Base Class: Fighter
Meteor Lancers utilize incredible jumping ability to attack foes. They utilize gravity with vertical jumps for extra attack damage and horizontal leaps to close distance and attack. Most of their specialized strikes have a chance to knock enemies prone.
Meteoric Leap
You gain proficiency with Athletics if you lack it.
You gain the following abilities.
Meteor Jump
Immediately before taking the Attack action, you may jump.
- Vertical jump distance equals 10 ft + Strength modifier {{10+modifier:str}}
- Horizontal jump distance equals 20 ft + Strength modifier × 5 {{20+(modifier:str*5)}}
- This movement does not provoke opportunity attacks.
You may use Meteor Jump a number of times equal to your proficiency bonus per long rest.
Falling Lance
When you fall at least 10 feet and make a melee weapon attack using a weapon with Reach or Heavy, you may convert your descent into a Meteor Strike.
On hit:
- Add half of the fall distance (rounded down) as bonus damage.
- The creature takes half of any fall damage you would take.
- Target makes STR save
(8 + PB + STR)
Failure:
- knocked prone
- space within 5 ft becomes difficult terrain
The terrain lasts until end of your next turn.
You take normal falling damage.
(So jumping 20 ft → land → enemy takes +10 damage and half your impact.)
Hardened Descent
You become resistant to impact.
- Reduce falling damage by 5 × Fighter level
- Falling less than 50 feet causes no damage
Meteor Strike improves:
- Area becomes 10-foot difficult terrain
- Creatures in area make DEX save or take damage equal to your Strength modifier
Shooting Star
If you move at least 15 feet in a straight line before attacking:
- deal +1d8 piercing
- target STR save or prone
This is your horizontal meteor.
Heavenly Impact
You no longer merely fall—you crash.
Meteor Jump improves:
- Vertical: 30 ft
- Horizontal: 60 ft
- Unlimited uses
When using Falling Lance:
Choose one:
Deep Crater
Increase difficult terrain radius to 15 ft
OR
Penetrating Meteor
Creature takes full fall distance as bonus damage instead of half.
Also:
You are immune to falling damage.
Extinction Event
Once per long rest.
As an action:
Leap up to 100 feet into the air.
Choose a point you can see within 120 feet.
Crash down.
Creatures in a 30-foot radius:
- take 12d10 fire + force
- STR save
Failure:
- knocked prone
- pushed 20 feet
- movement speed reduced to 0 until end of next turn
Success:
- half damage
- not pushed
The area becomes an Extinction Zone for 1 minute:
- difficult terrain
- creatures entering or starting turn there take 2d6 fire
- area glows with molten fractures
You land standing and may immediately make one weapon attack.
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