Ranger
Base Class: Ranger

Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.


Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every ounce of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.

Dragonslayer

At 3rd level, dragons are considered a favored enemy of yours. This does not count against the number of favored enemy choices you may select. You learn to read, write and understand Draconic. Additionally, when you hit dragon creatures with a weapon attack, the creature takes an extra 1d8 damage.

Adept Lancer

When you choose this archetype at 3rd level, your devout specialized training has granted you proficiency in the following weapons: Javelins, Spears, Glaives, Halberds, Lances, Pikes, and Tridents.

Draconic Leap

At 7th level, you gain the ability to soar through the skies like your sworn enemy. As part of your movement, you gain the ability to jump twice your movement speed directly up in the air, or four times your movement speed horizontally. Additionally, you gain the following jump related bonus actions.

High Jump

As a bonus action, you leap from the point in which you were standing to any point you can see within 60 feet, and instantly back again to your original location. If there is a creature occupying the location of your choice, you may make either a single melee weapon attack against them, or a grapple action against them, as part of the bonus action when executing this ability. If you make a melee weapon attack against them and hit, you may add an additional number of damage die equal to 1d6 per 10 feet you traveled to the creature from your original location.

Elusive Jump

As a bonus action, you can disengage from your original location and leap backwards, landing onto any location of your choice within 60 feet.

Spineshatter Dive

As a bonus action, you can leap from the point in which you were standing to any point you can see within 120 feet. If there is a creature occupying the location of your choice, you may make a single melee weapon attack against them. If you make a melee weapon attack against them and hit, you may add an additional number of damage die equal to 1d6 per 10 feet you traveled to the creature from your original location.

Dragonfire Dive

As a bonus action, you can leap from the point in which you were standing to any point you can see within 60 feet. All creatures within 15 feet of the location of your choice must make a Dexterity saving throw as you slam into the ground and an explosion of dragonfire roars out of the tip of your weapon. On a failed save, the creature takes 9d6 fire damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone. Once you use this ability you must complete a long rest before using it again.

Mirage Dive

As a bonus action, you can choose a creature you can see within 60 feet of you. That creature must make a Wisdom saving throw or take 6d6 psychic damage.

Battle Litany

At 11th level, your experience in battle has expanded your prowess. When fighting against one of your favored enemies, your melee weapon attacks score a critical hit on a roll of 19-20. Additionally, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack against a favored enemy.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Blood of the Dragon

Starting at 15th level, whenever you use the High Jump or Spineshatter Dive ability, you roll twice the dice when determining the additional damage based on distance traveled. Additionally, you also learn the following abilites.

Geirskogul

As bonus action, you shoot a blue draconic visage of force from the tip of your weapon in a 5-foot wide line that is 60 feet long. All creatures in that line must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much on a successful one.

Dragon Sight

As a bonus action, you spawn a red tether of arcane scales that links you and one ally of your choice within 30 feet. For 1 minute you and your ally have advantage on all attack rolls, ability checks and saving throws. This effect disappears early if you or your ally moves out of 30 feet from each other. Once used, this ability cannot be used again until you complete a long rest.

Nastrond

As a reaction, whenever you activate your Geirskogul ability, you can immediately cause an additional red draconic visage of force to shoot out from the tip of your weapon. All creatures in the same line of your Geirskogul must make a Dexterity saving throw with disadvantage, taking 12d6 force damage on a failed save, or half as much on a successful one. Once used, this ability cannot be used again until you complete a long rest.

Stardiver

As an action, and only on the turn after you've used your Nastrond ability, you can choose a single point within 300 feet. You leap to the heavens and slam down on the point of your choice, causing every creature within 15 feet to make a Dexterity saving throw. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, and half as much damage on a successful one. Once used, this ability cannot be used again until you complete a long rest.

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