Scourging Crusader. As an action you unleash the divine energy within yourself, causing a searing white flames to radiate from you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you take 12 points of radiant damage. In addition, once on each of your turns, you can deal extra 12 points radiant damage to one target when you deal damage to it.
Danger Sense. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Reckless. At the start of its turn, Lance can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Sentinel Warrior. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Battle Maneuvers. Maneuvers enhance an attack in some way. You can use 1d8 superiority dice per maneuver. Lance can use each maneuver once until the next short rest, the saving throw DC is 17. Lance has following maneuvers prepared:
- Pushing Attack. When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC 17). On failure, you push the target up to 15 ft. away from you.
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Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to add the total to the damage roll and to increase your reach for that attack by 5 feet.
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Trip Attack. When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC 17). On failure, you knock the target prone.
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Menacing Attack. When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 17). On failure, it is frightened of you until the end of your next turn.
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Distracting Strike. When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and 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.
Multiattack. Lance makes three attacks: two with his glaive and one with the end of his glaive, or make 2 longbow attacks.
Great Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 22 (1d10 + 16) slashing damage.
Great Glaive End. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 19 (1d4 + 16) slashing damage.
Longbow. RangedWeapon Attack: +9 to hit, range 150/600 ft., 1 target. Hit: # (1d8 + 6) piercing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 +24. Once you use this feature, you must finish a short or long rest before you can use it again.
Guardian Fury. When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.
Sentinel Master. Other creatures provoke an opportunity attack from you when they enter your reach.
Lance can only use 1 legendary action per day.
Horn of Valhalla. You can use an action to blow this horn. In response, 3d4+3 familial spirit knights from the Holdburg household appear within 60 feet of you. They use the statistics of a berserker. They return to afterlife after 1 hour or when they drop to 0 hit points.
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