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## Fighter: Lancer The archetypal Lancer focuses on striking hard and fast, making their enemies feel useless in the face of their signature weapon; The Lance. Not many take up the Lance as a weapon as usually its clunky and slow, however those that have spent their lives studying it know it to be different. When a Lancer is on the battlefield many notice. Beware the sudden strike of a wayward Lance, and beware those that are steadfast in their approach. ### Fighting Style: Lance Mastery When you choose this archetype at 3rd level, you can replace your Fighting Style with this feature. Whenever you wield a lance, you can treat it as being a spear and as if it had the two-handed property when you aren't mounted. You can use your Strength modifier for attack rolls and Strength + Half Dexterity Modifier rounded down for damage rolls instead of just your Strength modifier with a Lance. ### Spirit of the Lancer Starting at 3rd level you gain Lancer Charges that power your techniques and abilities equal to your Dexterity Modifier (minimum of 1) + Half proficiency bonus. These charges represent your physical reserves and are used to fuel your features. You will regain all expended Lancer Charges when you finish a long rest. ### Battle Stance Starting at 3rd level, you gain the ability to strengthen your stance and shatter enemies. You may spend 1 lancer charge to activate one of these effects when appropriate. - If a creature moves within 5ft of you while you aren’t mounted, you can use your reaction to strike them with your Lance. The creature must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + Dexterity Modifier). On a failed save, the creature takes 1d8 piercing damage and is pushed up to 5 feet away from you and loses all movement for the round. On a successful save, the creature takes half damage and isn’t pushed. Using this feature costs 1 Lancer Charge - Once per turn, when you land a hit on a target, you can spend 1 Lancer Charge to deal an extra 1d8 Piercing Damage and the target must make a make a Dexterity saving throw (DC equals 8 + your proficiency bonus + Dexterity Modifier). On a failed save, the creature is knocked prone. - You can expend 1 Lancer charge to take disengage as a Bonus Action.
\pagebreak ### Gae Bolg At 7th Level, you can use your action to make one ranged attack with your Lance on a creature that is within 60 feet range. This ranged attack will use your Strength modifier for the attack roll. On a hit, the target will take damage equal to a number of d8 equal to your proficiency bonus + Dexterity Modifier and knock them prone. This damage is piercing damage. As a bonus action you can command the Lance to come back to you. Using this Feature costs 2 Lancer Charges. ### Skirmish Senses At 7th level your experience in battle has honed your skills allowing you to become a Lancer worth their salt. you gain proficiency in two of the following choices: Perception, Insight, Survival, Acrobatics, or an artisan tool of your choice. Regardless of the proficiencies you gain, you may also choose two from the list that you are proficient with, you gain expertise in those two skills. ### Lancer Surge Starting at 10th level, your mastery of the lance promotes longer uses of your techniques. Whenever you use action surge the next time you would use an ability that consumes lancer charges you can do so without consuming them. You gain 1 permanent Lancer Charge. ### Awakened Lancer At 15th level, you have perfected your techniques and have learned more about being a Lancer, you gain two new techniques that help you to make the most out of your Lance. * **Lancer’s Strike**: If a creature within 10ft of you fails a save from an ally or from Battle Stance, you may make a single Melee Attack as apart of the reaction of Battle Stance or as a standalone reaction Melee Attack on that creature with your Lance. Using this feature costs 1 Lancer Charge. * **Protection from Arrows**: If you use Second Wind, you can spend 1 Lancer Charge to activate this technique. Anytime a creature would target you with a ranged attack or a ranged spell, you may impose disadvantage on that attack. Once activated you can only impose disadvantage a number of times equal to half your Dexterity Modifier rounded down. You can only use this feature once per long rest. ### Lancer's Stardust By 18th level, your ability to move and strike your enemies is matched by few. You can cast the Steel Wind Strike spell, requiring no components. Once you cast the spell with this feature, you can't do so again until you finish a long rest. If you reduce a creature to 0 HP with this feature you can regain 1 Lancer charge per creature reduced to 0 HP this way.