Fighter
Base Class: Fighter

The age old skill of using a spear has been honed over the years, going from a primitive stick, to finely crafted weapon of war, the spear is a weapon tried by the ages.  Those who choose to master the spear learn how to use it as an extension of their body, reaching farther than most weapons, and use its shaft as effectively as its point.

Spear Mastery

Spear Mastery: Your practice and study of the spear has made it a formidable weapon in your hands. When you chose this arch type you gain the following benefits when wielding a spear,

  • Your spear now does 1d8(1D10) damage
  • Your thrown range with a spear becomes 40/10

Combat Techniques: You learn three Techniques of your choice, which are detailed under "Techniques" below. Many Techniques enhance an attack in some way. You can use only one Technique per attack. You learn two additional Techniques of your choice at 7th, 10th, and 15th leveI. Each time you learn new Techniques, you can also replace one Technique you know with a different one.

Technique Dice: You have four Technique dice, which are d8s. A Technique die is expended when you use it. You regain all of your expended Technique dice when you finish a short or long rest. You gain another Techniques die at 7th leveI and one more at 15th leveI.

Saving Throws. Some of your Techniques require your target to make a saving throw to resist the Techniques effects. The saving throw DC is calculated as follows:
Techniques save DC ~ 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

 

Techniques:

Barricade stance

 

You've learned how to fall into a strong stance to cover yourself better. You must be holding a shield to use this Technique. As a bonus action roll a Technique Dice, and add it to your AC until the start of your next turn. While in this stance you may use your reaction to attack one creature that attacks you this turn.

 

Charge

 

You hold your spear out and rush it into a target. In order to use this Technique you must be wielding the spear with two hands. Pick a target within range of your dash action, and them move next to them, and make and attack roll. If the attack hits roll damage and a Technique Dice, adding it to the damage.

 

Flurry

 

You've learned how to jab repeatedly with quick precision. Choose to roll one or two Technique Dice, make a normal attack, and then an attack for each dice rolled. The normal attack does normal damage, the next attacks do only the number rolled on the Technique Dice.

 

Hilt Strike

 

After making a sucsessful attack on a target you use the handle of the spear to hit asecond near-by target.  Roll a second attack roll, adding  one of your Technique Dice and adding it to the attack roll.  If the attack would hit roll 1D6  Bludgeoning damage.

 

Immobilizing Toss

 

You've learned how to aim your spear throws with precision, and pin your target in place.  Pick a target within range, and make a ranged attack.  After damage is determined target must make a Strength saving throw. On a failure roll a Technique Dice, Target takes that number as damage, and is now pinned until the spear is removed. Target can attempt their strength save at the start of each turn, knocking the spear loose upon a success. 

 

Lunging Strike

 

You have learned how to utilize the length of your spear. This attack has a range of 10ft, but counts as a Melee hit. Make an attack roll. If it hits, roll for damage and add a Technique Dice to the damage. If the attack misses it uses one Technique Dice anyway.

 

Overthrow

 

You've mastered the skill of using your spears shaft to throw your opponent. Pick a target that is the same size or smaller than you within Melee range.  Roll a Technique Dice, Target takes that much damage, and must make a Strength save or be moved up to 10ft in any direction you choose. If they fail their save by more than 5 points they are knocked prone.

 

Precision strike

 

When you make a weapon attack roll against a creature, you can expend one technique die to add it to the roll . You can use this technique before or after making the attack roll, but before any effects of the attack are applied.

 

Rend

 

You stab your spear in, and twist the blade before pulling it out.  Make an attack roll, on a successful hit roll a Technique Dice as well as damage.  Target takes the amount rolled on the Technique dice as damage at the Start of their turn for the next 3 turns, as bleeding damage.

 

Sweeping strike

 

You use your spear to swipe the targets feet out from under them.  Roll a Technique Dice, Target must make a DEX save. upon a failure they take damage equal to the amount rolled on the Technique Dice and are knocked prone, if they succeed they take 1/2 damage rolled, and do not fall prone.

Improved critical

Your time spent honing your skills with the spear have lead to your attacks being more devastating.  Starting at level 7 rolling a 19 or 20 while using a spear will result in a critical hit.

Improved techniques

Your time spent practicing your techniques has made them more powerful.  Your technique Dice are now replaced with D10. At level 18 they become D12

Relentless

Starting at 15th level, when you roll initiative and have no technique dice remaining, you regain 1 technique die.

Pull Yourself Togeather

At level 18 you have learned how to restore your resolve in the heat of battle, going one step further than your second wind. You can spend your technique dice to restore health, spending up to 2 technique dice. You can only use this feature once per long rest.

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