Base Class: Fighter
The Javelineer is a skirmisher, which are adaptable warriors that fights lightly in a mixed role of between melee and shorter range.
Fighters and Rangers can both become Javelineers.
Javelineers can use as many reactions per turn as their proficiency level.
When you gain subclass feature (Fighter levels 3, 7, 10, 15, 18), you can pick any one javelineer feature from the table below, they have no level requirements.
Also, any time you level to get an ability score improvement (Fighter levels 4, 6, 8, 12, 14, 16, 19), you can pick a javelineer feature, instead.
Additionally, you can retrain any fighting style or feat from your base class (Extra Attack, Action Surge, Indomitable, Second Wind) and replace them with javelineer features, instead.
As a guideline, javelineers were not intended not have Extra Attack nor Action Surge. They should pick another feature, instead. Let players decide on their own and have fun.
| Javelineer Feature | Description |
|---|---|
| Pin Down | Your thrown javelins reduce enemy speed to 0 and disable shields for a turn. +1 Dexterity. |
| Fight or Flight | Whenever you see an enemy move within 30 feet of you, you may use a reaction to attack it (if it is within range or reach of your weapon), to move (if able) or to hide. Distance moved is up to 10 or 5 feet, if you are wearing light or medium armor, respectively. Moving in this way does not consume speed, nor does it trigger opportunity attacks. +1 Dexterity. |
| Skirmish | When you attack, you can move away as part of the attack, if able. Distance moved is up to 10 or 5 feet, if you are wearing light or medium armor, respectively. Moving in this way does not consume speed, nor does it trigger opportunity attacks. +1 Dexterity. |
| Javelineer | Pick either strength or dexterity modifiers to calculate damage with throwing weapons. You now use an amentum that doubles javelin range and adds +1 to attack and damage rolls. Your thrown attacks in close combat no longer suffer disadvantage. +1 Dexterity or Strength. |
| Run-up | You add your own momentum to your throws. If you advance before throwing a javelin, add +10 feet to range and +1 damage rolls. Such attacks ignore shield AC, half cover and 3/4 cover against targets within your normal range. Smaller enemies are pushed 5ft. Same-sized enemies must make a Strength saving throw against your own, along with your Proficiency Bonus, or be pushed 5 feet. Collisions deal 1d4 bludgeoning damage. Falls still deal 1d6 bludgeoning damage per 10ft. |
| Shieldwall | Your shield's AC is added to any Dexterity saving throw made against a spell or other harmful effect that targets you. If an effect allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage, if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Once per turn, you may react to protect an adjacent ally under attack with your shield, providing the same benefits. If the attack misses, you both become rallied, gaining as many temporary hitpoints as your level. |
| Bash | If you have a shield, you can attempt to bash a target with it, as a bonus action. If the attack hits:
|
| Ambush | You become proficient or expert in stealth and can hide as a bonus action. If already expert, stealth rolls have advantage. Enemies hit from hiding are incapacitated for a turn. +1 Dexterity. |
| Evasive | If not wearing heavy armor, your movement no longer triggers opportunity attacks. If not incapacitated and wearing medium armor, attack rolls against you cannot have advantage. If not incapacitated and wearing light or no armor, attack rolls against you have disadvantage. +1 Dexterity. |
| Flank | If you attack an enemy adjacent to an ally, roll with advantage. When an adjacent enemy attacks an ally next to you, you may react to attack the enemy. If your attack was done with a thrown javelin, the enemy is pinned down and cannot move for one turn. +1 Dexterity. |
| Lightning Reflexes | You train your draw, allowing you to become more dexterous and to efficiently draw or stow weapons without consuming actions. You hone your reflexes, allowing you to react an additional time each turn. +1 Dexterity. |
| Primitive Crafting | You become familiar with primitive crafting. You can craft, modify or repair arms, armor, tools and clothes with primitive materials (furs, leather, wood, etc) and appropriate tools (example: blade to work wood or leather, stone or hammer to work stone, needles for sewing, etc). You can craft projectiles and polearms with primitive materials (stone, bone, chitin, amber, wood, etc). You can also replace the tips with non-primitive materials. You can modify spears and javelins to grant them one additional property, such as reach (by replacing or improving the shaft with a longer one). Improvised weapons that you craft benefit from proficiencies and an upgraded dice: D4 > D6 > D8 > D10 > D12 > D16 > D20. You become familiar with leatherworking, pottery, weaving, woodcarving, cooking, carpentry and related tools (You can use them with a +1 bonus, unless already proficient). +1 Dexterity. +1 Wisdom. |
| Scout | You hone your senses and become proficient or expert in perception and investigation. Your keen senses give you advantage on Perception checks that rely on hearing, sight or smell. If you have the Forager/Tamer/Spearhunter feat, you can use Wisdom for saving throws. +1 Dexterity. +1 Wisdom. |
| Spearhunter | You become adept in hunting, trapping, tracking and stalking. Any relevant rolls (survival, nature, etc) will reflect that as if you had proficiency or expertise for those purposes (you still don't get proficiency or expertise). You move stealthily at normal speed and gain proficiency or expertise in stealth. If already expert, stealth rolls have advantage. If you have the Forager/Scout/Tamer feat, you can use Wisdom for saving throws. +1 Dexterity. +1 Wisdom. |
| Forager | You become adept in foraging and herbalism, knowing what would feed you, what would heal you and what would kill you. Any relevant rolls reflect this, as if you had proficiency or expertise (you still don't get the proficiency or expertise). Places with plants and fungi, can be foraged for food rations, healing herbs that heal like goodberries and poisonous plants that may be applied to items. If you have the Scout/Spearhunter/Tamer feats, you can use Wisdom for saving throws. +1 Dexterity. +1 Wisdom. |
| Tamer | You gain proficiency or expertise in Animal Handling. If you don't have a beast companion, you can spend 8 hours to find and tame one. The beast may only be tamed if it is not: two sizes larger than; hostile to you; more challenging than a quarter of your level. Choose whether it has its normal HP maximum or four times your level. Once tamed, you can teach your companion one command per day. The beast follows you and obeys your commands as best as it can. It shares its turn with yours. On your turn, you can command the beast without using actions. You can command it to move, take the Attack, Dash, Disengage or Help actions. If you don’t issue a command, the beast takes the Dodge action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. Unless incapacitated, your companions can warn you of dangers and allow you to react an additional time, per turn. If you have the Forager/Scout/Spearhunter feat, you can use Wisdom for saving throws. +1 Wisdom. |
Javelineer 3
Pick any javelineer feature.
Javelineer 7
Pick any javelineer feature.
Javelineer 10
Pick any javelineer feature.
Javelineer 15
Pick any javelineer feature.
Javelineer 18
Pick any javelineer feature.
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