Fighter
Base Class: Fighter

Some of history's most illustrious soldiers are Vanquishers. While many different kinds of heroes—from grizzled soldiers to strong wizards—have slain dragons, none is more celebrated and renowned than the Vanquisher. They jump across entire battlefields to stab their target with the tips of their enormous polearms as they march into combat wearing gorgeous armor that invokes the images of the same monsters they intend to slay. Vanquishers are experts in Their tactics involve striking at far-reaching enemies while maintaining a safe distance using polearm weapons including glaives, halberds, lances, and pikes. They have less armor than most fighters, however this is so they can move quickly and jump high.

 

Bonus Proficiency

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Rally Cry

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Unerring Mark

Unerring Mark

Starting at 3rd level, you can menace your foes, striking fear into their minds and punishing them for standing against you. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

When it is marked, you gain advantage on the next melee attack roll against it, and it has disadvantage on the next melee attack against you.

In addition, if a creature marked by you deals damage to you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. If it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Slayer’s Strike

Slayer's Strike

Starting at 3rd level, your training as a Vanquisher allows you to strike at critical points on a creature's body thanks to the deadly efficiency afforded by reach weapons. On one attack per turn while wielding a two-handed melee weapon with reach, and if you are not wearing heavy armor you may add a +2 bonus to the attack and damage roll. If the attack hits, you may apply one of the three special effects listed below. The DC for the saving throws of the effects equals 8 + your proficiency bonus + your Strength modifier.

You may also use this feature with an attack made using a reaction, such as an opportunity attack.

You may apply effects number of times equal to 1 + your Strength modifier, and regain your use of them when you finish a short or long rest, though you may continue to add the bonus to attack and damage rolls to one attack per turn and to reaction attacks.

Eye Gouge. You strike the foe in the eyes, attempting to blind them. The target must make a Dexterity saving throw. On a failed save, they gain the blinded condition until the end of your next turn. This feature does not work on creatures without eyes or equivalent ocular organs.

Gushing Wound. You strike a foe in a critical artery. The target must make a Constitution saving throw. On a failed save, they start bleeding profusely. Until the end of your next turn, all melee and ranged weapon attacks against the creature deal extra damage equal to your Strength modifier. This feature does not work on creatures without blood or an equivalent bodily function.

Maim Limb. You strike a foe’s legs or wings to slow its movements. The target must make a Dexterity saving throw. On a failed save, their movement speed is reduced to half until the end of your next turn. Flying speed is unaffected by this affect if the creature has the hover ability.

Skewer

Skewer

Starting at 10th level, you strike with such force that you can penetrate multiple foes in your weapon’s reach. When making an attack with a two-handed melee weapon with reach, you may attempt to strike all foes in a 10-foot line from you. Use the same attack and damage roll for all creatures.

Alternatively, if a single creature takes up the area of a 10-foot line from you, you may have an attack strike that creature twice; once for every 5 feet it occupies. You still use the same attack and damage roll for both strikes, but this counts as two separate attacks against the creature.

You may use this feature with one attack per turn.

Lancer’s Leap

Lancer's Leap

At 7th level, you can leap at incredible heights. If you are not wearing heavy armor, you can leap into the air at a height equal to your high jump distance (3 + your strength modifier) and move in a straight line up to 10 feet as an action. You ignore all difficult terrain and ground-based obstacles across the distance you jump, but cannot bypass creatures and obstacles in the air if they block your path.

If you land within 5 feet of an occupied space, then you may make a melee attack roll against a creature in that space. If you are wielding a two-handed melee weapon with reach, you gain advantage on the attack roll and deal a bonus 2d8 of your weapon’s damage type against the creature. As well as this, you may force the creature to make a saving throw against one of the effects of Slayer's Strike without expending a use of that feature. Add that feature's bonus for attacking creatures to your attack and damage rolls.

You may use this feature once, and regain your use of it when you finish a short or long rest.

 

Dragon Heart

Dragon Heart

At 15th level, your fearlessness stirs inspiration in the hearts of your allies. You gain immunity to the frightened condition. In addition, when you are wielding a two-handed weapon with reach, and you hit a creature with an attack from your Lancer’s Leap or make a critical strike on any attack, all allies within 30 feet gain advantage on their next attack roll and saving throw against an effect that makes them frightened. If an ally is already suffering from a frightened effect, they may immediately make a saving throw with advantage against the effect if it allows one. This effect lasts until the start of your next turn.

Reach of the Heavens

Reach of the Heavens

At 18th level, you maximize the potential of your weapon’s already formidable range. When wielding a two-handed weapon with the reach property, the additional range of your weapon from the reach property increases to 10 feet. In addition, your Skewer ability may now strike up to a 15 foot line from where you stand; if the same creature takes up all 15 feet of the line, you may have the attack strike that creature three times (once for every 5 feet).