Arcane Dragoon Lancer (5e Subclass)

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Arcane Dragoon Lancer[edit]

Fighter Archetype

Dragoon lancers are masters of combat who use arcane energy to supplement their abilities. They use only pole weapons which they use as shields and to vault themselves over their enemies or to swoop down onto foes crushing them with tremendous force. Dragoon Lancers are often either soldiers for the cause of good or legionnaires for evil masters. They may be elite guardsmen or terrifying infantry on a battlefield.

Dragoon Magic

The Dragoon Lancer uses arcane energy to enhance his attacks giving them elemental power or to rocket himself at his foes raining death from above. Starting at 3rd level, you can infuse a polearm, which are glaive, halberd, quarterstaff, spear or lance, with magic.

You learn two Lance Enchantments from the Lance Enchantment List below, and learn more as you gain levels in this class, gaining an additional one at 7th, 10th, 15th and 18th levels.

Arcane Points. You gain a number of Arcane Points, which can be used to fuel your Dragoon Magic. You have an amount of points equal to twice your proficiency bonus. You regain all your Arcane Points when you finish a short or long rest.
The maximum of Arcane Points you can spend in a single enchantment equals your proficiency bonus.
Lance Enchantments. The lance enchantments are magical effects, and can be dispelled or suppressed by anti-magic effects. When you hit a creature with a weapon under the effect of an enchantment, the weapon is considered magical.
If a lance is under the effect of an enchantment that has a duration, you can't use another enchantment that have a duration, neither concentrate on spells for that duration.
Dragoon Magic Save DC. Some of your Lance Enchantments have a Save DC, that equals 8 + your proficiency bonus + your Constitution modifier.
Battle Vault

Starting at 3rd level, you learn how to effectively pole vault using a lance. While wielding a polearm, you have Advantage on all Dexterity (Acrobatics) and Strength (Athletics) checks made to jump. Also while wielding a polearm, you can make a jump as a bonus action. The distance moved with this jump doesn't count against your maximum movement distance on your turn.

In addition, whenever you hit a creature with a polearm after making a vault, you cause additional 1d6 damage for each 10 feet covered by your jump.

Finally, you can spend 1 Arcane Point to cast jump. Constitution is your spellcasting ability for this spell.

Lance Mastery

Starting at 7th level, you are extremely adept at using polearms. When using those weapons, you gain a bonus of +2 to attack rolls made with them.

In addition, whenever you miss an attack with a lance, you can use your reaction and spend 1 Arcane Point to reroll the attack with advantage.

Parry

At 10th level, while wielding a polearm in two hands, you can use your bonus action to give yourself a bonus of +2 to your AC until the end of your turn.

In addition, if you are hit by a melee attack when benefiting from this AC bonus, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Lunge

Starting at 15th level, you are able to lunge further and strike more accurately. As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.

The first attack made after your lunge is made at Advantage.

Counter Attack

At 18th level, whenever you successfully cause an attack to miss using the Reaction granted by the Parry feature, you can make a single attack with your polearm against the attacker.

Lance Enchantment List[edit]

Fire Lance

As a bonus action, you can spend 2 arcane points to cause your lance to be covered by flames. For 1 minute, your weapon attacks deal an extra 1d4 fire damage on a hit.

Ice Lance

When you hit a creature with a weapon attack, you can spend 2 arcane points to force the target to succeed on a Strength saving throw or be restrained by the magical ice for 1 minute. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the ice shatters and melts away.

While restrained by this spell, the target takes 1d6 cold damage at the start of each of its turns. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Thunder Lance

When you hit a creature with a melee weapon attack, you can spend 2 arcane points to cause your weapon to ring with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Holy Lance

prerequisite: 7th level

When you hit a creature with your lance, you can spend 3 Arcane Points to make that a holy strike. The target takes additional 3d8 radiant damage. An undead or fiend takes additional 1d8 damage.

Unholy Lance

prerequisite: 7th level

When you hit a creature with a lance, you can spend 3 Arcane Ponits to make this an unholy lance. The target takes additional 2d6 necrotic damage, and the target deals only half damage with weapon attacks that use Strength until the end of your next turn.

Blast Lance

prerequisite: 15th level

As an action, you can spend 5 Arcane Points to channel energies into your lance that explode on impact with the ground. You swings your weapon into the ground releasing a blast of arcane energy in a 20-foot radius, forcing all creatures in the area to make a Dexterity saving throw, or take 8d6 force damage, or half as much on a success.

Meteoric Strike

prerequisite: 15th level

You can use your arcane energies to direct you at your foes while falling after an in battle vault. When you cause your additional Battle Vault damage, you can spend 5 Arcane Points to force all creatures within 10 feet (including the target of the attack) to make a Constitution saving throw, or take force damage equal to the additional Battle Vault damage dealt to the main target.

Explosive Strike

prerequisite: 15th level

When you hit a creature with an attack from your polearm, you can spend 5 Arcane Points to cause additional damage to all creatures within 10-foot (including the target, except you) equal to 3d8 fire.

A nonmagical object that isn’t being worn or carried also takes the damage and catches fire, if flamable.

Dragonfire Lance

prerequisite: 18th level

You imbue a weapon you touch with dragonfire by spending 7 arcane points as a bonus action. Choose one of the following damage types: acid, cold, fire, lighting or poison. For the next minute, weapon attacks made with it deal an extra 2d8 damage from the chosen type on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss the dragonfire and cause the weapon to unleash energy into a cone similar to a dragon's breath. Each creature in a 6-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 6d8 damage from the chosen type. On a successful save, a creature takes half as much damage.

Once you use this ability, you can't use it again until you finish a short or a long rest.

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