Fighter
Base Class: Fighter

Wyvern Lancers are Fighters that feed upon the dexterity and litheness of dragons, going so far as to call the weapons they use as "Fangs" or "Talons". Aerial maneuvers and diving strikes are their bread-and-butter, causing all who feel their strikes to feel their fury.

Bonus Proficiencies

When you select this archetype at 3rd level, you gain proficiency in your choice of Athletics or Acrobatics, if you did not have it already - any check you make with the chosen skill has your Proficiency bonus doubled for its use.

You also learn how to speak, read, and write Draconic.

Leaping Thrust

Also at 3rd level, you learn the basics of aerial maneuvering. When you make a Long Jump or High Jump, you can use Dexterity instead of Strength to determine the distance you can jump.

When you make a Long Jump or High Jump toward an enemy, and are wielding a Spear, Javelin, Pike, Lance, Glaive, Halberd, or Trident, you have advantage on all attack rolls you make during that turn. You can use this feature a number of times equal to your Proficiency Bonus, and regain any expended uses of this feature after a long rest.

Drakenvault

At 7th level, your essence is bolstered by your drake-like fighting, causing you to gain the following benefits.

  • Your walking speed increases by 10 ft., and you gain a bonus to the jumping height and distance of your Long Jumps and High Jumps equal to 5 times your Proficiency bonus. You can now go the full distance of said jumps with or without a running start.
  • Glaives, Halberds, Pikes, and Lances you wield gain the Thrown property, with a range of 20/60 ft. Moreover, attacking a target within 5 ft. using a Lance no longer imposes disadvantage on attack rolls.
  • Your jumps do not provoke attacks of opportunity.

Draconic Tenacity

At 10th level, you gain the ferocity of dragons.

Whenever you roll initiative, and have no uses of your Leaping Thrust ability left, you regain 1 use. In addition, damage rolls you make with polearm-like weapons which you wield with two hands (Lances, Pikes, etc.) gain +2 to their total.

Wyvernfire Vault

At 15th level, you learn the greatest technique for striking through your enemies.

As an action, you can leap vertically into the air an amount of feet equal to 3 times your STR score (Rounded up), of which your bonus from Drakenvault applies. You can move horizontally in one direction downward an amount of feet equal to 5 times your proficiency bonus. You take no damage from falling from this leap, and you attack the nearest enemy within range on your way down. On a successful hit, the target takes the attack's normal damage, as well as the damage you would have taken from the fall.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Soul of Dragoonery

At 18th level, you have mastered the art of skewering your enemies from above.

  • You are permanently under the Jump and Feather Fall spells, and are able to cast the Haste once per long rest.
  • You can now use your Wyvernfire Vault three times before needing to take a short or long rest.
  • Your weapon attacks score a critical hit on a d20 roll of 19 or 20.

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