Base Class: Fighter
Feared frontline warriors bearing lances and unique, streamlined armor, Gravity Lancers are famous for their Meteor charge, a supernatural technique taught only to the rare few. The lancers trace their origins back to an order of dragon hunters who learned to leap above diving dragons and pin their wings with a swift, downward lance strike. This technique, combined with a suite of mystical powers drawn from the force of gravity, makes the lancers decisive warriors in the arena of combat.
Lance Specialty
Beginning when you select this archetype at 3rd level, when you wield a lance, you do not suffer disadvantage when attacking creatures within 5 feet of you.
Meteoric Charge
Starting at 3rd level, you can perform a supernaturally fast charge. Once on each of your turns, you can use 20 feet of your movement to prepare a charge. This movement doesn't provoke opportunity attack, and can be in any direction. At the end of a fall, subtract 10 feet from the distance you fell when calculating your falling damage.The distance you can charge and the distance you subtract when you fall increases as you gain levels in this class, as shown on the Meteor Charge table below.
|
Fighter Level |
Charge Distance |
|
3rd |
10 Feet |
|
5th |
20 Feet |
|
11th |
30 Feet |
|
17th |
40 Feet |
Plunging Attack
Also at 3rd level, you can direct the momentum of gravity into your strike. Once on each of your turns, when you hit a creature with a melee weapon attack while charging, you can add 1d6 to the damage roll for every 10 feet you charge, up to a maximum of 5d6.
Apex Moment
Starting at 7th level, you can channel the power of gravity to increase the potency of your charge to a greater extent. When you use your meteoric charge ability, You can choose to hold your position until the start of your next turn. Should you choose to do so, you may double the amount of damage from your Meteoric Charge. When you do this while airborne, you stay in the same position.
Earthshaker
Beginning at 10th level, at the end of a 20 foot meteoric charge or longer, you can use a bonus action to strike your opponents with the force of a meteor. Each creature in a 10 ft cone behind your strike must succeed on a dexterity saving throw (DC equals 8 + Your proficiency bonus + your strength modifier) or be knocked prone. When you do this with an airborne strike, this becomes a 10 foot radius centered on your point of impact. You can use this feature a number of times equal to your strenght modifier.
Gravitational Aura
By 15th level, you can draw mystical power from your connection to the force of gravity. When you use your Second Wind feature, you and each friendly creature you choose within 10 feet of you gain temporary hit points equal to your fighter level. as long as you or your allies have these temporary hit points, you have advantage on strength and dexterity saving throws.
Comet Strike
Starting at 18th level, you charge wreathed in flames like a devastating meteor. When you use your Earthshaker ability, a creature that fails its saving throw takes 8d6 fire damage, or half as much on a success. Additionally, when you roll initiative and have no uses of your Earthshaker feature left, you regain one use of that feature.
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