Base Class: Fighter
Dragonslayers are some of the most renowned warriors in history; to kill one of these majestic beasts is often considered the mark of a true hero. While many types of heroes have killed dragons, from hardened warriors to powerful wizards, none are more heralded and renowned than the legendary Dragon Lancer. Walking into battle with majestic armor that evokes the imagery of the very beasts they aim to fell, they leap across entire battlefields to pierce their quarry with the tips of their mighty polearms.
Dragon Lancers specialize in hunting dragons, though their skills can easily be turned against other large creatures, such as dire beasts and giants. While no means useless against smaller foes, they excel when taking on larger monsters, or groups of tightly-clustered enemies. Their techniques involve the use of polearm weapons such as glaives, halberds, lances, and pikes to strike at long-reached foes while keeping their distance. They are lightly armored compared to most fighters, but this is to allow their swift movements and high jumps.
Slayer's Strike
Starting at 3rd level, your training as a dragon slayer allows you to strike at critical points on a creature's body thanks to the deadly efficiency afforded by reach weapons. On one attack per turn while wielding a two-handed melee weapon with reach, and if you are not wearing heavy armor, you may add a +1 bonus to the attack and damage roll for each size category larger than the creature you're attacking is. If the attack hits, you may apply one of the three special effects listed below. The DC for the saving throws of the effects equals 8 + your proficiency bonus + your Strength modifier.
You may also use this feature with an attack made using a reaction, such as an opportunity attack.
You may apply effects number of times equal to 1 + your Dexterity modifier, and regain your use of them when you finish a short or long rest, though you may continue to add the bonus to attack and damage rolls to one attack per turn and to reaction attacks.
Eye Gouge. You strike the foe in the eyes, attempting to blind them. The target must make a Dexterity saving throw. On a failed save, they have disadvantage on the next attack. This feature does not work on creatures without eyes or equivalent ocular organs.
Gushing Wound. You strike a foe in a critical artery. The target must make a Constitution saving throw. On a failed save, they start bleeding profusely. Until the end of your next turn, all melee and ranged weapon attacks against the creature deal extra damage equal to your Strength modifier. This feature does not work on creatures without blood or an equivalent bodily function.
Maim Limb. You strike a foe’s legs or wings to slow its movements. The target must make a Dexterity saving throw. On a failed save, their movement speed is reduced to half until the end of your next turn, flying creatures with wings fall to the ground. Flying speed is unaffected by this effect if the creature has the hover ability.
Swiftness
At 3rd level, you can dodge heavy blows from creatures more easily. While you are not wearing heavy armor, you gain proficiency in Acrobatics or Athletics.
Lancer's Leap
At 7th level, you can leap at incredible heights. If you are not wearing heavy armor, 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 during or after your 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 + 1d10 per attack sacrificed of your weapon’s damage type against the creature. As well as this, you may force the creature to make a saving throw against one of the effects of Slayer's Strike by expending a use of that feature. Add that feature's bonus for attacking larger creatures to your attack and damage rolls.
You may use this feature twice, and regain your uses of it when you finish a short or long rest.
Skewer
Starting at 10th level, you strike with such force that you can penetrate multiple foes in your weapon’s reach. When making an attack with a two-handed melee weapon with reach, you may attempt to strike all foes in a 10-foot line from you. Use the same attack and damage roll for all creatures.
You may use this feature with two attacks per turn.
Improved Lancer's Leap
At 10th level, the bonus damage of your Lancer’s Leap increases to 3d8 + 1d10 per attack sacrificed, and the maximum distance you can jump increases to 20 feet. In addition, you may use the ability three times before needing to take a short rest.
At 18th level, the bonus damage increases to 4d8 + 1d10 per attack sacrificed, and the maximum distance you can jump increases to 30 feet. In addition, you may use the ability four times before needing to take a short rest.
Heart of the Dragon
At 15th level, your fearlessness stirs. You gain advantage on checks made to resist the frightened condition. In addition, when you are wielding a two-handed weapon with reach, and you hit a creature with an attack from your Lancer’s Leap or make a critical strike on any attack, all allies within 20 feet gain advantage on their next attack roll. If an ally is already suffering from the frightened effect, they may immediately make a saving throw against the effect if it allows one. This effect lasts until the start of your next turn.
Reach of the Heavens
At 18th level, you maximize the potential of your weapon’s already formidable range. When wielding a two-handed weapon with the reach property, the additional range of your weapon from the reach property increases to 10 feet. In addition, your Skewer ability may now strike up to a 15-foot line from where you stand.
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