Fighter
Base Class: Fighter

The archetypal halberdier excels at melee combat, except they always keep a certain safety distance between them and their targets, usually with a spear or similar weapons. Usually found within military forces, a halberdier is fine with any kind of combat situation, be it with other soldiers or against any kind of monster. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of war and conflicts to embark on more freedom-like adventures.

Safety Distance

Beginning when you choose this archetype at 3rd level, whenever you hit an attack with a weapon with the reach property, you gain an extra 5ft to your movement speed until the end of your current turn, up to a maximum of 15ft extra movement.

Defensive Stance

When you choose this archetype at 3rd level, you learn how to use your halberds and lances in a more defensive way when necessary. As a free action during your turn, you can spend one use of this feat to gain the following benefits:

  • Upon using this feature, you gain 10 temporary hit points that lasts for 1 minute.
  • You also gain a +1 bonus on your AC and all saving throws.
  • You also gain resistance to one type of non-magical damage between Piercing, Slashing or Bludgeoning.

Those effects last until you lose those temporary hit points.

You can use this feature a number of times equal to your proficiency modifier per long rest. You regain one expended use when you finish a short rest.

Impaler

Starting at 7th level, you learn how to pierce through creatures when attacking with reach weapons. As a bonus action before you take an attack action, you can spend one use of this feat. Your attacks, until the end of your actual turn, pierce through your targets, being able to score a hit on multiple targets in a straight line within your weapon's range. You must roll a separate attack roll for each target. You can hit a maximum of 2 targets simultaneously with this feature.

You can use this feature a number of times equal to half your proficiency bonus (rounded up) per short rest.

Combat Awareness

At 10th level, whenever, at the beggining of your turn, two or more creatures, friendly or hostile, are within 20ft of your position, you gain a few bennefits that last until the beggining of your next turn:

  • You gain an additional +2 to your AC as long as you are not wielding a shield.
  • You gain a +1 bonus on attack rolls for every friendly creature within the area (up to a maximum of +3).
  • You gain a +1 bonus on damage rolls for every hostile creature within the area (up to a maximum of +3).

Lunging Forward

Starting at 15th level, if you are holding a weapon with the reach property and move at least 10ft in a straight line before attacking, you can swap positions with your target as a bonus action. Also, whenever you do so, you gain advantage on your next attack.

Offensive Stance

At 18th level, as a free action during your turn, you can now assume an offensive stance instead of a defensive one, gaining the following benefits instead:

  • Upon activating this stance, you gain 35 temporary hit points that last for 1 minute.
  • You score a critical hit on rolls of 18-20.
  • You deal an additional 2d6 points of damage whenever you hit an attack with a reach weapon.
  • You have advantage on the first attack roll you make every turn.
  • Your attacks with reach weapons ignore resistance and treat immunity as resistance to Bludgeoning, Piercing and Slashing damage.
  • You have disadvantage on dexterity save throws while in this stance.
  • You have a -4 penalty to your AC while in this stance.

The effects last until you are knocked unconscious or until you change your stance to the balanced stance (neutral) or defensive stance. You can enter this stance twice per long rest.

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