Base Class: Fighter
The polearm is more than just stabbing at a distance. The Mystery Lancers throw away the traditional ideas of polearms and fight in a completely different style. They use every bit of length to their advantage while converting the limitation of length to different uses to leave no disadvantages.
Lance Uniting
3rd-level Mystery Lancer feature
You can spend one hour uniting with a polearm weapon, you can also spend one hour un-uniting or uniting with a different polearm weapon. The united weapon can be magically stored in a tattoo on the back of a hand and becomes weightless when not summoned. You can use a bonus action to magically summon the weapon into your hand. The weapon lasts until it is destroyed, you dismiss it, you summon it again, or until you’re incapacitated.
You can use the weapon in the following ways:
- You can use all its weapon functions
- you can throw it as a ranged weapon, it has the range as a Javelin 30ft/120ft. If the weapon has versatile properties, apply the lowest damage die when throwing it.
- once per turn, anytime when the weapon is in the game but not in your hand, you can make a DC 12 Constitution check to command it to return to your hand with no cost.
Master of Maneuvering
You can use the length of polearms to your advantage both offensively and defensively.
- you no longer have disadvantage attacking creatures within 5ft of you while using a polearm
- you can fight using polearm weapons in three different styles: sweeping, stabbing, dual-wielding. You can change your fighting style after a short rest.
- sweeping: When you fight in sweeping style, once per turn when your attack hits a creature, you can choose to make a DC 17 strength ability check, on a successful check, you can make an attack roll at all creatures besides the original target in a 5ft radius semi-circle in front of you.
- stabbing: When you fight in stabbing style, once per turn when your attack hits a creature, you can choose to make a DC 17 dexterity ability check, on a successful check, you make 2 additional attack rolls, each additional attack deals 1d4 + weapon modifier piercing damage, when both additional attacks hit, the creature starts Bleeding. When Bleeding is applied to the creature that is already in Bleeding condition, its severe level increases by 1, up to severe level 4.
- dual-wielding: When you fight in dual-wielding style, you can choose to make a DC 17 constitution ability check, on a successful check, you can fight with 2 non-heavy polearm weapons for 2 minutes and still use the damage die of two-hand for each weapon. You can use this feature 1 time per short rest.
Active Blocking
7th-level Mystery Lancer feature
- when you are using a polearm weapon and you are not wearing heavy armor, you gain +1 AC
- when you or a creature you can see within 5ft of you is hit by a weapon attack and you are using a polearm weapon, you can use your reaction to make a dexterity check to block that attack. DC 15 for melee weapon attack, DC18 for ranged weapon attack. You can use this feature a number of times equal to your PB, you regain all expended uses when you finish a short rest.
Lance Burst
10th-level Mysterious Lancer feature
- When a creature you can see enters or attempts to leave the 5 ft. radius circle of your weapon when it's not in your hand, you can use your reaction to destroy the weapon and all creatures in the range must make a DC 10 + PB Dex saving throw or take 1d8 + PB force damage, this damage is halved on successful saves. This will not destroy the actual weapon you are united with. You can use this feature a number of times equal to your Constitution modifier, you regain all expended uses after a long rest.
Unmatched Wild Dance
15th-level Mystery Lancer feature
You deliver an Unmatched Wild Dance in a 10ft radius cone, all creatures within the range must make a DC18 Dexterity saving throw; on a failed save, the creature takes 6d4 + your Strength modifier points of true damage; the creature takes half damage instead on a successful save. Then all affected creatures must make a DC18 Constitution saving throw or get knocked prone. You can use this feature once per long rest.
The damage increase to 8d4 + your Strength modifier points of damage when you reach level 18.
Enhanced Unity
18th-level Mystery Lancer feature
- you can unite with a second polearm weapon, but you can only summon one at a time
- Lance Burst damage die increases to 2d8
- you have advantage on all ability checks for class features of this subclass in the first round of the combat
Previous Versions
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