Fighter
Base Class: Fighter

Spear Casters are specialized warriors who focus on the use of polearms and simple spells to wreck havoc on the battlefield.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting. Your spellcasting focus must be a polearm (spear, halberd, pike, glaive, quarterstaff). Additionally, if any spell that altars the damage of a weapon attack (such as Booming Blade) would normally be limited by a range in the spell description, that range is increased to match the weapon's melee range.

Cantrips

You learn two cantrips of your choice from the following spell list. You learn an additional cantrip from the Spear Caster spell list at 10th level.

Spell Slots

The Spear Caster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell zephyr strike and have a 1st-level and a 2nd-level spell slot available, you can cast zephyr strike using either slot.

Spellcasting Ability

Constitution is your spellcasting ability for your spells, since you learn your spells through an intimate physical understanding of the Weave. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spear Caster Spellcasting

FIGHTER LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Expert Thrust

Starting at 3rd Level, you are able to make precise attacks with your polearm to enemies who are too close for their own good. When you hit an attack on an enemy that is within 5 ft. of you while using a spear, quarterstaff, pike, glaive, or halberd, that attack deals additional damage equal to your proficiency modifier.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Polemaster's Reach

Your connection to magic has allowed your weapon and body to magically morph when you make an attack while using a polearm weapon. Your melee attack range when using a spear, pike, glaive, halberd, or quarterstaff increases by 5 ft at 10th Level, and then by another 5 ft. at 17th Level.

Shish Kebab

You have become extremely good at skewering your enemies on the battlefield. Starting at 10th Level, if two or more creatures are in a straight line from your position and you have hit an attack against the close one, as part of the same action you may make an additional attack to each creature in the same line that is within range, starting with the creature that is "next in line." These attacks must be made one by one, and the chain is broken when you miss an attack or run out of creatures to attack. The damage of each attack decreased by 2 for every target after the first to a minimum of 1 damage. You may use this feature the number of times equal to your STR modifier.

Caster's Surge

Your connection to magic has altered your perception of time, allowing you a swifter reaction time. Starting at 15th Level, you gain the ability to use your Action Surge as a reaction to gain a full action as your reaction instead.

Spellweave Polearm

You have become fully connected to the Weave as a Spear Caster, and have unlocked the ability to summon a magical weapon straight to your hands. Starting at 18th Level, you may take an action to create a magical polearm (spear, quarterstaff, pike, halberd, or glaive) that will disappear after one hour or when you dismiss it with a bonus action. Your polearm has +3 to attack and damage rolls, and has the properties of the mithral equivalent to your chosen weapon. Additionally, this weapon may have one of the following Spellweave Attributes:

  • Elemental Affinity: This weapon is infused with powerful magic of a particular element. When you create this weapon, you may choose one of the following damage types: fire, cold, thunder, or lightning. Attacks made with this weapon deal an additional 2d8 damage of that type.
  • Celestial Tie: This weapon is capable of calling down divine beams of light from the heavens. When you make the first attack with this weapon on each of your turns you may have a creature that you can see within 30 ft. of you make a WIS saving throw (DC = 8 + your proficiency modifier + your CON modifier). On a fail, they take 2d12 radiant damage and are blinded for one minute. On a success, they take half as much damage and are not blinded.
  • Deep Wounding: This weapon is capable of leaving lasting and unconventional wounds upon those it strikes. When you hit an attack on a creature with this weapon you may have that creature make a CON saving throw (DC = 8 + your proficiency modifier + your CON modifier). On a fail they take 1d10 necrotic damage on each of their turns until they take an action to treat their wounds (remake the saving throw) and succeed. Note: This feature stacks, and the check must be made for each wound individually. Additionally, the wounds can be treated by an ally by a Wisdom (Medicine) check, but no magic can close the wounds.
  • Eldritch Infusion: This weapon has been infused with powerful energy that transfers into each swing. Attacks made with this weapon deal an additional Xd4 force damage, where X is the difference in the attack roll and the targets HP.
  • Devastating Force: This weapon has been imbued with powerful magic, allowing a skilled warrior to deal extremely lethal attacks. When you hit an attack with this weapon, you may roll a d4. If you roll a 4, that attack becomes a critical hit. Additionally, when you make a critical hit with this weapon, you may roll an additional damage die.
  • Draining Strike: This weapon has been granted the ability to provide its wielder with a slight recovery of their wounds with each successful attack. When you hit an attack with this weapon, you may have that attack deals an additional 2d6 necrotic damage. You regain hit points equal to that roll.
  • Psychic Assault: This polearm is more than just a weapon. It has the ability to speak harsh insults directly to the minds of those nearby. When you make an attack with this weapon and miss, you may have the target make a CHA saving throw (DC = 8 + your proficiency modifier + your CON modifier). On a fail, they take 4d4 psychic damage and have disadvantage on their next attack roll, saving throw, or ability check. If they succeed the saving throw, then they are not affected.
  • Serpentine Lance: Attacks made with this weapon inject a powerful venom into those it strikes. When you hit an attack against a creature, you may have that creature make a CON saving throw (DC = 8 + your proficiency modifier + your CON modifier). On a fail, they take 1d8 poison damage and are poisoned for one hour or until cured. During that time, they also take 1 poison damage every round. If they fail by 5 or more then they are also paralyzed for 1 minute. If they succeed, they take half damage and are not poisoned or paralyzed.
  • Caustic Imprint: This weapon drips with toxic acid and reeks with nasty fumes. As an alternative to making an attack with this weapon, you may choose a 10 ft. sphere within 30 ft. to fill with toxic gas. Creatures inside the gas must succeed on a CON saving throw (DC = 8 + your proficiency modifier + your CON modifier) or take 3d6 acid damage, or half as much on a fail. Instead of a gas sphere you may flood a 15. ft square in a 1/2 inch deep puddle of toxic acid. Creatures in the acid must make a DEX saving throw (DC = 8 + your proficiency modifier + your CON modifier) or take 3d6 acid damage on a fail, or half as much on a success.
  • Charm of the Sentinel: When you create this weapon, your feet become planted in place. You are unable to turn completely around, only being able to turn your upper half 90 degrees in either direction. You cannot be moved from where you stand by anything until you dismiss your spear. While you are frozen in place, making attacks of opportunity does not consume your reaction. Additionally, you have advantage on melee attacks against creatures who have entered your range within the last round. Lastly, while plantes as a Sentinel, you have resistance to all damage types.

This feature can be used once per long rest.

Note: This weapon can be dismissed by an enemy with the use of counterspell as if the weapon were a 9th level spell. However, it would take two successful counterspells to dismiss.

Spear Caster Image

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