Halberdier (5e Class)

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Halberdier[edit]

Fighter Variant

"I fight with heart, a spear, and a heart on my spear" Kaitzur Aki, Half-Elf Halberdier

Halberdier are disciplined in the ways of the spear. They stride the battlefields with spear in hand and confidence in heart. Usually appointed as Captain ranked individuals of Town Guard Units, they are tactical as well as strong and are the first to respond to high-level threats. Halberdiers are the specialist frontline men of nearly every army, clashing first upon the battlefield. They focus on holding back entire lines of men, and protecting one another. Whilst working toward putting a singular enemy to its demise. In times of peace these men usually play as gate keepers or captain of the guard for most cities and towns. Working purely with the spear and shield, these men are normally mocked by Fighters and Barbarians, but upon being able to show their might, are soon welcomed into excursion parties.

The halberdiers tend to place themselves in a superior mindset, but still lay themselves to be more for assisting others then their own egos. But at the end of the day, the inflated head tends to appear when resting at the campfire. But in it all, they know it was their party that won the day, even it was through their taken lumps so the cleric or wizard didn't get splattered. Halberdiers strive to be on the front lines. Being able to take a lot of punishment and still push many enemies back. They do not fare well alone, though skilled combatants, they work best in either large numbers or in unison with Fighters, Barbarians and Casters. Allowing other classes the peace of mind that someone can "Hold the line!" when the fragile wizards get too close to the fray.

Creating a Halberdier[edit]

sanjin-halimic-halberdier3.jpg
Halberdier

by Sanjin Halimic

When creating a halberdier, ask yourself if you are part of a certain organization. Halberdiers tend to either part of Town Guard Units or even Imperial Armies. They have learned the riches of adventuring as well though. And with their ability to hold any foe at bay, they are easily welcomed by any party.

Quick Build

To create a Halberdier quickly, you can follow the following suggestions. First, Strength should be your highest ability score, followed by Constitution and Wisdom. Then, choose the Soldier background.

Class Features

As a halberdier you gain the following class features.

Hit Points

Hit Dice: 1d10 per halberdier level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per halberdier level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The halberdier

Level Proficiency
Bonus
Features
1st +2 Polearm Mastery, Vigilance
2nd +2 Bulwark of Defense
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Defender
6th +3 Unstoppable
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Keen
10th +4 Inspirational Shout
11th +4 Enhanced Strike
12th +4 Ability Score Improvement
13th +5 Footman's Art (+1)
14th +5 Holder of the Line
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Footman's Art (+2)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Impale

Polearm Mastery[edit]

At 1st level, you have focused yourself in the use of polearms. When you take the Attack action and attack with only a polearm, that are the glaive, halberds, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.

In addition, while you are wielding a polearm, other creatures provoke an opportunity attack from you when they enter your reach.

Vigilance[edit]

At 1st level, you are the watcher in the dark. You gain the following benefits:

  • You gain darkvision up to a range of 60 feet.
  • You have advantage on saving throws against the blinded condition.
  • You don't suffer the negative effects of 1 level of exhaustion.

Bulwark of Defense[edit]

Your precision and skill in controlling the area around you is truly remarkable. Also at 2nd level, while wielding a polearm, the area within your reach becomes difficult terrain to your enemies.

Martial Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

You can choose the same archetypes available to the Fighter class.

You can also choose one of the following subclass, shown at the end of the class description: the Sentry or the Spear Master.

Ability Score Improvement[edit]

When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Defender[edit]

At 5th level, you and your allies have half cover while within 10 feet of you while you wield polearm.

In addition, you can attack twice, instead of once, whenever you use your bonus action to attack with your polearm.

Unstoppable[edit]

At 6th level, you are always on alert and willing to do whatever it takes to help his companions. You have advantage on your saving throws against the frightened, charmed and stunned conditions.

Keen[edit]

At 9th level, you have become more accurate into targeting your opponents vital areas. Your reduce 1 the critical margin for attacks with polearms.

For example, if you score critical hits with rolls of 20, you now score critical rolls with rolls of 19-20.

Inspirational Shout[edit]

At 10th level, as an action, you unleash a battle cry to inspire your allies, or terrify your enemies. Choose up to ten other creatures of your choice within 30 feet of you that can hear you.

  • Chosen allies gain advantage on attack rolls and saving throws until the start of your next turn.
  • Chosen enemies must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier), or be frightened until the end of your next turn. The same creature can't be targeted by this effect again for the next 24 hours.

Enhanced Strike[edit]

With practice comes power. At 11th level, you cause additional 1d8 damage with your attacks made with polearms.

Footman's Art[edit]

Upon reaching 13th level, you have a bonus of +1 to your Attack rolls with polearms. In addition, when you or a creature within reach is hit by an attack with a weapon, you can use your reaction to add +1 to the creature AC, potentially causing the attack to miss.

At 17th level, these bonuses increase to +2.

Holder of the Line[edit]

At 14th level, whenever you hit a creature with an opportunity attack, the target is pushed 10 feet back.

Impale[edit]

At 20th level, you can impale your enemies, holding them in place with your spear. Once per turn, when you hit a creature with an attack from a polearm, you cause additional 2d10 piercing damage and force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is grappled by you. This grapple targets regardless of their size.

A creature can attempt to free itself from the grapple on its turn, as normal. You can't make attacks with the polearm unless you choose to free the target from the grapple on your turn, without using an action.

When you start your turn with the creature impaled, you can use your Action to twist the spear, causing 6d10 + your Strength or Dexterity modifier (choose one), without needing to make an attack.

Sentry[edit]

As long as I'm on guard, we shall not be compromised.
—Julian Tembo, half-elf Sentry, Night Watchman's Oath, city of Kabine

A warrior who has learned to keep one eye behind him and two in front, a Sentry is particularly adept at denying stealthy opponents the advantage of subtlety. Some spend months training as watchmen or guards, and develop their sense of vigilance out of a sense of duty. Others spend a great deal of time with those they cannot trust and turn their attention to learning the tricks of such individuals. Others still pursue dishonest means themselves and through possibly reasonable paranoia become uncommonly alert. However they come to this profession, they all specialize in seeing that which does not wish to be seen, and responding with force.

Sentries are often found working as city guardsmen, as the night watch in a caravan, as the rear guard in an adventuring party, or as criminals fearing an absence of honor among thieves. There's always work for a Sentry, and his talents are always appreciated by someone and hated by someone else.

Sentries are not immediately obvious as such to most people in the world. To those who can identify them and are being watched over by them, they are often a source of comfort, as their presence reassures their wards of safety. To those who would employ stealth against them, of course, Sentries are much less comforting.

Vigilance

Starting at 3rd level, you have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (investigation) scores.

In addition, you can take the Search action as a bonus action.

Danger Sense

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Readiness

Starting at 3rd level, at the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action.

Honed Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Enhanced Senses

Starting at 10th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of aware of the location of any hidden or invisible creature within 10 feet of you. This increases to 30 feet at 18th level.

Uncanny Dodge

Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Spear Mastery[edit]

Unrivaled is their skill with a spear. The Spear Master is agile and quick to such a degree that witnesses say they are but a blur. It takes patience, strength, an iron will and many years of training to become a master of the spear. Spear Masters frequently take the front line, striking fast and accurately, aiming for weak spots, slits and gaps in enemies' armor. They are aggressive, but can be defensive if the need arises.

Generally a Spear Master has started their training early enough to reach the level of master in their physical prime. Spear Masters can be found as captains of a royal guard, or the personal guard of a merchant, or even a leather worker in a small town who wants to lead a simple life. Not all Spear Masters aim for wealth and glory, but rather a meaningful life, they tend to keep their skills unknown to strangers. . . if possible.

Warden's Rebuke

Starting at 3rd level, you can avenge attacks made against your allies. Whenever you are wielding a spear, trident or javelin and a friendly creature within 5 feet of you is hit by a melee attack, you can use your reaction to make an opportunity attack against the attacker. The creature is considered within your reach for melee attacks even if it wouldn't normally.

Sentinel Strike

Also at 3rd level, you can make opportunity attacks using your spear, javelin or trident without using a reaction. You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after a long rest.

Spear Mastery

When you choose this archetype at 3rd level, your attacks made with spears, tridents and javelins increase to 1d8, and the damage for spears and tridents wielded in two hands increase to 1d10. You can use your Strength or Dexterity modifier for attack and damage rolls made with these weapons.

In addition, when you wield a spear or a trident in two hands, they acquire the reach property.

Vigilant Guard

Spear Masters are alert and have quick reflexes. At 7th level, you gain proficiency in Perception. If you already have proficiency in this skill, you can add twice your proficiency bonus in checks with it.

In addition, you gain proficiency in Dexterity saving throws.

Intercepting Strike

Starting at 10th level, when you or a creature within 5 feet of you takes damage from a melee weapon attack, you can try to intercept that attack with your spear. You roll the damage for your attack, and reduce the damage taken by the amount rolled.

If you reduce the damage to 0, you can use your Warden's Rebuke feature as part of the same reaction.

Keen Spearman

At 15th level, you score a critical hit on a 19 or 20 with your attacks.

On a critical hit, you roll the damage of your weapon three times, instead of two.

Whirlwind Spear

When you reach the 18th level, you become a true spear master. When you take the Attack action, you can forgo all your attacks to make one attack against each creature of your choice within your reach.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the halbardier class, you must meet these prerequisites: 13 Strength, 13 Wisdom.

Proficiencies. When you multiclass into the halbardier class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

Restriction. You can't multiclass into the fighter class.

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