Impale. If a Blue Nomad lands a critical hit with their Greatspear, the target is impaled upon the huge spear's blade. The Nomad can then spend their bonus action to follow up with different maneuvers depending on the target's size, with the exception of creatures smaller than Small, who are too diminutive to be impaled by such a large weapon (the target is no longer impaled after the Nomad uses any of its follow-up maneuvers or the target succeeds a DC 15 dex save to free itself):
Small - The Nomad sets the base of their spear into the ground and lifts their target into the air, suspending them there for a moment. The Nomad then raises the spear and either performs a powerful thrust, hurling the target up to 10 feet in a direction of the Nomad's choosing, or spins the spear, slamming the point (and the impaled creature) into the ground, rendering them prone and dealing an additional 1d10 Bludgeoning damage. The Nomad cannot use Opportunistic Thrust on a creature knocked prone by this maneuver.
Medium - The Nomad rushes forward, forcing the target 5 feet backwards and then knocking them prone. The Nomad can then take the Opportunistic Thrust reaction.
Large or larger - The Nomad twists the blade of their greatspear inside the body of the target before ripping it out in a cleaving motion, dealing an additonal 3d8 Slashing damage.
Charge. If the Nomad moves at least 10 feet in a straight line before attacking with their Greatspear, their first attack deals an additional 5 Piercing damage.
Cerulean Cloak. The Nomad has advantage on saves against spells and other magical effects.
Multiattack. A Blue Nomad attacks twice with their Greatspear.
Greatspear. Melee Weapon attack: +10 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 10) Piercing damage.
Opportunistic Thrust. When a creature falls prone within 5 feet of the Nomad, they can make one Greatspear attack against that creature as a reaction. This reaction cannot be used on a creature that was already prone before entering the 5 ft. range.
Interception. When a creature the Nomad can see hits a target that is within 5 feet of them with an attack, they can use their reaction to reduce the damage the target takes by 10 (1d10 + 5).
Description
Member of an ancient order of warriors who devote their considerable might to the defense and protection of others. Each knight of the order was initiated by proving themselves to an existing knight, resulting in an overall class of rare but superb fighters. Blue Nomads wander the roads of Carador, ever seeking wrongs to right. Each knight, in the knowledge that they are likely to face esoteric threats, is granted an enchanted blue cloak that allows them to shrug off damage sustained from magical sources.
Comments