Base Class: Fighter
Selected from the local ranks, only a few are selected and given the training to become a Dragoon each year. Training and devotion to the polearm have given these fighters a mystical connection with their weapon.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
If you attempt to bond with a second weapon, you must break the bond with the other weapon.
Lancer's Leap
At 3rd level while wielding a polearm (spear, quarterstaff, halberd, or glaive) and not wearing heavy armor you are able to to jump great heights. As an action you can leap into the air at a height equal to your high jump distance (3 + your Strength modifier) and move in a straight line up to 10 feet as an action. You ignore all difficult terrain and ground-based obstacles across the distance you jump, but cannot bypass creatures and obstacles in the air if they block your path
If you come into range with any creature after you jump, then you may make a melee attack roll against a creature in that space. If you are wielding a two-handed melee weapon with reach, you deal a bonus 2d8 of the weapon’s damage type against the creature.
You may use this feature a number of times equal to your proficiency bonus, and regain all uses of it when you finish a long rest.
At level 10 the damage scales to 4d8 and again to 6d8 at level 15.
Spear Throw
At level 7 your skill with a polearm has exceeded all other wielders. When you wield a two-handed weapon with reach, you can use your action to throw the weapon and deal an additional 1d10 of the weapons damage. The attack has a range of 20/60.
The damage scales to 2d10 at level 18.
Lancer's Splash
At level 10 when you use your Lancer's Leap to land in an unoccupied space, instead of making an attack roll as part of your action you can force all creatures within a 5 foot radius to make a Dexterity saving throw or take the extra damage from your Lancer's Leap.
Save DC = 8 + your proficiency bonus + your Strength modifier
Heightened Jump
At level 10 your training has increased your ability to jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score + 3 feet if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half your strength score + 3 feet.. Either way, each foot you clear on the jump costs a foot of movement.
High Jump. When you make a high jump, you leap into the air a number of feet equal to 6 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump 3 + your Strength modifier. Either way, each foot you clear on the jump costs a foot of movement.
Your Lancer's Leap jump height has also increased to 6 + your Strength modifier.
Improved Lancer's Leap
At level 15 when you use your Lancer's Leap to jump at least 5ft, you can teleport up to 35ft to an unoccupied space.
Master Lancer
At level 18 you have become a master of the Polearm. You can now use your Lancer's Leap an unlimited number of times.
Previous Versions
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