Base Class: Fighter
The lancer is a master of polearms, utilizing both strength and incredible technique to leap off the ground and reach flying foes, or come crashing down from above.
Lance Master
When you choose this archetype at 3rd level, you no longer suffer from disadvantage on attacks made against a target within 5 feet of you with a lance.
High Jump
Starting at 3rd level, your maximum distance for long and high jumps is doubled, and you may utilize the full strength of your jump without a running start. Additionally, you may combine the height and distance of a long and high jump in one motion, in which case the amount of movement used is equal to whichever distance is longer. Once per turn if you jump at least 12 feet into the air and make a weapon attack in the air or immediately upon landing, you do so with advantage. When jumping out of a creature's reach, their opportunity attacks against you have disadvantage. Additionally, you don't take damage as a result of falling a number of feet equal to your maximum jump height - if your maximum jump height was 15 feet and you were to fall 35 feet, you would take damage as if you had fallen 20 feet.
By 9th level, the maximum height and distance of your jumps are the same as your movement.
Situational Technique
Starting at 7th level, you learn special techniques utilizing the size of your weapon,. Once per turn when taking the Attack action, you may replace one of your attacks with either of these techniques:
Roundabout: You plant your weapon into the ground and spin your body in a circle, kicking up to 3 enemies within 5 feet of you. Each enemy hit by this kick must make a Dexterity saving throw against your Dive DC or fall prone and take bludgeoning damage equal to your Strength modifier.
Piercing Strike: You make a weapon attack with a reach 5 feet longer than usual, hitting all enemies in a straight line. Attack rolls against targets past the first do not benefit from Polearm Expertise.
You learn an additional technique at 13th level:
Whirling Lance: You spin your weapon in a circle, making weapon attacks against all enemies in reach. The damage from this technique is considered bludgeoning but does not benefit from your Strength modifier, and the attack roll against every new enemy after the first (you decide the circle's origin and direction) receives a stacking -2 penalty up to -8.
You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.
Dive DC = 8 + your proficiency bonus + your Strength modifier
Lance Expertise
Starting at 10th level, your proficiency with lances allows for outstanding accuracy. When making a weapon attack with a lance, your proficiency bonus is added twice to your attack rolls.
Mighty Leap
Starting at 15th level, you've mastered the ability to kick off high into the sky, and your balance is impeccable. You have advantage on ability checks and saving throws made to keep your footing.
As an action, you can leap up to three times your maximum jump height into the sky, crashing down onto a target within range of your movement. If you ascended at least 50 feet as part of the leap, the target must make a Dexterity saving throw against your Dive DC, taking 2d(your weapon's base damage die) + your Strength modifier piercing damage on a failed save, or half as much on a successful one. Immediately after landing, you may move up to 10 feet in a straight line. This movement does not provoke attacks of opportunity, and does not count towards your total movement this turn. You don't take fall damage as a result of this jump as long as you don't land at an elevation lower than where you kicked off. If you were to land at a lower elevation than where you kicked off, you would take damage as if you had fallen from that initial elevation, reduced and potentially nullified by your High Jump feature.
Per your DM's discretion, you may be able to land on a creature larger than you with an appropriate Dexterity saving throw or skill check (which this feature would give you advantage on).
You can use this feature a number of times equal to your Strength modifier (minimum of 1). You regain all expended uses of it when you finish a long rest.
The number of damage dice of this feature increases to 3 at 17th level, and 4 at 19th level.
Flawless Technique
By 18th level, your technique with lances has reached perfection. When making a weapon attack with a lance, you score a critical hit on a roll of a 19 or a 20.
Additionally, you have resistance to fall damage.
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