Base Class: Ranger
Spearmen almost always equip themselves with a few javelins, to maim or kill enemies at range. Javelineers, however, take many into a fight, finding that they have a natural talent in their use. Javelineers are a valuable asset to any army, being able to supplement their skill in melee combat with an ability to handle distant foes. They can hurl javelins into enemy ranks from a distance without retribution, and still hold their ground in melee. Javelineers have mastered the use of the pointy sticks they were given as recruits. Dangerous in melee, they have also developed their skill at throwing their javelins, making them potent in both realms of combat. Because of the length of their spears, they strike first in melee, even when defending.
Hefty Throw
At 3rd level, double the range on any throwing weapon or weapon with the "Thrown" property. You also are proficient with simple weapons. Whenever you throw a weapon, that weapon's base damage become 1d8 piercing.
Olympic Smite
At 7th level, you have mastered the art of the YEET. Once per short rest, you may use your bonus action to throw a Spear/Javelin into the air, targeting an enemy. At the start of the enemy's next turn, the javelin falls from the sky. The creature then makes a dex saving throw(DC 14). On a failed save, the enemy take 4d8 piercing damage and is knocked prone. On a successful save, the enemy take half damage and is not knocked prone. You may also throw 2 Javelins/Spears per attack.
Multiattack
At 11th level, you gain 2 class feature of your choice.
Volley
Whirlwind Attack
Earth Shattering Impacts
No Scope
Earth Shattering Impacts
You heave a single spear/javelin into the sky and into a spot you can see. The force of your weapon impacting causes the earth to crack and rumble. The area 15 feet around the spot of impact becomes difficult terrain. Any creature caught within 15 foot radius of the impact must make a dex saving throw. On a fail the creature is knocked prone and take 2d6 bludgeoning damage. On a save, the creature not knocked prone and takes half damage. You may do this 5 times per long rest.
No Scope
Years of training and honing your skills have allowed you the ability to somewhat accurately judge great distance. Once per long rest, if an enemy is outside your normal throwing range you may still decide to make an attack against that creature with a -5 penalty to the attack. However, on a hit the target takes 10d10 of piercing damage and is pined to the ground, restrained.
Volley
You can use your action to make a ranged attack against any number of creatures within 15 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a single attack roll for each target.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a single attack roll for all targets. Each target that is hit is pushed back 5ft.
Sun Kissed Spear
Your strength, skill, and training have propelled your ability to YEET things to a godly level. Whenever you throw a weapon, it ignites in a fiery blaze. Any weapon you throw deal an additional 4d8 fire damage.
Previous Versions
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11/25/2019 2:32:35 AM
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5e
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12/10/2019 4:56:25 PM
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29
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Coming Soon
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