Fighter
Base Class: Fighter

The Obsidian Skyguard was formed in the aftermath of the Obsidian Dragon Incursion upon the Fey realms. When dragons tore through the skies and the old wards failed, a new military doctrine emerged—one that sought to understand draconic power, channel it, and master it. These warriors became known as Dragoons.

A Dragoon is not a spellcaster in the traditional sense. Instead, through disciplined training and ritualized conditioning, they awaken a draconic current within themselves. They leap skyward, descend with devastating force, and wield elemental breath as an extension of martial precision. Within the Skyguard, these techniques are doctrine. Beyond it, they are legend.

Level 3: Wyvern’s Ascent

You have mastered the Skyguard’s aerial doctrine.

  • Add your proficiency bonus to your high jump distance.
  • After calculating your jump distance, triple it.
  • You can perform a running long or high jump after moving only 5 feet.

Level 3: Dragonfall

When you complete a high jump while wielding a two-handed piercing weapon (such as a [weapon]Spear[/weapon] or pike), you may suspend yourself midair until the start of your next turn.

At the beginning of your next turn, you descend upon a creature within your landing range and make a melee weapon Attack.

On a hit:

  • The attack deals an additional 1d8 damage for every 10 feet you fell (maximum number of d8 equal to your proficiency bonus).

  • The target must succeed on a [saving throw]Strength[/saving throw] saving throw (DC = 8 + your proficiency bonus + your [ability]Strength[/ability] modifier) or fall Prone.

On a miss:

  • You fall Prone and take normal falling damage as described in the rules.

This bonus damage replaces any additional falling damage interactions for this feature.

Lancet

You siphon vitality through disciplined draconic channeling.

When you hit with a melee weapon attack, you may deal an additional 1d8 damage and regain hit points equal to the extra damage dealt.

You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a [long rest].

Level 3: Draconic Breath

You awaken a draconic affinity within yourself. Choose one damage type: [damage type]Acid[/damage type], [damage type]Cold[/damage type], [damage type]Fire[/damage type], [damage type]Lightning[/damage type], or [damage type]Poison[/damage type].

When you take the Attack action, you may replace one attack with a 15-foot cone of your chosen energy.

Creatures in the area must make a [saving throw]Dexterity[/saving throw] saving throw (DC = 8 + your [ability]Constitution[/ability] modifier + your proficiency bonus).

  • On a failure, a creature takes 2d6 damage of the chosen type.

  • On a success, it takes half as much damage.

The damage increases to:

  • 3d6 at 6th level

  • 4d6 at 11th level

  • 5d6 at 16th level

You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a [long rest].

Level 7: Lancer’s Mastery

Skyguard doctrine emphasizes reach and control.

While wielding a [weapon]Spear[/weapon], pike, or halberd:

  • Creatures provoke an opportunity attack from you when they enter your reach.

  • Once per turn, when you deal piercing damage, you may reroll one damage die. You must use the new result.

Level 10: Dragonheart

Your draconic will refuses to yield.

Once per [long rest], when you would be reduced to 0 hit points by a melee attack, you instead drop to 1 hit point.

Level 15: Dragoon Ascendant

Your connection to draconic power deepens.

  • You gain resistance to your chosen Draconic Breath damage type.

  • Your Dragonfall no longer provokes opportunity attacks.

  • When a creature fails its saving throw against your Draconic Breath by 5 or more, it is Frightened of you until the end of your next turn.

Level 18: Dragoon Revelation

You embody the apex of Skyguard doctrine.

As a bonus action, you transform for 1 minute. While transformed:

  • You gain a flying speed equal to your walking speed.

  • Your AC increases by 1.

  • Your melee weapon attacks deal an additional 1d8 damage.

  • Once per turn, when you hit with a melee attack, you may use your Draconic Breath without replacing an attack.

Once you use this feature, you cannot do so again until you complete a [long rest].

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