Fighter
Base Class: Fighter

The ideal of the dexterous spearman is to utilize a spears form so deftly that you can quickly adapt to any fight.  For example you can deal piercing damage with a stab, bludgeoning damage with the blunt end, use the weapon to block and parry, trip opponents who are only wary of the sharp end of the weapon, or use the weapons long form to occasionally expand your reach, all while maintaining the ability to throw your weapon to catch a fleeing enemy.  You are truly a master of this one weapons form and all the possible ways to use it.

 

Agile Hands

Your spear is now a finesse weapon.

Agile Exertion

Gain Exertion Points = your dexterity modifier + your proficiency modifier.  Once during each round you may choose to spend Exertion Points to over exert your agility for a short time and use 1 Grip Ability granted by your current grip. Gain back all points during a short rest or long rest.

Versatile Grip

When you choose the Martial Archetype Dexterous Spearman at the 3rd level, you learn 2 Grips of your choice, and can learn 1 additional Grip at levels 7, 11, and 15.  Any time you may learn a new Grip, you can also choose to forget another Grip and replace it.

You may spend 1 Exertion Point once per turn to switch grips. Each Grip grants you a bonus when you switch, as well as access to Grip Abilities that can only be used while you are using that particular Grip. 
Grip Abilities may sometimes cause your opponent to roll a save, the SAVE DC = 8 + your proficiency bonus + your Dexterity modifier

Aggressive Grip

Aggression: When you use Versatile Grip to switch to this grip, add your proficiency modifier an additional time to the next damage roll you make this turn.

Charge Attack: You may spend 1 Exertion Point and use a bonus action to gain a bonus to your next attack's damage equal to the spaces you moved in a straight line this turn before making the attack.

Heavy Blows:  Before attacking you may spend 1 Exertion Point to add your strength modifier to all damage rolls this turn.

Balanced Grip

Balancing Act: When you use Agile Hands to switch to this grip, you gain half your proficiency modifier rounded down on any dexterity saves you make until the start of your next turn.

Second Strike: Before making an attack roll you may spend 1 Exertion Point to attempt to strike twice with your attack. If the attack is a success you may spend your bonus action to make an additional attack with the shaft of the spear dealing 1d4 bludgeoning damage. This becomes 1d6 at level 7 and 1d8 at lvl 15.

Spin Away: You may expend 3 Exertion Points and use your action to spin all the way around quickly, swinging your spear to attack everyone in melee range and attempt to knock them back. Any target successfully hit by an attack makes a STR saving throw and is pushed 5 feet away from you on failure.

Defensive Grip

Hard to Hit: When you use Agile Hands to switch to this grip, the next attack that targets you has disadvantage.

Trip: Spend 1 Exertion Point and use a bonus action to feint with the sharp end of your spear and follow through with the blunt end in an attempt to trip the opponent. The opponent makes a DEX saving roll, if they fail, they are knocked prone.

Shaft Shield: Spend 1 Exertion Point and use your reaction to interfere with an attack made within 10 feet of you that does not target you, giving the attacker disadvantage on the attack. This must be done before the attack roll is made.

Dual Wielding Grip

(Normal off-hand attack rules apply to all attacks made with the off-hand spear while using this grip.)

Close at Hand: When you use Agile Hands to switch to this grip, you may equip a second spear from your inventory and make an off-hand attack with it as you draw it as a free action this turn.

Wild Combination: You may expend 2 Exertion Points and a bonus action to strike with the back end of both spears. Make two attack rolls, each attack does 1d4 bludgeoning damage + your proficiency modifier. This increases to 1d6 at level 7 and 1d8 at level 15.

Far Strike: You can choose to throw one of the spears you are currently holding as a bonus action to attack using the Strike Down ability as it is written. If you do, you may choose which grip you want to use after the attack.  Switching Grips this way does not cost an Exertion Point and does not use Agile Hands.

Extended Grip

Over Extension: When you use Agile Hands to switch to this Grip, the next attack you make this turn has reach.

Wide Sweep: You may expend 3 Exertion Points and use an action to sweep your spear wildly in a 180 degree arc around you.  Make an attack roll against each character within range as if you had reach.

Dexterous Dance: Once per round as a reaction, if an enemy misses you with an attack, you may expend 1 Exertion Point to make an unarmed attack with your free hand or shield.  You are considered proficient for the purpose of this attack.

Throwing Grip

Target Practice: When you use Agile Hands to switch to this grip, the next ranged attack roll you make with a spear this turn gains a bonus equal to half of your proficiency modifier rounded down.

Strike Down: On your next thrown spear attack you may expend 1 Exertion Point to put ferocious force behind the throw. If this attack succeeds, the target must make a STR saving throw.  If they fail the target's movement speed is reduced to 0, on a success it is halved until your next turn.

Running Start: You may spend 1 Exertion Point and use a bonus action to gain bonus damage on your next thrown spear attack equal to the spaces you moved in a straight line this turn before making the attack.

Speed Over Strength

Starting at lvl 7, you may add half your DEX modifier rounded down to any STR saves you have to make.

Nimble Fighter

Starting at level 10, whenever you provoke an opportunity attack, that attack has disadvantage.

Versatile Fighting

Starting at level 15, you can choose a second option from the Fighting Styles class feature, and you may change the Grips you know during a long rest.

Critical Exertion

Starting at level 18, using the second wind ability also restores exertion points equal to your dexterity modifier.

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