Fighter
Base Class: Fighter

An order of warriors focusing on polearms and piercing weapons, lancers command the battlefield with their mobility and positioning, pinning down opponents and keeping them vulnerable. They hone their minds and bodies into weapons, staying alert and ready for whatever comes their way.

They are most often soldiers, but some lancers become... freelancers, fighting for the highest bidder, or perhaps they take organizing the defense of a lone fort or town into their own hands. With a knack for spotting and getting into trouble(sometimes on accident), the skills and mindset of a lancer will often lead them on a life of unexpected adventures.

Honed Senses

Beginning when you choose this archetype at 3rd level, your training with spears, lances and the like has quickened your reflexes, allowing you to recognize incoming dangers and offensive opportunities more easily.

You have advantage on Dexterity saves against effects you can see, and a +1 bonus to melee weapon attack rolls with spears, tridents, and weapons with the Two-Handed and Reach properties.

Mobile Tactics

Starting at 7th level, your relentless physical training has reached a new level: even with light to moderate armor you're able to stay mobile, maneuvering around the battlefield at high speed and maintaining a high pace.

You can take the Dash, Disengage, or Dodge actions once on your turn as a bonus action, and your speed is increased by 10 while not wearing heavy armor.

Vanguard

At 10th level, you have refined your tactics and senses even further, becoming at home directing the flow of battle from behind your weapon as you rotate to where you're needed on the field.

Opportunity attacks against you have disadvantage, you can make opportunity attacks against creatures in range of your melee weapon, creatures you hit with opportunity attacks can't take reactions until the end of the turn.

Piercing Critical

Starting at 15th level, your experience with piercing weapons and polearms has made your all out attacks even more deadly and capable of striking through the first target in your way.

Creatures in a 5-ft. line behind target and in range of melee weapon take Strength modifier Piercing damage when scoring a critical hit with a weapon that deals Piercing damage; the primary target also takes an additional die of damage.

Unstoppable Piercer

At 18th level, you attain the pinnacle of intensity in battle: you've mastered how to read the flow of battle and the environment to move unhindered, and to strike at hidden weak spots to deal stinging wounds that leave the target struggling to keep up.

Your melee weapon attacks ignore resistance to Piercing damage(magical or otherwise), and you ignore non-magical difficult terrain the result or loose rocks, rubble, vines, ice, and similar phenomena when you take the Dash action. Once on your turn a target you deal Piercing damage to with a melee weapon attack is considered to be under the effect of the Bane spell until the end of your next turn.

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