a long rest.

As a bonus action, choose an enemy you can see within 20 feet of you.  They must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or take 2d8 damage of the same type as your Dragon’s Soul.  You receive half of the damage amount as temporary hit points. 

In addition, on a failed save, the victim of Lancet gains vulnerability to the damage type of your chosen Dragon Soul until the end of your next turn. If the target is normally immune to the damage type, they become resistant.  If they are normally resistant, they instead lose resistance to the damage type for the duration.  This vulnerability does not affect the initial use of this ability, but it does affect it if used in consecutive rounds on the same target.

Soul Spells

Starting at 7 level, the will of the dragon's spirit within you allows you to use the following spells once each per long rest, without the need for material components (but you must still must concentrate as normal): haste, jump, and longstrider. Your spellcasting modifier is Charisma.

Wyrmwind Thrust

At 15 level, you can focus an amount of power into your weapon that creates a weakening wind shear that cuts through the toughest defenses. You can use this ability a number of times per long rest equal to your proficiency modifier.

As a bonus action, choose an enemy you can see within 60 feet of you. They gain vulnerability to your chosen Dragon Soul damage type until the end of your next round. If the target is normally immune to the damage type, they become resistant.  If they are normally resistant, they instead lose resistance to the damage type for the duration.

Spears of Guidance

At 18 level, the power of the dragon's soul within you allows you to realize your full potential. Once per long rest, you may use your action to summon spears of crystalized light that surround you. Faint hints of elemental energy from whatever your dragon soul's element slowly coalesce around each spear.

You are able to summon a number of spears equal to double your proficiency modifier. These spears can be used for several different abilities, after which they dissipate. The number in parenthesis is the amount of spears you can use with an ability.

Attack (1-3 spears)

As a bonus action, choose up to three targets within 30 feet of you. You can select a target more than once.  Each spear is incorporeal and able to pass through solid objects, but you must be able to see the targets.

At the end of the movement, the spear makes a single melee attack using your spellcasting attack modifier (Charisma).  If the attack hits, it does the same damage as your equipped weapon, provided it is a polearm. After each spear attacks, it dissipates.

Defend (2 spears)

As a reaction, you place two crossed spears between yourself and an attack made by an attacker you can see. You can decide to use the defend option after you know the outcome of the attack.  When used, this halves the damage caused by the attack's damage.  Both spears then dissipate.  Alternatively, you can also use your reaction to defend someone else within 30 feet that you can see, provided you can also see the attacker.

Detonate (1-5 spears)

As a bonus action, a number of spears fly to a point that you can see within 60 feet of you and explode in a 15’ radius.  You can use up to 5 spears and each deals 2d6 damage of the same type as your chosen dragon soul.

Heal (1-5 spears)

As a bonus action, you can command up to five spears to use their power to heal targets that you can see within 30 feet of you.  You can select the same target more than once.  Each spear heals 1d8 plus your Charisma modifier, after which they dissipate.

Waterdhavian Dragoon Image

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