Base Class: Fighter
Coquelicot Lancers
Coqielicot Lance
Upon reaching this level you have finished crafting your Coqielicot Lance, a ritually infused magic Lance with unique properties and allows you to access your Rune magic. If lost you can perform a 24 hour ritual with another lance to create a new Coqielicot Lance and destroy the lost one
Coqielicot Lance: Damage 1d12 Piercing; Properties: Reach, Special, Heavy, Two-Handed
Special: When you attack with this weapon, you make a line attack up to your reach, you make 1 attack and 1 damage roll and apply that roll to all targets.
Coqielicot Lance is considered a magical weapon for purposes of resistances and immunities. While your conscious and holding your Lance you take no fall damage and any fall damage you would have taken can be applied to a creature if you attack as your landing
At level 6 this weapon becomes a +1 magic weapon and also increases your DC for Rune attacks as mentioned, at level 12 it becomes a +2, and at level 18 becomes a +3
Sacred Lance
Rune magic allows access to rune attacks and the ability to draw runes from targets hit. When you damage an enemy with a standard weapon attack you gain Runes equal to the damage dealt, Max Runes held is equal to 5 times your Fighter level, you can use these Runes to power your rune attacks. Some Rune attacks will ask for a save, your Rune DC will equal 8 + proficiency + Strength Bonus + Coqielicot Lances Attack Bonus. you learn 2 Rune Attacks at level 3 and additional ones at levels 5,7,9
You may substitute an attack to perform a Rune Attack if your holding your Coqielicot Lance unless stated that the ability costs an action
Martial Architype Notes: This class uses Critical Range as a bonus to many effects and will be explained here. Critical range allows critical hit on not 20 rolls. If you normally only critical hit on a 20 on your attack dice, with a +1 to critical range you may now critical hit on a 19,20 on the attack dice. This effect can stack indefinitely and can overrule a critical failure on an attack
Coquelicot Maneuvers
Gain the effects of the Jump spell and Expeditious Retreat Spells for 1 minute without concentration
Divine Lance Strike
Cost 45 Runes: Target 1 creature within range, make a melee attack against them, on hit they take normal damage, on critical hit after damage has been dealt they take additional piercing damage equal to 5 times your fighter level, this bonus damage is not increased by the critical hit and is not reduced by resistances or immunity's
Holy Lance Lunge
Costs 10 Runes: Double your reach for this attack, standard weapon attack with proficiency bonus additional damage
Lance Of Judgment
Costs Action and 30 Runes: Gain the effects of the jump spell temporarily and leap into the air as high as possible as if you had a running start, you may use a bonus action to hover until your next turn to delay the following attack. choose a location within jumping range of where you jumped from and fall towards it, upon landing deal normal weapon damage, fall damage, and 1d12 bludgeoning damage. you gain +2 critical range for this attack. All creatures within a 15ft cross take this damage
Cross Area is target tile plus distance directly north, south, east, west on the battle map distance away, for this attack it would be 3 tiles in each direction
Sacred Clash
Cost 5 Runes: Penetrating pierce attack to a single enemy within reach with +1 bonus to critical range. additional 1d6 piercing damage in addition to normal weapon damage
Sweeping Lance
Cost 19 Runes: You pull your lance in and spin attacking all creatures around you, all creatures within reach must make a Dexterity Saving Throw or take normal weapon damage plus 1d12 slashing damage, on success creatures hit take damage equal to strength modifier
Defensive Tactics
Your growing Strength and Connection with the Coquelicot Lance has improved your ability to use your rune magic in defensive tactics. you gain 1 of the following ability's and they can be used on your reaction
When you level up you may change your choice
Draining Lance
As a Reaction; when damage is taken from a creature within reach, you can make an attack against them, damage dealt by this attack heals you. after the first usage per turn you may spend Runes equal to your level to make this attack again when damage is taken
Sky Shattering Lance
As a reaction; When damage is taken from an attack or spell you may use this reaction at the cost of Runes equal to the damage, until the end of your next turn or a critical hit gain a stacking +1 bonus to your damage and critical range for each time you are attacked
Spell Breaker
As a reaction; After receiving damage from a spell (not cantrip) and can see who casted the spell, you may make an attack against that creature regardless of range, on hit that creature losses 1 of its highest remaining spell slot as its energy is drained from them and given to you, gain Runes equal to double that spell slots level
Ancient Lance
Your ever increasing strength has allowed you knowledge of only the most powerful ability's of the Coqielicot Order, along side this knowledge of new abilitys you have trained to be more resilient against your opponents, gain proficiency on 1 saving throw of your choice, and after taking a long rest you ain up to half of your total Runes if you have less then that
In addition you now crit on a 19 or 20
1000 Nights of Ice
Costs Action and 100 Runes, Once per Week: Raising your Lance high you shoot off 8 Beams in the 8 cardinal directions 120ft long, the first creature hit by each beam must make a Dexterity saving throw, they may choose to fail, on fail those creatures will also shoot off 8 beams in the 8 cardinal directions however these beams only go 60ft, if the secondary beams hit a creature they make Dexterity saving throws, on fail they also shoot off 8 beams in the 8 cardinal directions with these beams going 30ft and will go through any creatures hit until they reach their limit
On fail all creatures hit will take Damage or be Healed, may be chosen per creature, 50 radiant damage or healed 25 Temporary HP, if a creature is hit by multiple beams the damage or healing is doubled for the second beam and tripled for a third beam, and so on. 50 + 100 + 150 + 200 for damage and 25 + 50 + 75 +100 for Temporary HP
After everything is calculated, you may roll 1D20 as an attack, on a Critical hit Double both damage and Temporary HP Gained. this damage and healing is unaffected by other critical effects, critical range still applies
Blossom Of Dawn
Costs Action and 5 Runes per level: Greatly increase your Strength to deal Double damage on your next attack, your critical range will not be reduced until your next attack, you cannot be reduced beyond 1 HP regardless of any effects, the wish spell is the only way to be killed while under this effect. If your next attack is a critical hit, this effects double damage will apply to the damage dealt by the critical hit after it is calculated, your next attacks damage will also not be reduced by any means short of a wish spell
Descent of 1000 Nights
Costs 30ft of movement and 50 Runes: temporarily gain the effects of the jump spell and jump to a location within reach, no opportunity attacks can occur from this movement. You slam your spear into the ground, perform a single attack and apply this attack to all creatures within a square equal to the distance traveled, gain bonus damage equal to the distance traveled, gain +1 critical range per 15ft traveled
Dragon Slayer
Rune Cost 30: Piercing weapon attack with beam of light shooting off the tip of the spear an additional with 20ft additional reach, on hit deal normal weapon damage plus 1d6+1 per tile the hit creature(s) occupies. normal sized creatures and smaller take 1d6+1 additional damage, a large creature take 4d6+4 additional damage, a huge creature takes an additional 9d6+9 damage, and so on
Fobidding Lance
Cost 11 Runes: Piercing attack dealing standard weapon damage, creatures hit make a Wisdom saving throw, on fail they are unable to use spellcasting, any traits, class features or movement other then walking until the end of your next turn, flying creatures will fall 60ft per round
Magic Annihilation Blast
Cost 20 Runes: Target a single creature within 60ft, make a ranged attack against them via pointing your lance towards them, on hit they are attached to a anti magic field large enough to encase the targeted creature, to keep this effect in place you must spend a bonus action and 10 Runes + 10 per round(s) this effects has been in place, you can have multiple of these fields in place but must pay the Rune cost for each of them with the per round cost be equal to the highest one for each effect
Coquelicot Smite
At level 15 your Coquelicot Lance gains increased Damage Dice to 2d12 piercing and you can spend 10 Runes to reroll your damage dice on any attack, it costs 10 Runes per Dice rolled and you must use the new roll
Everlasting Coqeilicot
You have Mastered your Connection to the Coqeilicot Lance, you gain Max HP equal to you Constitution Modifier per level and all ability scores become 16 if they are below that while you holding your Coqeilicot Lance, you gain +1 Critical Range per each consecutive attack against the same creature. Critical hits now either triple dice or triple damage (based off DM's rules of how critical hits work). You can spend 15 Runes as a free action/reaction to gain resistance to a damage type for 1 minute
Sky Shattering Spear gains +2 bonuses per hit
Spell Breaker now effects all spell slots of a given level and gives double runes and can be triggered on cantrips
Draining Lance no longer requires a Rune cost to activate again on same turn and now has 30ft range
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