Fighter
Base Class: Fighter

Lancers. The main task of the lancers was to charge enemy infantry and cavalry formations. They were also used for typical light cavalry tasks such as skirmishing and scouting. Although they wielded a fearsome lance as their chief weapon, lancers were normally equipped with sabres and pistols or carbines.

Guard Break

All things try to ground themselves and defend against attacks. A lancer’s purpose is to break through that to allow others to take advantage of a moment of weakness. 

Once on your when you hit a creature with a weapon attack, you can force a creature to make a Strength saving throw, DC 8 + proficiency bonus + Strength or Dexterity modifier (chosen when you gain this feature). On a failure, creatures gain advantage on the next attack roll made before the end of your next turn. If that attack hits, add one additional damage die of the attack to the damage dealt.

Dexterity

Creatures have advantage on the next attack made against the target before the end of your next turn. If the attack hits, add one additional damage die to the damage.

Strength

Creatures have advantage on the next attack made against the target before the end of your next turn. If the attack hits, add one additional damage die to the damage.

Initial Charge

When you roll for initiative, you add your proficiency bonus to the roll. In addition, your movement is doubled for the first round of combat.

Mirror of the World

Traveling far and wide allows for a wider array of understanding and knowledge to utilize, and to allow for paradigm shifts as understanding promotes change. Absorbing information, and utilizing it to expand your understanding. 

You gain proficiency in two languages, and your choice of a musical instrument or artisans tool. 

Critical Point

You exploit the openings in an enemy, and reveal them to be more easily accessed and struck. 

When a creature fails their Strength Save against Guard Break, the next attack roll against the creature is a critical hit on a 19 or 20.

Tactical Assistance

Your ability to act and assist allows for you to open new avenues of opportunity for yourself or allies. As a bonus action you can take the Help action. Additionally, when you take the Help action, you can choose to have the creature have disadvantage on their next saving throw in addition to the normal effects  

You can use this feature a number of times equal to your proficiency bonus, and regain the uses on a long rest.

Relentless Disruption

Your persistence in combat allows you to strike out and press for your desired advantage. When you use Guard Break, the attack’s weapon deals additional damage equal to your Fighter level once per turn  

Additionally, when a creature succeeds on its saving throw against Guard Break, you gain one additional use for your turn.

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