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.
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