Base Class: Fighter
Masters of the lance, trained to leap into battle and kill dragons on land or in the sky.
Jump
At 3rd level you gain the ability to leap into the air and strike down upon your foes.
Powerful Legs. Your long jump distance is now equal to one-half your speed (rounded down) and your high jump distance is equal to your speed. You take no fall damage from heights less than one-and-a-half times your speed (rounded down).
Jump (attack). Choose one enemy within your long jump range. The height of your jump is equal to the distance to the target. Add damage to your attack equal to one-half of the fall damage from the achieved height. After a hit or miss, you land in an unoccupied space within 5ft of the target. If there is an obstruction, such as low tree branches or a cavern ceiling, calculate fall damage from that height, regardless of the distance traveled.
Dragon Lance
At 3rd level you forge a bond with your lance over the course of an hour. This can be done during a short or long rest. This weapon is now your Dragon Lance, which must be used for certain archetype features. You may only have one Dragon Lance at a time.
At 5th level you no longer have disadvantage on attacks made within 5ft.
At 6th level, Dragon Lance's damage counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage, if not already.
Bound Weapon. You can dismiss the weapon as a free action, shunting it to an extra-dimensional space. As a bonus action, you call your Fell Blade to one of your free hands, at your feet, or in any unoccupied space within 5 feet
Dragon Soul
At 7th level you start to become what you hunt, and harness that power to increase your resiliency against your foes.
Choose one type of dragon. Small scales of the chosen dragon begin to grow on you. You gain resistance to the chosen dragon's damage type as well as +1 to your AC.
Pierce
At 7th level you gain the ability to hit an additional creature with your melee attack.
When you hit with your Dragon Lance, you can use your reaction to cause another creature within 5ft of the original target to take half of the damage done.
You can use this feature 1+CON times (minimum 1) per long rest.
Dragon Aspect
At 10th level, your connection to the dragons you hunt grows stronger. Add 1d4 elemental damage to your weapon attacks. Your unarmed attacks are now considered magical and do 1d6 slashing +3 elemental damage.
The elemental damage corresponds to the color of dragon chosen with your 7th level Dragon Soul feature.
Improved Jump
At 10th level, your Long Jump distance is now equal to your speed and your High Jump is now 1.5 times your speed (rounded down).
Warp Strike
At 10th level you can use your bond with your weapon to move across the battlefield and position yourself for future attacks.
Action: Make a ranged weapon attack using your Dragon Lance. The range for this attack is 30/120 or 60/120 if the target is a dragon. On a hit, warp to an unoccupied space within 5ft of the target. On a miss you can use your bonus action to recall your Dragon Lance.
On a successful hit, if the target is a dragon, you can use your bonus action to immediately perform a Jump attack at max height.
Impale
At 15th level you learn to pin point the enemies weakness and adjust your attack at the last moment to deal extra damage. On hit, expend your reaction to increase weapon damage die by 2. This feature can be used once per long rest.
Lancet
At 15th level you learn to draw the life force from creatures you damage. Heal HP by one-quarter of damage done. Any excess health becomes Temp HP. You can use this feature 2+ your Constitution modifier times per long rest.
Dragon Slayer
At 18th level you increase weapon and elemental damage die by 1 if the enemy is a dragon. If the enemy is an ancient dragon, increase the damage die by 2 instead.
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