Ranger
Base Class: Ranger

Sky Lances are fearless hunters who claim the battlefield’s third dimension as their own. Where others see cliffs, towers, and dragon-filled skies as hazards, a Sky Lance sees a path to the perfect killing angle. Through relentless training, they learn to hurl themselves across impossible gaps, redirect falling momentum into lethal thrusts, and walk away from drops that would shatter ordinary warriors.

Most Sky Lances favor long-handled weapons—spears, pikes, and glaives—using them as both vaulting poles and piercing lances. Their connection to draconic power is more practical than mystical: some learn the ways of dragons to better slay them, while others forge pacts with lesser drakes, riding them into battle in breathtaking dives. Whether dragon-slayer or dragon-rider, a Sky Lance dominates the vertical battlefield, striking fast, hard, and from directions foes never expect.

3rd Level: Sky Lance Training

  • Finesse Polearms. While wielding a spear, pike, or halberd, you can use your Dexterity modifier instead of Strength for attack and damage rolls.

  • Dexterous Leap. When you determine how far you can jump (for both long jumps and high jumps), you use your Dexterity modifier instead of your Strength modifier.

  • Aerial Grace. When you take falling damage, roll 2d6 and subtract the total from the damage you take (minimum 0). You are immune to becoming prone as a result of falling unless the damage reduces you to 0 hit points.

7th Level: Lancer’s Charge

When you move at least 10 feet in a straight line toward a creature (in any direction, including jumps or falls) without changing direction, your next attack with a finesse polearm before the end of your turn gains the following benefits:

  • It deals an extra 2d4 damage of the weapon’s type.

  • Your reach with that attack increases by 5 feet.

  • The target must succeed on a Strength saving throw (DC = your spell save DC) or be knocked prone.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

11th Level: Lesser Drake Companion

You learn the find steed spell. It counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know or prepare.

  • You can cast find steed once without expending a spell slot, and you regain the ability to do so when you finish a long rest. You can also cast it using your spell slots.

  • You use Wisdom, Intelligence, or Charisma (your choice when you gain this feature) as your spellcasting ability for this spell.

  • When you cast find steed with this feature, you always summon a spectral young dragon wyrmling instead of the normal options. It is Medium, has a flying speed of 40 feet (or its stat block’s value, if higher), and uses the statistics of a young dragon wyrmling of a type agreed on with your DM, except that it is celestial, fey, or fiend (your choice) and appears draconic and spectral.

  • If you are not already proficient in the Animal Handling skill, you gain proficiency in it.

The steed otherwise follows all the normal rules of find steed.

15th Level: Heavy Lance Mastery

You have perfected the art of fighting with massive lances and polearms.

  • You can wield polearms that have the heavy property (such as a pike, halberd, or glaive) in one hand, treating them as one-handed martial weapons. They retain the two-handed property for other features.

  • When you wield a heavy polearm, its damage die becomes 1d12 instead of its normal damage die.

  • When you score a critical hit with a heavy polearm, you can immediately move up to 10 feet without provoking opportunity attacks.

Sky Lance Image

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