Fighter
Base Class: Fighter

Guisarmier controls the battle with precise strikes and powerful impacts. The fighter with long reach use their pole weapon to such extents that the enemy wont be ready. With knowledge of weapon care and extensive physical training the Guisarmier is the perfect long reach combatant.

Pole Weapon Discipline

Starting at 3rd level, You gain proficiency with weapons that have the Heavy, Two-handed and Reach property, you also gain proficiency with Woodcarver's Tools.

 

Deep Lunge

Starting at 3rd level, you can crouch low and burst back up and forward to gain 5 extra feet of reach for this attack and add a 1d6 extra damage. On a successful hit you can choose to make another attack on a different target within your weapons reach.

Unexpected Utility

Starting at 7th level, You learn how to use your Pole Weapon in Unexpected ways. You can take a Bonus Action to use this and once each of your turns in combat.

Windwall. You spin your weapon in in a protective way and take the Dodge action.

Pole vault. You grip the top of your weapon and vault back or forward, either take the Disengage action or double you running long jump distance.

Blunt Force Impact. You strike the the butt of your pole weapon at a weight bearing point on your target dealing a 1d8, plus your wisdom modifier and shove the target 5 feet away from your weapons reach. You can use this feature once per turn.

 

Additional Unexpected Utility

At 10th level, you gain additional ways to utilize your pole weapon.

Forceful Downward Slice. If you are are 10 feet from your target you can grab the lower haft of your weapon and strike down with immense force to deal extra damage. Make a weapon attack and if you hit you can add 1d10 to your damage. You can use this feature once per turn. One additional d10 damage at levels 13, 16 and 19.

Haft strike Parry. When a enemy attacks you within 5 feet with a melee attack you can use your reaction to strike back with the haft of your weapon and shove them 5 feet back.

Precise Interruption. You can aim for a vital part of the enemy and impose disadvantage on them, make a weapon attack and if you hit you do 1d10 damage and choose if the target gets disadvantage on their next CON save for concentration or disadvantage on the next melee attack. You can use this feature once per turn.

 

Long Guard Combat

Starting from 15th level, You become so ingrained with your weapon that you have advantage on all weapon attacks if you are 10 feet from your target but you also get disadvantage on all melee attacks within 5 feet range when wielding a weapon that has the reach property.

Long Guard Critical

Starting at 18th level, When you critically hit a target that is 10 feet away from you the blow come with such force that you knock the target prone.

Haft Advantage

Starting from 7th level, You can use your weapons haft to give you advantage on grapple checks when a enemy is trying to grapple you. Also you can use your pole weapon to aid you in getting up from prone only using 10 feet of movement to get up from prone.