Fighter Archetypes The Dragoon Dragoons specialize in harnessing the power of a falling meteor in order to destroy their enemies. Through extensive training, dragoons are able to leap to incredible heights, even when encumbered by heavy arms and armor. When returning to the earth, the dragoon is able to harness to force of their fall into a devastating strike. Dragoons of significant strength are even able to extend these strikes to a larger area, demolishing anything nearby when they land. Devastating Jump When this archetype is chosen at 3rd level, the dragoon gains the ability to harness powerful, airborne leaps in order to strike enemies with devastating effect. As an action, the dragoon leaps straight into the air up to twice their normal movement speed and is suspended there until their next turn. On the dragoon's following turn, they must use their action to move to an unoccupied square within their normal movement range from the dragoon's original position. The dragoon may immediately make an attack against a target within reach of their new position. If the attack hits, they may add half of the fall's damage to their weapon damage against that target. The dragoon takes no fall damage if this attack hits, and only half damage if they miss. Attacks directed against the dragoon while they are airborne with this ability have disadvantage. A dragoon may use this ability a number of times equal to their Constitution modifier per long rest. In addition, whenever the dragoon jumps, they may make a Strength (Athletics) check and add half their result to their jump or leap distance. Great Leap Beginning at 7th level, advanced training techniques allow the dragoon to add twice their proficiency bonus to any Strength (Athletics) checks. Additionally, they ignore encumbrance when making Strength (Athletics) rolls. Dragoons always count as having a running start for their jumps. In addition, devastating leap no longer provokes opportunity attacks. Death From Above At 10th level, dragoons become so accustomed to falling great distances, they suffer no fall damage. In addition, the attack made using devastating strike can be made as part of an attack action instead of an action. This attack also deals double damage to structures and objects. Meteor Strike At 15th level, the dragoon's devastating leaps affect nearby creatures. When the dragoon lands as part of their devastating leap, creatures and objects/structures within 5 feet of the dragoon take damage equal to half of the dragoon's fall damage. Targets affected by meteor strike that succeed on a Dexterity saving throw take half damage. The DC for this save is 8 + the dragoon's proficiency bonus + the dragoon's Strength modifier. Blessing of the Skies At 18th level, the dragoon may use their bonus action in order to gain a fly speed equal to double their base movement for 1 minute. This ability may be used once per short or long rest.

Paladin Oaths Sacred Oath of the Eternal Flame Tenets The exact tenets of the Eternal Flame vary from paladin to paladin, but they all revolve around maintaining balance and gaining political influence. Paladins devoted to the Eternal Flameare often known as Red Knights, due to their reliance on fire. Keep the Balance. Seek out and destroy strong forces of good and evil that threaten to overthrow the sacred balance and extinguish the Eternal Flame. Extremists set the balance askew and must be dealt with quickly. Leadership. Red knights must be placed in positions of power, as the principle means of maintaining balance. Red knights are encouraged to seek out offices of leadership and power in order to emplace and encourage blance. Respect the Flame. Control over fire represents control over order and chaos. If unchecked, the flames can spread and destroy. When understood and tamed, it can create civilizations. Extinguish flames where they rage uncontrolled. Bring fire to places of primitive cultures and teach them to harness it. Light the darkness and bring warmth. Rebirth. Cities may fall, fields may burn, dynasties may die: always from the ashes something new arises. On encountering destruction or death, plant the seeds for regrowth. On great personal failure – or physical or emotional wounds – take ownership, change, and arise like a phoenix. Oath of the Eternal Flame Bonus cantrip When you choose this Oath at third level, you can cast the Produce Flame cantrip. Charisma is your spellcasting ability for this cantrip. Channel divinity When you take this Oath at 3rd level, you gain the following two Channel Divinity options. Fiery Weapon. As an action, you can imbue one that you are holding with fiery energy using your Channel Divinity. For 1 minute, the weapon deals an additional 1d8 fire damage, emits dim light in a 20-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. You can end this effect on your turn as part of any other action. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately. The extra damage increases to 2d8 at 9th level and 3d8 at 17th level. Turn the Outsiders. Creatures from the outer planes are epitomes of extreme alignment, so you have special power over them. As an action, you present your holy symbol and speak a prayer censuring nearby fiends, celestials, and abberations. Each creature of these types that can see or hear you within and is within 30 feet of you must make a Charisma saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other similar effect, that form is revealed while it is turned. Red knight's blessing Starting at 7th level, your divine power aids your companions to strike down their enemies. When an ally that you can see attacks an enemy within 10 feet of you, you can use Help as a reaction. If your ally's attack hits, they do additional fire damage on the attack equal to your Charisma modifier. At 18th level, the radius of this effect increases to 30 feet and you may use this ability a number of times equal to your Charisma modifier per turn. Out of the ashes Starting at 15th level, when you succeed on a death saving throw and have at least 1 Hit Die left, you may spend that Hit Die to regain hit points. You roll the die and add your Constitution modifier, regaining hit points equal to the total. If you spend a Hit Die in this way, you may also stand up from prone as a bonus action. Once you use this feature, you cannot use it again until you finish a short or long rest. Rising phoenix At 20th level, you can assume the form of a great fiery bird, emanating an aura of power and justice, a maelstrom of fire swirling around you. Using your action, you undergo a transformation. For 1 minute you gain the following benefits: Flaming wings erupt from your back. You gain a fly speed of 60 feet, and you shed bright light in a 30 ft radius and dim light 30 ft beyond that. This light operates as natural sunlight.

You and all allies within 30 feet of you are under the effects of a protection from evil and good spell.

You emanate an aura of the Eternal Flame in a 30-foot radius. Aberrations, fiends, and celestials in the aura have vulnerability to fire and radiant damage. When any enemy creature enters this radius for the first time or begins their turn within this aura, they must immediately make a Constitution saving throw versus your spell save DC, taking 1d10 fire and 1d10 radiant damage on a failure and half that amount on a success.

Once you use this feature, you can't use it again until you finish a long rest. Oath Spells You gain the following oath spells at the paladin levels listed. Oath of the Eternal Flame Spells Paladin Level Cookie Type 3rd Command, Vestments of Flame 5th Continual Flame, Flaming Sphere 9th Fireball, Revivify 13th Fire Shield, Wall of Fire 17th Flame Strike, Geas Sacred Oath of the Valkyrie Tenets Sustain the brave. True valkyries are drawn to battlefields and conflicts of mythic proportions. Likewise, a valkyrie paladin should be present on the field of battle, supporting the mighty warriors and displaying their own bravery.

True valkyries are drawn to battlefields and conflicts of mythic proportions. Likewise, a valkyrie paladin should be present on the field of battle, supporting the mighty warriors and displaying their own bravery. Death is not the enemy. Death is merely a step into legend. A warrior's true end should not be averted.

Death is merely a step into legend. A warrior's true end should not be averted. Ignominy is. Legends should be remembered. It is part of a valkyrie's duty to ensure that old legends are remembered and new legends reach their arc. While a warrior's true death must not be averted, neither should death collect them before their legend can grow.

Legends should be remembered. It is part of a valkyrie's duty to ensure that old legends are remembered and new legends reach their arc. While a warrior's true death must not be averted, neither should death collect them before their legend can grow. Honor in battle. Poison and deceit are not the hallmarks of a valiant warrior. Instead, valor and strength of arms are to be encouraged and exemplified. Oath of the Valkyrie Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Vestments of the Swan- You may use your Channel Divinity to sprout spectral swan wings as a bonus action. These wings grant you a fly speed equal to your base land speed, and last a number of rounds equal to your Constitution modifier. If you are airborne when the wings disappear, you gently float to the ground at a rate of 20 feet per round. Frightening Countenance- You may use your Channel Divinity to take on the awesome countenance of the Aesir you venerate. As an action, you fiercely glare at nearby foes. Any enemies within 30 feet of you must make a Wisdom saving throw against your spell save DC or be frightened of you for a number of rounds equal to your Charisma modifier, minimum of 1 round. If one of your allies that you can see is currently at 0 hit points or dead, this saving throw is made at disadvantage. Shield Maiden At 7th level, you can use your reaction to help shield your allies from hazardous area effects. You can protect a number of allies equal to your Charisma modifier within 30' of you. Each protected ally gains advantage on their saving throw. Once you use this ability, you must complete a short or long rest before you can use it again. At 18th level, any allies that succeed at their affected saving throw take no damage from the affected effect. Queen of the Skies At 15th level, your wings grow powerful enough to affect the battlefield around you. As an action, you may use your wings to buffet and push enemies around you. Enemies within 15 feet of you are pushed 5 feet directly away from you and must make a Constitution saving throw against your spell save DC. Those that fail this saving throw also take 5d8 bludgeoning damage. This ability can only be used once per long rest. Chooser of the Slain At 20th level, you may assume the appearance of the Valkyrie of legend. For 1 minute you gain the following abilities: You gain the benefits of Vestments of the Swan and Fearsome Countenance without expending a use of Channel Divinity. While Chooser of the Slain is active, your Queen of the Skies ability doe not have a recharge.

You may use your Lay on Hands on any target within 30 feet of you that you can also see while this feature is active.

Once, while this feature is active, you may call on the gods to strike your foes. A lightning bolt strikes one target, dealing 5d8 radiant damage and 5d8 lightning damage. This target must make a Constitution saving throw against your spell save DC or be stunned until the end of your next turn. Any enemies within 5 feet of the original target must make a Dexterity saving throw or also take the same damage. Those that save only take half damage. Once you use this feature, you must complete a long rest before you can use it again. Oath Spells You gain the following oath spells at the paladin levels listed. Oath of the Valkyrie Spells Paladin Level Cookie Type 3rd Guiding Bolt, Thunderwave 5th Gentle Repose, Gust of Wind 9th Mass Healing Word, Speak with Dead 13th Freedom of Movement, Phantasmal Killer 17th Cone of Cold, Mass Cure Wounds

Ranger Conclaves Beastmaster Conclave The elf smiled at the orcs as they surrounded her. One of them chuckled, something about her being alone in this area of tractless wilderness. "Who said I'm alone?" she asked, whistling. An enormous bear burst from the underbrush, the trap laid, baited, and sprung as the elf and her companion cut the orcs down. The human shaded his eyes against the harsh sunlight of the desert. The large lizard under him grumbled and the man laid a hand against its head comfortingly. A piercing cry echoed through the air as an eagle landed on the man's shoulders, returned from scouting the steppes ahead. Between the three of them, the man knew they could keep this stretch of the Silk Road safe for the caravans. History is fraught with stories of warriors hailing from the wilderness, followed by beasts who obey their commands. Sometimes these rangers focuse their training on a single beast, raising it to be a force of nature. Other times, these rangers train multiple creatures to operate as team, scouting, hunting, and fighting as a unit. Whichever method they choose, rangers of the beastmaster conclave are never alone. Ranger's Companion When you choose this conclave at 3rd level, you are able to use your connection with nature to summon and bond with an animal. With 8 hours of effort and the expenditure of 50 gp worth of rare herbs and fine food, you tame a beast from the wilds around you to serve as your faithful companion. At the end of the 8 hours, your animal companion is tame and gains all the benefits of the Companion's Bond. If your ranger's companion is slain, the bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit. You can return a ranger's companion to life even if you do not possess any part of its body. Companion's Bond While bonded with you, your companion(s) gain a variety of benefits. All companions obey your commands as best they can (no action required). Each companion rolls its own initiative, but the ranger determines their actions, decisions, attitudes, etc. If the ranger is incapacitated, the companion(s) will act on their own, typically following the last orders they were given. Your companions begin with all of the abilties and statistics listed in the monster manual, except where they are noted below Your companions lose Multiattack if they have it.

Companions add half of the ranger's proficiency bonus (rounding up) to all attack rolls, ability DCs, damage rolls, armor class, and skill proficiencies.

Choose one skill for your companion to become proficient in.

Choose one saving throw for your animal companion to become proficient in.

Choose two basic training disciplines.

For each level after 3rd, the ranger's companions gain one hit die of their listed type and increase their hit points accordingly.

Whenever the ranger gains an Abilty Score Increase, their companions gain one, as well. However, the ranger must choose to increase one companion's ability score by two or two different scores by one. If the ranger splits the ASI, they may give a single bonus to different companions.

Companions benefit from your Favored Enemy ability, including understanding the chosen language. Companions also benefit from your Natural Explorer ability.

The ranger may have a number of animal companions equal to half their proficiency modifier (rounding up), with a combined total CR less than the ranger's Wisdom or Charisma modifier. Intensive Training At 5th level, the ranger can choose 2 training disciplines for his companion(s). Training disciplines must remain as evenly shared amon the ranger's companions as possible. Meaning no companion may have two disciplines until all have at least one. The ranger may choose a discipline from any list he currently has access to, even if the discipline they want is on the list for a lower level discipline. All disciplines are described at the end of this article. At 7th level, 11th level, and 15th level the ranger may choose two additional disciplines. Extra Attack At 7th level, the ranger's training of their beasts yields benefits for his own efficiency in battle. Anytime the ranger takes the Attack action, they may attack twice. In addition, as a reaction, the ranger can shout a word of warning to one their companions, granting the companion advantage on a saving throw. Advanced Teamwork At 11th level, the rapport between a beastmaster and their companions is so great that they become a lethal fighting force. The ranger may us the Help action as a bonus action if they are helping one of their bonded companions. Go For The Eyes At 15th level, the ranger and his companions can act as a single force. As an action, the ranger makes one attack roll against a single target. If they hit, all attacks made by their companions against the same target may either gain advantage on the attack roll OR re-roll 1s and 2s on their damage rolls. Either way, the re-roll must be accepted.