Base Class: Fighter
A fighter specializing in spear based combat.
Spear Mastery
Your spear is now a Finesse weapon.
Gritty Techniques
When you choose this archetype at 3rd level, you learn to perform powerful techniques to disable or damage your opponents using your spear.
Techniques. You learn two techniques of your choice, which are detailed under “Techniques” below. Many maneuvers enhance an attack in some way. Each use of a technique must be declared before the attack roll is made. You can use only one technique per attack.
You learn an additional technique of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new technique, you can also replace one technique you know with a different one.
Grit. You gain a number of grit points equal to your Dexterity modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a spear, or deal a killing blow with a spear to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your techniques require your targets to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Improved Critical
At 15th level, your spear attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.
Hemorrhaging Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a spear, the target additionally suffers half of the damage from the attack at the end of its next turn.
Techniques
These techniques ares presented in alphabetical order.
Dazzling Display
With an impressive display of your skill wielding the spear, you can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Disarming Strike
When you make a spear attack against a creature, you can expend one grit point to attempt to knock an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one grit point to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Dizzying Strike
When you make a spear attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Evasive Footwork
Your footwork makes it harder for foes to catch you, giving you a +3 bonus to your AC for one round.
Feinting Attack
You can expend one grit point and use a bonus action on your turn to feint, choosing one creature within 10 feet of you as your target. You have advantage on your next attack roll against that creature.
Forceful Strike
When you make a spear attack against a creature, you can expend 1 grit point. On a hit, the creature takes damage and must succeed on a STR saving throw ({{savedc:str}}) or be pushed 15 ft. away from you.
Goading Strike
When you hit a creature with a weapon attack, you can expend one grit point to attempt to goad the target into attacking you. The target must make a Wisdom saving throw, on a failed save the target must attack you on their next turn.
Parry
Use your reaction to attempt to intercept an opponents melee attack with your weapon, expending a grit point and giving them disadvantage on the attack.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one grit point to make a melee weapon attack against the creature. If you hit, you add +5 to the attack's damage roll.
Sweeping Strike
When you hit a creature with a melee weapon attack, you can expend one grit point to attempt to damage another creature with the same attack. Choose another creature within 10 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes 1d6 damage. The damage is of the same type dealt by the original attack.
Trip Attack
When you hit a creature with a weapon attack, you can expend one grit point to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Previous Versions
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10/29/2018 6:28:49 PM
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Coming Soon
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