Class Features
Hit Points
- Hit Dice: 1d10 per a polearm master level
- Hit Points at 1st Level: 10+Con
- Hit Points at Higher Levels: D10+Con
Proficiencies
- Armor: Light Medium
- Weapons: Martial melee, Simple Melee
- Tools: None
- Saving Throws: Wisdom and Dex
- Skills: Choose two Skills from the list below
- Arcobatics, slight of hand, atheltics, insight, Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a spear or (b) glaive
- (a) explorer pack or (b) dungoneer pack
- (a) leather armor or (b) chain mail
Polearm Master Save DC = 10 + your proficiency bonus + Wisdom Mod
Polearm master
| Level | Proficiency Bonus | Features | Warrior Techniques |
|---|---|---|---|
| 1st | +2 | Lance Expertise, Pole Vault, Combat Veteran | |
| 2nd | +2 | Fast Attacks, Fighting Style, Warrior Techniques | 2 |
| 3rd | +2 | Subclass, Air Strike | 2 |
| 4th | +2 | Ability Score Improvement | 2 |
| 5th | +3 | Extra Attack, Path of the spear, Master Spear man | 3 |
| 6th | +3 | Defensive Roll, Vigilante Guard | 3 |
| 7th | +3 | Subclass | 3 |
| 8th | +3 | Ability Score Improvement | 3 |
| 9th | +4 | Spear Focus, Expertise | 4 |
| 10th | +4 | Cinco Thrust, Parry, Intercepting Strike | 4 |
| 11th | +4 | Subclass | 4 |
| 12th | +4 | Ability Score Improvement | 4 |
| 13th | +5 | Sentinel Strike, Warriors Heal | 5 |
| 14th | +5 | Lance Mastery, Expertise | 5 |
| 15th | +5 | Lunge, Blind Sense, Flash Step | 5 |
| 16th | +5 | Ability Score Improvement | 5 |
| 17th | +6 | Subclass | 6 |
| 18th | +6 | Last Stand, Death Focus | 6 |
| 19th | +6 | Ability Score Improvement | 6 |
| 20th | +6 | Spear Saint | 6 |
Polearm Expertise
At the 1st level, your ability with Pole Arms is unmatched. You gain the following benefits when wielding a spear, javelin, glaive, quarterstaff, or halberd. Once per a turn when you hit a creature with a attack with the prevoius mention weapons, you cause additional 1d4 damage. This increases to 1d6 at the 5th level, 1d8 at the 11th level, 1d10 at the 17th level. In addition you can used your dexterity rather than your strength for attacks and damage rolls with pole arms.
Pole Vault
At the 1st level on each of your turns, you can jump a distance of feet equal to 10+5 x your level. This jump does not required a action and is not considerd part of your movement. In addition you do not take falling damage when you used your Pole Vault distance.
Combat Veteran
At 1st level, a mixture of experience and enhanced neural connections has given you an almost precognitive battle sense. While not encumbered and not wearing heavy armor or shield, you gain the following benefit: Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Fast Attacks
At the 2nd level, once per a turn when wielding a pole arm weapon, you can used your action to unleashed a barrage of strikes with it. You can make a number of Attacks against creatures within reach equal to your proficiency bonus. You can attack multiple creatures or target all attacks to a single creature. This has a 3 round recharge
before it can be used again and is limited to your consitution modifer. You regain all expanded uses when you take a long rest.
Fighting Style
At the second level you adopt a particular style of fighting as your specialty. 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.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that 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.
Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defensive: Whenever a friendly creature within 5 feet is attacked with a melee weapon, You may use your reaction to impose disadvantage on that attack, using your weapon to knock it aside if it misses. If your weapon has the reach property, the range of this feature is extended to 10 feet.
Spear Weapon Fighting
When fighting with a spear, pike, lance, glaive, halberd, trident, or a javelin. Upon finishing a melee weapon attack, you can move 5 feet without provoking opportunity attacks.
Warrior Techniques
At the second level you have learned techniques that help you on the field whenever you fight. You can only take a certain amount of Warrior Techniques, as you can see with the chart. For more information about Warrior Techniques check out the Warrior Techniques section. Each Warrior technique cost 1 stamina point, You can change 1 of your Warrior Techniques when you take a long rest. Stamina points: are half of your level+proficiency bonus + constitution modifier. Stamina points are recovered after a short rest or long rest.
Falling Air Strike
At the third level when falling from the air you can make an attack with advantage that deals an additional 1d6 piercing damage and increases by 1d6 every 15ft that was from your pole vault. This is limited to your proficiency bonus before needing to take a short rest.
Subclass
At 3rd level, you choose a path that you strive to emulate in your combat styles and techniques. You unlocked features at the 3rd ,7th, 11th and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Path of the Spear
At the 5th level, your skill with polearms has increased to the point that your weapon damages increases to 1d10 when wielding a polearm in both hands. The damage increases to 1d12 at the 7th level and 2d8 at the 11th level. In addition other polearms gain the reach attribute if they didn't possessed it.
Extra Attack
At the 5th level you can now attack two times when you take the attack action At the 13th level this is increased to 3 attacks.
Master Spearman
Starting at the 5th level, your attacks count as magical for overcoming resistances and immunities.
Vigilant Guard
Thanks to your experinces as polearm user you are always alert and gain quick reflexes. At the 6th level you gain proficiency in perception. If you already have proficiency in this skill, you can add twice your proficiency bonus in checks with it. At the tenth level you may add a +2 to your initive roll and gained a extra reaction.
Defensive Roll
Starting at the 6th level you can use your reaction to impose disadvantage on a melee attack roll or give yourself advantage on a dexterity or consititution saving throw. When you do so, you can move 10ft without provoking opportunity attacks as part of the same reaction.
Spear Focus
At the 9th level, you can mark a creature you can see for death, using the fullest of your instincts to kill that creature. As a bonus action, choose a creature that you can see within 30ft. For the next 1 minute, you gain a bonus equal to your wisdom modifier to your attack rolls against that creature, and gain the ability to detect the creature without relying on your senses on a range of 30 ft. This can be used equal to your wisdom modifier before needing to a short rest.
Expertise
At the 9th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 14th level, you can choose another two skill proficiencies to gain this benefit.
Parry
At the 10th level, while wielding a polearm in two hands, you can used your bonus reaction to give yourself a bonus of +2 to your ac until the end of your next turn. In addition when this buff is active and when you are hit you can used your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to missed you.
Cinco Thrust
Starting at the 10th level, you can perform a 5 point strike against enemies in front of you. Using your action, you strike all creatures in a 15ft cone in front of you. Each creature in the area must make a dexterity saving throw equal to your save dc, taking 5d8 piercing damage on a fail save or half on a successful saving throw. This damage increases to 7d8 at the 15th level. This is limited to your wisdom modifier, before you need to take a short rest to use it again.
Intercepting Strike
Starting at the 10th level, when a creature within 5ft of you takes damage from a melee attck , you can try intercept that attack with your spear. You roll the damage for your attack, and reduce the damage taken by the rolled. If you reduced the damage to 0, you can make an attack as part of the same reaction.
Sentinel Strike
At the 13th level, you can make a opportunity attacks with your polearm without using a reaction. You can only to this a number of times equal to your proficiency bonus, and regaining uses after taking a long rest.
Warriors Heal
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your polearm master level. Once you use this feature, you must finish a short or long rest before you can use it again.
Polearm Mastery
At the 14th level, you gain a extra charge of fast attack. In addition you can attack a adjacent creature sharing the attacks between both of them.
Lunge
Starting at the 15th level you are able to lunge further and strike more accurately. As a bonus action on your turn, you can increase the reach of your attacks with a polearm by 5ft for the rest of your turn. The first attack made with Lunge is roll with advantage.
Blindsense
Starting at the 15th level your hearing senses have increased rapidly, if your are able to to hear, you are aware of the location of any hidden or invisble creature within 10ft of you.
Flash Step
Starting at the 15th level you can teleport double of your movement speed within a place that you can see. However this takes your own walking movement speed.
Death Focus
Starting at the 18th level, when your health is half way down your senses are kicked into overdrive and this causes the effect of time to slow down. This increases your ac by 3 and granting you an additional reaction. However once you are above more than half of your hp this effect ends.
Spear Saint
At the 20th you have become a master and one with the spear. Your wisdom modifier cap is increased to 22 and your wisdom increases to 2. In addition you can add your wisdom modifier to all rolls. In addition all of your attacks deal an additional 1d4 piercing damage.
Warrior Techniques List
Monster Climber When you hit a creature with an attack from your polearm, you can attempt to take the Climb Onto a Bigger Creature action.
Defensive Polearm When a creature of Large size or larger make an attack against you, you can impose disadvantage on that attack, using your reaction.
Scale Piercer When you make a melee weapon attack with a spear, you can reduce the AC of any creature that has an AC (Natural Armor) by -5, to a minimum of 10, for that attack.
Quick Escape When a creature with Large size or larger attempt to grapple you, you can use your reaction to make an opportunity attack against it. On a hit, you cause the attack's normal effects and you are not grappled.
Advanced Trip When you shove a creature, you can choose to force that creature to either use its Strength (Athletics) or Dexterity (Acrobatics) to resist the shove.
Agile Wrestler When a creature make a shove or grapple attempt against you at advantage, you can choose to negate that advantage.
Precise Stab When you hit a Large or larger creature with a melee attack from a spear, and roll a 19 on the d20, you can turn that attack into a critical.
Protective Attack Level 5 Requirement when a creature enters your reach, you can use your reaction to make an attack with a spear against that creature. On a hit, the target's movement speed is reduced to 0 until the end of its turn.
Pole Kick Level 5 requirement You can use an action to kick a single enemy away from you. They must make a Dexterity saving throw. If they fail, they are pushed back an amount of feet depending on their size (5ft for Large and +5ft for every size smaller). If the creature is Medium or smaller they are knocked prone. It also inflicts the damage of an unarmed attack on a failed save, or half as much on a successful one.
Leviathan Feller Level 10 Requirement You can give yourself advantage on a melee weapon attack, against a creature with a creature Large sized or larger.
Rending Strike Level 15 Requirement When you hit a creature with this attack, the target loses its damage resistances, and damage immunities become damage resistances, until the end of your next turn.
Subclasses
Path of the Warrior
Warrior Stance
At 3rd level, you can unleash the brutal aggressiveness based on your warrior Style based on speed and strength. You can spend 1 stamina point to enter this stance as a bonus action. You gain the following benefits for the next minute: You add both your Strength and Dexterity modifier to the damage of your attacks using a polearm. Your movement speed increases by 10 feet. You are immune to the frightened conditions. You have advantage on your Strength (Athletics) checks.
Combat Eye
At 7th level, you can use your bonus action to focus on the weak points of a single enemy you can see within 60 feet. Make a Wisdom (Insight) check against the creature's Charisma (Deception). On success, you know any damage immunities, resistances, vulnerabilities or conditions immunities. Your attacks also ignore worn armor for that enemy for the rest of the turn. On a failure, you can't use this feature on the same target for the next 24 hours.
Battle Speed
At 11th level, your speed and agility on the battlefield increase. You have advantage on opportunity strikes against targets leaving your reach when wielding a pole arm .
Path Blocking
At 11th level, you have mastered the art of hindering your opponents with your lance strikes. Once per turn, while wielding your pole arm, if you take the Attack action on your turn, immediately following the attack you can force your target to make a Constitution saving throw against your save DC. On a failed save, the target cannot move or take reactions or bonus actions until the end of their next turn. On a successful save, their movement speed is cut in half until the end of their next turn. The target automatically fails the saving throw if you roll a critical strike.
Critical Bleeding Strike
At 17th level, Whenever you score a critical hit on an attack with a polearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
Warrior of the Ghost
Your past and training has been connected with ghosts. As you learn techniques from warriors that have died long ago by connecting with their spirits.
Stance of The Ghost
At the third level you have learned Stance of the Ghost. You can enter this stance as a bonus action to gain the following effects. When you are in this stance you can add your wisdom modifier to all checks and saves. Your reach is increased by another 10ft and your movement speed is increased by another 10ft. Spectral Strike. When you make an attack with a polearm, you can spend 1 ghost energy point to project an astral version of your spear forward, striking a creature within 30 feet with your attack. On a hit, you cause additional damage equal to your Wisdom modifier + 1d6. The die increases to 1d8 at 6th level, 1d8 at 9th level, 1d10 at 11th level. The additional damage is necrotic.
Spiritual Warrior:
At the third level you can attune your senses with the life force of your enemies, allowing you to predict their movements. When you fail an attack roll or are hit by an attack, you can spend 1 ghost energy point to add your Wisdom modifier to the result of the attack, potentially turning failure into success.
Spirit Sight
Beginning at 3rd level, you gain the ability to see the spirits, invisible creatures or any supernatural creature around you. As a bonus action, you can see spirits within 60 ft of you for 10 minutes or until you end it early as a bonus action. You can speak to them and they can speak to you and only be heard by you. Others can hear your words but cannot see the spirits themselves.
Ghost Vigilance
At 7th level, the area within your reach is considered difficult terrain for hostile creatures. In addition, while your stance is active, you can take a reaction once, in each creature's turns.
Spirit Guardian
At the 7th level you gain access to the spirit guardian spell. This takes 3 ghost energy to cast the spell.
Spirit Shield
At the 11th level You can spend an action to consume Ghost energy points (minium of 1) to generate a shimmering forcefield around you out of spiritual energy. To maintain this shield you must maintain concentration on it (10 minute maximum time). This shield gives you a bonus to your AC equal to the amount of ghost points you expend as long as you are maintaining concentration on it.
Additionally, once you reach 13th level, any unallied creature that isn't you that touches this shield must succeed on a Strength saving throw (DC 10 + your spellcasting ability modifier) or take 4d8 force damage and be knocked prone.
Spectral Spear
At 11th level, your spear is covered in a spiritual energy, and a ghost version of that spear appears above the current one. When you make ranged weapon attacks by throwing your spear, you can choose to only throw the spectral spear forward, up to a range 120 feet, causing necrotic damage, rather than piercing. In addition, when you take the Attack action and make a melee attack with the spear, you can use your bonus action to make a follow up attack with the spectral spear, causing 1d8 + your Wisdom modifier necrotic damage.
Ghost Focus
At 17th level, you can use your action to enter in a state of perfect clarity of mind. This state lasts for 1 minute or until you are knocked unconscious or killed. Until ghost focus ends, all attacks made against you have disadvantage. In addition, whenever a creature misses an attack against you while Ghost focus is active, you can make an opportunity attack against it, with advantage. This can be used equal to your wisdom modifier before needing to take a long rest.
Ghost Energy
| Level | Ghost Energy |
|---|---|
| 3rd | 2 |
| 4th | 3 |
| 5th | 4 |
| 6th | 5 |
| 7th | 6 |
| 8th | 7 |
| 9th | 8 |
| 10th | 9 |
| 11th | 10 |
| 12th | 11 |
| 13th | 12 |
| 14th | 13 |
| 15th | 14 |
| 16th | 15 |
| 17th | 16 |
| 18th | 17 |
| 19th | 18 |
| 20th | 20 |
Hero of Greece
Brother in Arms
Beginning at the 3rd level, while wielding a shield, allies within 10 feet of you gain +1 AC if they are using a shield, and you gain +1 AC for each ally affected by this feature.
Hero speech
At the 3rd level, you have natural talent when it comes to talking to others. You gain proficiency in persuasion and deception checks. If you are already proficient in either of these it becomes expertise. In addition when you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Hero Presence:
At the 7th level Your body releases a powerful Aura thanks to your intense training. As an action, a creature of your choice within 20 feet must make a Wisdom saving throw against a DC = 8 + your proficiency + your Charisma modifier or become frightened of you for one minute. You have two uses of this feature, which you regain upon finishing a long rest.
Protector
At the 7th level, you and your allies have half cover while within 10 feet of you while you wield polearm.
Divine Armor
When you reach the 11th level your Armor Class is 12 + your Strength or Dexterity + your Dexterity or Charisma modifiers. (Note: you cannot choose Dexterity twice)
Heros Wrath:
At the 17th level, by spending 1 stamina point, you release a Warrior Cry that shows your pure wrath. For the next minute, Your movement speed is doubled and range is increased by 10ft. In addition you take half damage to all damage types except for psychic damage. Your Dex cap is increased and your Dex is increased by 4.
Spirit of the Hero
When you reach the 17th level, if you fail a saving throw you can choose to succeed it instead. This can be used once, regaining use at the end of a long rest.