Medium Humanoid, Lawful Neutral
Armor Class 18
Hit Points 220 (20d4 + 2)
Speed 70 ft.
STR
18 (+4)
DEX
20 (+5)
CON
17 (+3)
INT
12 (+1)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws STR +10, DEX +11, CON +9
Skills Acrobatics +16, Athletics +16
Damage Resistances Bludgeoning, Cold, Fire, Slashing, Ranged Attacks
Damage Immunities Poison
Senses Tremorsense, Truesight, Passive Perception 20
Languages Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance (C): Class skill of Lancer. Nullifies harmful cantrips and spells of third level or lower.

Battle Continuation (A): Personal skill of Cú Chulainn. A crystallization of his resilience. If damage is taken that would reduce him to zero hit points, he must make a constitution saving throw with a DC of 13, unless the damage is from a critical hit. On a success, Lancer drops to one hit point instead. For attacks that hit multiple times, each hit it rolled for separately. Additionally, upon dropping two zero hit points, Lancer can take a single action immediately before collapsing.

Disengage (C): One of Cú Chulainn’s personal skills. He can take the disengage action as a bonus action. Furthermore, he has advantage on all rolls when fleeing from combat. Additionally, upon escaping a combat encounter, Cú Chulainn receives the effects of a short rest. He hates using this skill.

Divinity (B): Personal skill of Cú Chulainn. Proofs of a servant divine servant aptitude. Cú Chulainn’s father was Lugh, the sun god in Celtic mythology, so he possesses this skill at a high level. When faced with enemies that possess forms of divine protection such as the Shield of Faith and other similar abilities, roll a D20. On a roll of 5 or higher, Lancer ignores these defenses.

Rune Magecraft (B): Personal skill of Cú Chulainn. A set of ruins granted to him by his mentor Scáthach. These allow use of magic, drawing power from nature similar to a Druid. As his spellcasting is based off of his Wisdom. Lancer has the following spell slots:

1st

2nd

3rd

4th

5th

4

3

3

3

2

 

 Each rune provides access to different spells, which are as follows:

  • Ansuz: Fireball, Fire Shield, Wall of Fire, Flame Strike
  • Berkano: Locate Object, Locate Creature, Locate Animals or Plants, Detect Magic, Detect Evil and Good,
  • Ehwaz: Mage Armor, Magic Weapon, Stoneskin, Enhance Ability, Armor of Agathys
  • Gandr: Magic Missile, Ray of Enfeeblement, Ray of Sickness
  • Kano: Heat Metal, Continual Flame, Flaming Sphere, Scorching Ray.
  • Kenaz: Arcane Sight, See Invisibility, 
  • Sowilo: Fire Bolt, Produce Flame, Create Bonfire, Sacred Flame, Burning Hands. Aganazzar's Scorcher
  • Ath nGabla: A 5th level abjuration of Cú Chulainn’s own invention. It creates a circle of runes 15 feet in diameter traps the caster and one enemy within until one of them kills the other.

Despite his immense skill with magecraft Lancer views it as a hindrance and only uses it when absolutely necessary. 

Protection from Arrows (B): One of Cú Chulainn’s personal skills. Ranged attacks against him are rolled with disadvantage as long he can see the projectile.

Fighting Style: Defense: While Lancer is wearing armor, he gains a +1 bonus to AC.

Second Wind: Lancer has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a Bonus Action to regain Hit Points equal to 1d10 + his CR (20). Once he uses this feature, he must finish a short or Long Rest before you can use it again. 

Action Surge: Lancer can push himself beyond his normal limits for a moment. On his turn, he can take one additional action on top of his regular action and a possible Bonus Action. Once he uses this feature twice, he must finish a short or Long Rest before he can use it again. This ability can be used only once on the same turn

Extra Attack: Lancer can attack four times, instead of once, whenever he takes the Attack action on his turn.

Indomitable: Lancer can reroll a saving throw that he fails. If he does so, he must use the new roll. After he uses this ability three times,  he can't use this feature again until he finishes a Long Rest.

Remarkable Athlete: Lancer can add half his Proficiency Bonus (round up) to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his Proficiency Bonus In addition, when he makes a running long jump, the distance he can cover increases by a number of feet equal to his Strength modifier.

Additional Fighting Style: Great Weapon Fighting: When Lancer rolls a 1 or 2 on a damage die for an Attack he made with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for him to gain this benefit.

Superior Critical: Lancer’s weapon attacks score a critical hit on a roll of 18–20.

Survivor: Cú Chulainn has attained the pinnacle of resilience in battle. At the start of each of his turns, he regains Hit Points equal to 5 + his Constitution modifier if he has no more than half of his Hit Points left.

 

Actions

Thrust. Lancer thrusts with Gae Bolg, a cursed spear carved from the bones of a sea monster. Attack roles with this spear have a +8 to their hit chance. Deals 3d8+4 piercing magical damage to overcome resistances. 10ft range. On critical hit, causes 1d10 necrotic damage.

Throw. Lancer throws Gae Bolg with +8  hit chance with 2d10+8 piercing magical damage. On critical hit, causes 1d10 necrotic damage. Can throw from up to 160ft away, Gae Bolg will be lost unless it is brought back with the Summon bonus action.

Gae Bolg: Piercing Lance of Death Thorns. As an action, Lancer calls out his spear's true name as a red aura encompasses its length. Upon doing so, the spear will bend cause and effect and twist at impossible angles to always strike the target's heart. This attack will always succeed in its attack roll with a guaranteed critical hit. Due to the reversal of cause and effect, it also ignores reaction. It can be used seven times before it needs to be recharged via a long rest or forceful activation via a command spell.

Gae Bolg: Thrusting Lance of Death Flight. Lancer calls out his spear's true name while he throws it, turning it into something like a supercharged missile that creates a massive explosion on impact. Lancer can choose where he throws said attack within a range of 50 ft. Any creatures within that range must take a 25 DC saving throw, otherwise they take 26d8 force damage, or half on a successful saving throw. This can only be used once per long rest or forceful activation via a command spell.

 

Bonus Actions

Summon. Lancer can bring Gae Bolg to him if it is within 160ft as a bonus action. 

Legendary Actions

Lancer has three legendary actions that he can use at the end of a creature's turn. He regains them at the start of his turn. 

Strike. Lancer strikes with the flat end of Gae Bolg, dealing 1d4+4 bludgeoning damage. 

Heightened Counter. Lancer targets his focus onto one creature in his sight. If they attack him during their turn, he counters their attack and attacks back with 1d8+4 bludgeoning damage. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/3/2023 5:10:07 AM
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Coming Soon
TheBylian

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