Lancer 1.2

by T.C Harmeleon

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Lancer

"A wary man sits at a campfire, his companions resting around him. He sharpens a glaive, his eyes darting over the surrounding forest. He stiffens, hearing a sound. He gets to his feet, lets out a whistle to rouse his friends, and leaps directly up near 100 feet into the sky. From this vantage he can see their ambushers. The tables turn as he rockets down, his glaive point reducing one foe to a fine mist."

"A gnomish woman wanders through an ancient ruin, strange sigils glowing faintly on the walls around her. She knows there is history here, old secrets of her order, but she is sure that is not all. She twirls her spear about her with a short, graceful dance movement and magic trails like a ribbon from the tip. Protective magic sheaths her as she continues deeper into the ruin, eying every shadow warily."

"A ragged, bleeding and bruised elf stands supporting themselves on their pike. Facing them is a heavily armored figure in plate and shield. The blood on their opponents blade prove they are losing this fight. Luckily, they still have one trick left. A leap into the air, a hanging moment of building momentum and a lightning fast dive directly into their foe. The sound of steel piercing steel, a cacophonous roar and a cloud of dust. As the wind blows the cloud away, two figures lie on the ground."

Mystic knights, practitioners of an ancient and unique magic and fighting style, warrior scholars and wandering hunters. Lancers run the gamut from esoteric masters to brash and bloodhungry brawlers but what binds them all together is their ancient order of polearm mastery.

An Ancient Order

Lancers draw their origins back into the mists of time. The precise origins of their order are shrouded in mystery. Bodyguards for ancient kings, a mystical mercenary order, elite elven knights. All of these have been true at one point. A schism has resulted in a once-unified order splintering into hundreds of smaller orders each following a different credo. Their unifying thread is their strange magic and their leaping based fighting style.

Some orders take utmost pride in their ancient heritage. Some seek to set themselves apart from the rest, forging their own reputation and destiny. Some are martial, seeking to further push the envelope on their mastery of the most versatile weaponry. Some are magical, seeking to further understand their esoteric arcana. Ancient secrets, long hidden. Some are proud, powerful bodyguards and knights. Some are roving mercenaries and adventurers. All a force to be reckoned with.

A Unique Fighting Style

Lancers fight in a way that most people have never seen. They approach combat through a more vertical lens than most, striking from on high to catch an opponent off guard before dancing back out of reach to set up for another diving blow. They utilize a subtle and powerful magical technique to enhance their movements and momentum, allowing them to jump prodigious distances and move with surprising grace. This reaches a head with their signature jump technique, a dramatic and powerful attack that most people identify lancers by.

Also unique is their magical practices. They perform arcane rituals and ceremonies, using secrets that are passed down through their order to perform supportive magics that no other traditions have discovered. These practices make them fantastic secondary healers and support for primary casters while maintaining a powerful presence on the front lines. A versatility and power exemplified by their signature weapon, the polearm.

Creating a Lancer

When creating a lancer, consider their order and their relationship to it. Are they an active and proud member? How did they join their order? Do they believe in the credo? What drove them from their order to a life of adventuring? Were they driven out for violating the code? Were they sent out into the world to learn? Perhaps given a specific quest to accomplish? Are they open about their order or is it a dirty secret? A binding chain they wish to be free of? A far off family they long to return to?

Also consider their weapon, which polearm do they use, and why? Do they consider their unique practices to be something to keep secret or something to be proud of? Are they martial or esoteric? Do they seek out reasons to use their powers? Are they interested in the lost history of their order? Or are their abilities a means to an end? Do they feel a responsibility towards their abilities?

Quick Build

You can build a lancer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Noble background.

A note on polearms

In the document below, whenever the phrase polearm is used it refers to a spear, quarterstaff, glaive, halberd, lance or pike. This classification may extend to other weapons at your DMs discretion.

Class Features

As a lancer, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per lancer level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per lancer level after 1st

Proficiencies


  • Armor: Light and Medium armor
  • Weapons: Glaive, Halberd, Lance, Pike and all simple weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Athletics. Additionally, choose one from Acrobatics, History, Insight, Investigation, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon or (b) two simple weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • scale mail

Alternatively you can ignore the starting equipment from your class and background and start with 5d4 x 10 gp

Multiclassing as a Lancer

Prerequisites
Class Ability Score Minimum
Lancer Strength 13 and Wisdom 13
Proficiencies
Class Proficiency gained
Lancer Athletics, spear, halberd, glaive and pike.
Lancer
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Momentum Magic, Fighting Style
2nd +2 Spellcasting, Lancing 2 2
3rd +2 Lancer Order, Jump 3 3
4th +2 Ability Score Improvement, Halt Momentum 3 3
5th +3 Lancet, Heavy Thrust 4 4 2
6th +3 Order Feature 4 4 2
7th +3 Ever Vigilant 5 4 3
8th +3 Ability Score Improvement, Perfect Strike (1 die) 5 4 3
9th +4 6 4 3 2
10th +4 Order feature 6 4 3 2
11th +4 Focused Instinct 7 4 4 3
12th +4 Ability Score Improvement 7 4 4 3
13th +5 Perfect Strike (2 dice) 8 4 4 3 1
14th +5 Order feature 8 4 4 3 1
15th +5 High Jump 9 4 4 3 2
16th +5 Ability Score Improvement 9 4 4 3 2
17th +6 10 4 4 3 3 1
18th +6 Perfect Strike (3 dice) 10 4 4 3 3 1
19th +6 Ability Score Improvement 11 4 4 3 3 2
20th +6 Flash Dive 11 4 4 3 3 2

Momentum Magic

Starting at 1st level, you have trained with the momentum based magic that is a fundemental principle of your fighting style. You can use a bonus action to jump up to 30 feet in any direction. You are always under the effect of the Feather Fall spell.

Additionally, you can cast the Jump spell on yourself without spending a spell slot or requiring any components.

You regain the ability to do so when you finish a Short or Long rest, or by spending a Hit Die as a part of the action to cast the spell.

Fighting Style

At 1st level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Defense: While you are wearing armor, you gain a +1 bonus to AC
  • Dueling While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon
  • Interception: When a creature you can see hits a target, including you, that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Learned Sage: You learn one cantrip from the Cleric spell list and one cantrip from the Druid spell list. Wisdom is your spellcasting ability for these spells.

Spellcasting

By 2nd level you can cast Lancer spells. You can use a polearm as a spellcasting focus for your lancer spells.

Preparing and casting spells

The Lancer table shows how many spell slots you have to cast your lancer spells. To cast one of your lancer spells of 1st level or higher, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the lancer spell list.

The spells known column of the Lancer table shows when you learn more lancer spells of your choice. Each of these spells must be of a level for which you have spells slots. For instance, when you reach 5th level in this class you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class you can choose one of the lancer spells you know and replace it with another spell from the lancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting stat for your lancer spells. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a lancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Lancing

Starting at 2nd level, you can use your momentum to perform an acrobatic strike, catching your opponent off guard. If you move 10 feet in a straight line, including straight down, on your turn and then make a melee attack with a polearm you can add a d4 to your first attack roll. This die increases to a d6 at level 11 and a d8 at level 17.

A creature you hit with an attack that gains the benefit of your Lancing ability has disadvantage on opportunity attack rolls against you until the end of your next turn.

Jump

Starting at 3rd level, you can use your magic to augment your athletic ability and gain access to the lancers signature fighting style. You can use an action to spend a spell slot and launch yourself to a height of up to 30 feet per level of the spell slot spent. You hang in the air at this height until the end of your next turn.

At the beginning of your next turn, you can move in a straight line to a point you can see within 30 feet of you per level of the spell slot spent. That point must be equal to or lower than your current elevation. You can make a melee weapon attack with a polearm at any point during this movement. If you hit a creature, they take an additional 2d8 piercing damage, plus 1d8 per level of the expended spell slot above 1st.

Lancer Order

When you reach 3rd level, you adopt the traditions and tactics of one of the lancer orders. Your choice grants you features at 3rd, 6th, 10th and 14th levels.

Halt Momentum

Starting at 4th level, your mastery of your momentum magics allows you to manipulate and halt your own momentum, giving you incredible control over your movement. When you jump you can use your reaction to hold yourself at any point in that movement. You are considered to be standing on a solid surface for the duration of this feature and can jump again from this point.

If you are in midair at the end of your turn due to this ability you fall to the ground.

Lancet

Starting at 5th level, you have learned the Lancer technique to draw power directly from an enemy. You can use an action to target a creature you can see within 60 feet. This creature must make a Wisdom saving throw against your Lancer spell save DC. On a failure, they take force damage equal to your Lancer level and you gain an equal amount of temporary hit points.

If your target has spell slots or the Innate Spellcasting feature you can regain a spent 1st level spell slot. You can only regain a number of spell slots in this way up to your Wisdom modifier.

Heavy Thrust

Starting at 5th level, you can enhance a thrust into a devastating attack that hits hard but is difficult to recover from. When you make an attack roll that benefits from your Lancing ability, you can increase the damage from that attack by an amount equal to your proficiency bonus plus your Wisdom modifier. If you use this ability, all attacks against you before the beginning of your next turn are made at advantage.

Ever Vigilant

Starting at 7th level, you keep a perpetual eye out for danger and have a healthy and well earned paranoia. You cannot be surprised while you are conscious.

Additionally, you are considered proficient in checks to notice danger even if you would not normally be proficient in the relevant skill. This includes hidden ambushers, faults in terrain or monster leavings. A successful check on a skill you are not normally proficient in can only alert you to the danger and cannot give you additional information.

Perfect Strike

Starting at 8th level, when you have an opening you can capitalize on it with a perfect strike. When you make an attack roll with advantage that benefits from your Lancing ability, if your attack hits it deals an additional weapon die of damage.

This damage increases by an additional weapon die at 13th level (2 additional die) and 18th level (3 additional die)

Focused Instincts

Starting at 11th level, you rely on your instincts which allow you to react quicker than thought. You gain a bonus on initiative rolls equal to your Wisdom modifier.

You can use a bonus action to open your instincts. For the next minute, a creature you cannot see does not have advantage on attacks against you because you cannot see them. They may gain advantage from another source.

Also, while under this effect, you gain a bonus on saving throws, Perception and Insight checks equal to your Wisdom modifier.

You can use this ability once and regain that use on finishing a short or long rest.

High Jump

Starting at 15th level, your Jump ability becomes more powerful. When you spend a spell slot to Jump the height you ascend and distance you can move increases to 50 feet per level of the spell slot spent and the total damage from the attack increases by 1d8.

Flash Dive

Starting at 20th level, you can exert yourself to annihilate a foe through a combination of physical prowess and momentum magic. While you are wielding a polearm, you can use an action to choose a target within 40 feet. You move adjacent to your target and make an attack roll with advantage. If this attack hits, it deals an additional 10d8 damage.

You can use this ability once and regain that use on finishing a short or long rest.

Lancer Orders

The different orders of lancer fight in very distinct ways with an emphasis on different aspects of combat. The three primary orders are Errant, Resolute and Sagacious. While many splinter orders exist they tend to fall into the fighting styles of one of these orders.

Errant Order

The Errant order places it's emphasis on offense. They prefer lightning quick strikes to overwhelm their foe at any cost, often operating under the adage of 'A good first strike negates the need for a second' They often eschew the more esoteric or utilitarian elements of the lancer's skillset in favour of the more flashy or exciting. What they lack in restraint they more than make up for in raw damage, often at the expense of themselves.

Errant Magics

Your order focuses on showy and powerful magics which can enable bold maneuvers or blast your foes apart, overpowering them so they don't get to strike back. You learn the following spells at the specified level. These spells do not count against your Lancer spells known.

Errant Spells
Level Spell
2nd Expeditious Retreat
5th Shatter
9th Lightning Bolt
13th Storm Sphere
17th Steel Wind Strike

Falling Sky Technique

Starting at 3rd level, you can throw your all into a Jump attack to deal tremendous damage with some major backlash. When you spend a spellslot to Jump you can choose to increase the bonus damage by a number of d8's up to your Wisdom modifier. However, you suffer an equal amount of d8's in force damage from the attack. This damage cannot be reduced by any means.

Additionally, when you make an attack that benefits from your Lancing ability, you can increase the damage that attack deals by your proficiency bonus, taking the same amount in force damage.

Reckless Abandon

Starting at 6th level, your all-or-nothing attitude allows you to push your body to it's limit. You can use your Jump ability by spending Hit Dice instead of spell slots. You can expend a number of Hit Dice up to the maximum level of spell slots you have and can use your Jump ability as though you had spent a spell slot of that level.

Emboldening Magics

Starting at 10th level, your blood runs hot when you are casting powerful, bombastic magic. When you cast a spell that deals damage or is gained by your Errant Magics feature you gain a number of temporary hit points equal to 10 times the level of spell slot spent.

All Out

Starting at 14th level, you are never restrained in combat, striking out with incredible abandon. Once per turn, when you would roll a weapon damage die you can choose to forgo that roll and treat it as though you had rolled the maximum value of that die.

Resolute Order

The Resolute order stands closest to the oldest principles of the lancers, that is as knight protectors. They often serve as bodyguards to important figures, their unique fighting style giving them an edge against foes who do not expect it. They are focused on defence and battlefield support, their mobility allowing them to operate in a manner most defensive fighters lack, while maintaining a solid offense.

Resolute Magics

Your order focuses on protective and practical magics, allowing you to keep yourself and your allies in the fight longer. You learn the following spells at the specified level. These spells do not count against your Lancer spells known.

Resolute Spells
Level Spell
2nd Shield of Faith
5th Barkskin
9th Aura of Vitality
13th Otiluke's Resilient Sphere
17th Mass Cure Wounds

Resolute Training

Starting at 3rd level, you learn the techniques of your order which focus on sustained fighting. When you make an attack that gains the benefit of your Lancing ability you gain a number of temporary hit points equal to 2 times your proficiency bonus. These temporary hit points last for 1 minute.

Standing Peak Technique

Also at 3rd level, when you use your Jump technique, you can use your reaction when an enemy makes an attack against an ally you can see to immediately move adjacent to that enemy. Your Jump ends and you become the target of the triggering attack and the original target can move up to 10 feet without triggering opportunity attacks. You may use this feature after you know whether the attack hits but before rolling damage.

If you attack the triggering creature on your next turn, you deal additional an additional 2d8 piercing damage, plus an additional 1d8 per level of spell slot above 1st spent to activate your Jump ability.

Wallguard

Starting at 6th level, you can hunker down and use your momentum magic to help deflect blows. While you are wielding a polearm you can use a reaction to increase your AC against one creature by your proficiency bonus until the start of your next turn.

You automatically gain this benefit when you activate your Standing Peak Technique.

Throw Back

Starting at 10th level, your momentum magic allows you to throw foes about with incredible force. If you hit a target with an attack that gains the benefit of your Lancing ability, you can cause them to make a Constitution saving throw against your lancer spell save DC. On a failure, they are pushed 30 feet away from you and knocked prone. On a success, they are instead pushed 10 feet and not knocked prone.

You can use this ability a number of times equal to your Wisdom modifier and regain those uses upon finishing a short or long rest.

Resolution

Starting at 14th level, so long as your allies stand you will stand beside them. While you have 10 or more hit points and can see an ally that is not unconscious, you can shrug off an otherwise lethal blow. If you are reduced to 0 hit points and not killed outright, make a Wisdom saving throw against a DC equal to the damage dealt. If you succeed, you remain standing on 1 hit point.

Sagacious Order

The Sagacious order is concerned with the unique aspects of the lancers brand of magic and dedicate themselves to not only learning it, but furthering it. They have developed a particular technique involving momentum magic and spearcraft that allows them to wield spears of pure magic and launch them at incredible speeds, eventually learning to conjure multiple spears to assail their foes. Their mastery of the esoteric aspects of the lancers techniques makes them powerful ranged fighters, while their magic allows them to deal with groups of enemies in a way other Lancers struggle with.

Sagacious Magics

Your order focuses on esoteric magics, combining the raw stuff of magic with your fighting techniques. You learn the following spells at the specified level. These spells do not count against your Lancer spells known.

Sagacious Spells
Level Spell
2nd Zephyr Strike
5th Spiritual Weapon
9th Lightning Arrow
13th Dimension Door
17th Far Step

Sagacious Training

You have learned to bind spears with a momentum magic. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls using spears. When you make a ranged weapon attack with a spear, you can use your Wisdom modifier, instead of Strength, for the attack and damage rolls. You can roll a d8 in place of normal damage for a ranged weapon attacks with a spear.

Additionally, you may use a bonus action to conjure a spear of pure magic. This spear functions as a typical spear, though attacks with it are considered magical for the purposes of overcoming damage resistance and immunity. If you drop the weapon, or throw it, it dissipates at the end of the turn.

Shooting Star Technique

Starting at 3rd level, you gain access to the Sagacious techniques which wildly alter your fighting style. When you make a ranged attack roll with a spear, that attack gains the benefit of your Lancing ability if the target of the attack is 20 or more feet away from you.

Additionally, when you use your Jump ability, you can replace the melee weapon attack with a ranged weapon attack if you are wielding a spear.

Esoteric Study

Starting at 6th level, you gain proficiency in Arcana and Religion if you do not have them already.

You learn the Conjure Barrage spell and can cast it once without spending a spell slot. When you cast it, the weapon chosen must be a spear created with your Sagacious Training feature.

Sagacious Scholarship

Starting at 10th level, your proficiency with the Sagacious techniques improve, and have begun lead you down an interesting path. You can cast any spell you know which has the ritual tag as a ritual.

You learn the Conjure Volley spell and can cast it once without spending a spell slot. When you cast it, the weapon chosen must be a spear created with your Sagacious Training feature.

Additionally, chose one spell from any spell list that does not deal damage, restore hit points or return a dead body to life or undeath. You learn this spell and it counts as a Lancer spell for you.

Sagacious Mastery

Starting at 14th level, your magical studies have reached a fascinating peak. Choose a spell from any spell list that does not deal damage, restore hit points or return a dead body to life or undeath. You learn this spell and it counts as a Lancer spell for you.

This spell, and the spell chosen from your Sagacious Scholarship feature, gain the ritual tag.

Lancer Spell List


1st-level Spells

Absorb Elements

Alarm

Bane

Bequeath

Bless

Compelled Duel

Faerie Fire

Healing Word

Momentum Shift

Thunderwave


2nd-level Spells

Aid

Continual Flame

Earthbind

Gust of Wind

Magic Weapon

See Invisibility

Silence

Warding Wind


3rd-level Spells

Beacon of Hope

Catnap

Daylight

Elemental Weapon

Life Transference

Magic Circle

White Wind

Protection from Energy

Wind Wall


4th-level Spells

Arcane Eye

Death Ward

Elemental Bane

Freedom of Movement

Locate Creature

Mordenkainen's Private Sanctum

Stoneskin


5th-level Spells

Circle of Power

Control Winds

Dawn

Holy Weapon

Legend Lore

Rary's Telepathic Bond

Skill Empowerment

New Spells

Bequeath

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a willing creature, passing a fragment of your remaining energy into them. The creature regains a spent 1st-level spell slot.

At Higher Levels: When you cast this spell using a higher level spell slot the level of restored spell slot equals the level of the spell slot spent to cast this spell.

Momentum Shift

1st-level abjuration


  • Casting Time: 1 reaction which you take in response to falling or forced movement
  • Range: Self
  • Components: S
  • Duration: 1 round

With a dramatic gesture a field of force sheaths you and locks you in place. You arrest your momentum and hold yourself in your current position for the duration of the effect. If you have fallen a distance before using this spell you take falling damage as if you had hit the ground. If you use this to negate forced movement, you take 1d6 damage for each 10 foot or part thereof you would otherwise be moved.

Until this spell ends you can use an action to launch yourself 30 foot in a direction of your choice.

At Higher Levels: If you cast this spell with a 2nd level spell slot or higher it gains a range of 30 feet. If you target an unwilling creature they must make a Strength saving throw to avoid the effect.

White Wind

1st-level evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Choose up to three creatures within range. These creatures regain 1d4 plus your wisdom modifier hit points at the beginning of each of their turns so long as they are conscious.

At Higher Levels: When you cast this spell using a 5th level spell slot the healing increases by 1d4.

 

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