Fighter
Base Class: Fighter

Unparalleled with polearms, glaivemasters  use their speed and deftness to strike hard and true. Glaivemasters gain proficiency with all polearms and two-handed martial weapons.

Hastitude

At 3rd level, and additionally at 5th and 7th level, Hastitude increases your walking speed by an extra 10 feet, and while in combat, allows you Hasteful Reaction, which allows you a reactionary attack when an enemy deals damage to any creature within 10 feet of you.

Hastitude I

+10 ft walking speed

Hastitude II

+10 ft walking speed

Hastitude III

+10 ft walking speed

Combat Path

At 4th level, you can choose 1 combat path to follow. Choose carefully, as some options will be lost by certain selections.

Hammerhead

You are immune to being stunned.

One-Handed Fighting

You can hold two-handed weapons with one hand.

Runner

You are exceptionally speedy and agile.

Aggressive Voracity

At 7th level, and again at 9th, 12th, and 18th level, you gain additional attacks. 

At 7th level, you gain advantage on Acrobatics Checks, and you gain proficiency with a pole-arm of your choice.

Dreadful Return

At 12th level, on throwing your weapon, you can make it return to your hands.

Life Critical

At 18th level, you gain the ability to siphon health from enemies on critical hits. Critical hit range is now 17-20.

Staggering Root

At 7th level, once per attack, you can use Staggering Root as a bonus action to knock down enemies. This attack cannot be used in correlation with other Aggressive Veracity attacks.

Temporal Retreat

At 9th level, when an enemy makes a non-physical attack towards you, you can use this reaction to avoid the attack. You also gain advantage on combat-based saving throws.

Terminal Thrust

At 7th level, once per attack, you can use Terminal Thrust to add 1d6 piercing damage to any melee attack. This attack cannot be used in correlation with other Aggressive Veracity attacks.

Twin Fang

At 7th level, as an action, you can use Dancing Strike to attack an enemy twice at the cost of reduced damage. 

Vaulting Knell

At 9th level, as an action, you can use Vaulting Knell to leap forward 10 ft and deal 1d8 extra piercing damage in addition to your weapon's damage. This attack cannot be used in correlation with any other Aggressive Veracity attack.

Fractured Mind

At 10th level, you can choose the secondary step of your path to complement your combat style.

Alive Sheathing

You and your armor are one. You gain +1 to initiative, and you have a chance to shrug-off blows from physical attacks.

Lightfoot

You become even faster, you now gain advantage on any dexterity roll, your speed increases by an additional 10 ft, and you gain access to Rynn's Sigh.

Wrathful Hand

From attacking so many times, you gain adeptness in any physical attack and advantage on any combat roll.

Combat Specialization

At 12th level, you can choose the tertiary combat specialization of your path.

Kite Armor Shielding

Your armor feels almost weightless from the countless hours you've spent wearing it. 

Ravenous Devil's Curse

You have become addicted to the thrill of combat, you lust for blood and fighting. You gain advantage on strength checks, additional attacks, and an ability score improvement.

The Weight of Death

You are encompassed in armor of the highest quality.

The Peak

You can choose the capstone of your path.

Devil Executioner

You become a master of infernal forces.

Juggernaut

You are a walking armageddon.

Relentless Warrior

You are an unstoppable force of metal and blade, your fury knows no bounds.

Glaivemaster Image

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