Lance Master (5e Class)

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Lance Master[edit]

In the top of a hill, the human starts its kata holding his beloved lance. Assuming a low fighting stance, while slowly and steadily raising his spear in front of his body, pointing to an imaginary opponent in front of him, he fiercely darts forward, like the pounce of a snake, ending in a extended lunge posture. The back leg slides forth and raises upwards in a fast quick, giving impulse to a high jump that precedes a strong strike with the spear, piercing the stone ground below his feet. With a strong pull, he removes the spear from the ground, and one-handedly strikes to the side, piercing the air with a mighty thrust. As he pulls his hands, he twirl the weapon, spinning around his body like a whirlwind of wood and metal. As the kata progresses, strikes and parries are traded with the non-existent foes, while the lancer swiftly transition his stances, simulating the constant flow of battle, quickly advancing and retreating from strikes, chaining strikes and adapting its grip to the different battle distances. A group of silent masters quietly observes, concealing their pride in the great skill and mastery shown by that young student. His graduation was well earned.

A Martial Path[edit]

The lance master is a martial artist specialized in the controlling the distance on the battlefield, who pursues the mastery with lances, in particular the spear. Wielding the spear with excellence and dexterity, the lance master can make the most out of a seemingly ordinary and basic weapon, exploiting the underestimated potential of the spear. To the lance master, the martial journey that leads to the mastery of the lance is not only a physical pursuit, but a spiritual one, and they dedicate themselves to this art with undisturbed discipline.

Simple and Effective[edit]

Spears are one of the simplest weapons in existence, and one of the first hunting tools in history of civilization. The use of spears is well documented in battles through history, since it is a weapon cheap to produce and easy to handle. However, Lance Masters go a step beyond in the use of lances, turning them into truly marvelous weapons. Due to being easy to use, a dedicated master can quickly learn the basics, what gives him more than enough time to really delve into advanced techniques, while consolidating the basics.

The fact that spears are simple to use only means that a technique realized with a spear can be repeated time and time again, honing them far beyond what is possible for more complex weapons, making them reliable tools in the hands of lance masters at the start of their journey, but truly powerful weapons while wielded by grand-masters of this style.

Combat Forms[edit]

The core of the lance master techniques relies on the effective use of katas, combat forms with the spear, meant to replicate a combat against multiple imaginary opponents, that has the true purpose of helping the student to memorize the techniques, in the same way poetry was used to help lore keepers to memorize legends and folk stories. Each school of lance teach a different set of techniques that make their Katas, offering a set path to the mastery of lance.

Creating a Lance Master[edit]

zexi-guo-.jpg
Lance Master by zexi guo

When creating your character, ask yourself the following questions: Why did you decided to pursue the mastery over the lance? You seek to become a master of the spear for spiritual reasons, using the spear as way to express your true essence? Or have you served in a war, and learned your method on the battlefield?

Where did you receive the training with the lance? Have you been taught by a single master? Have you been raised by monks in a isolated monastery? Have you been trained in school of combat, and taught in the art of the lance since youth? Maybe you have learned your techniques alone, experimenting with the spear, being self taught in the art of the lance.

What's your purpose as a lance master? Some lance masters just seek to become the best ones in their respective training methods, while others pursue martial prowess to defeat their opponents in battle. Others master the lance due to needing means of defending themselves in times of war.

Quick Build

You can make a Lance Master quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence, and Constitution. Second, choose the soldier background.

Class Features

As a Lance User you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Smith’s tools
Saving Throws: Strength, Dexterity
Skills: Choose two from Athletics, Acrobatics, Insight, Stealth, Intimidation, Perception

Equipment

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

Table: The Lance User

Level Proficiency
Bonus
Features
1st +2 Lance Bond, Lance Style
2nd +2 Lance Expertise, Fast Attacks
3rd +2 Lance Style Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Subclass Feature
7th +3 Protective Attack
8th +3 Ability Score Improvement
9th +4 Lance Style Feature
10th +4 Improved Lance Bond
11th +4 Lance Style Feature
12th +4 Ability Score Improvement
13th +5 Lance Acrobatics
14th +5 Lance Style Feature
15th +5 Lance Mastery
16th +5 Ability Score Improvement
17th +6 Lance Style Feature
18th +6 Lance Bond Mastery
19th +6 Ability Score Improvement
20th +6 One With the Lance

Lance Expertise[edit]

At 1st level, your ability with lances is unmatched. You gain the following benefits when wielding a spear or javelin:

  • Once per turn, when you hit a creature with a spear, you cause additional 1d4 damage. This increases to 1d6 at 5th level, 1d8 at level 11th level, 1d10 at level 17th level and 1d12 at 20th level.
  • You can use your Dexterity, rather than your Strength, for attack and damage rolls with spears.
  • While you are not wearing armor and you have a lance in one or two hands, you are capable of taking distance from your opponents. Your AC equals to 10 + your Dexterity modifier + your Intelligence modifier.
  • Some Lance Master features require your target to make a saving throw. Your Lance save DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher)

Lance Style[edit]

At 1st level, you can choose a style that will shape your approach to lance mastery. This is based in the kata you are using for training, you can choose the defensive or offensive form.

Starting a Kata

When you reach 1st level and you have selected one archetype, you can use one bonus action to start the kata. The kata ends after 1 minute or you end it with a bonus action. While the kata is active, you can take the Disengage action as a bonus action.

When you are making a kata, you can't perform ability checks, and you automatically fail passive Wisdom (Perception) checks. You can't assume a stance while concentrating on a spell, and you are unable to cast spells while the stance is active. You can assume your stance a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Fast Attacks[edit]

At 2nd level, once per turn when wielding the bonded weapon, you can use your Action to unleash a barrage of strikes with it. You can make a number of attacks against creatures within reach equal to your proficiency bonus. You can attack multiple creatures, or target all attacks towards the same creature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Lance Bond[edit]

At 2nd level, you create a bond with your lance that makes you inseparable. Choose a current lance weapon. You perform an ancient ritual taking a long rest and costing 100 gp in herbs and incense where you spiritually bond with the weapon. This weapon now counts as a +1 magical weapon if it does not already have this benefit. Once bonded with the weapon, you can spend a bonus action to cause the lance to fly into your hand, no matter the distance.

The lance will go around small obstacles, such as a tree or a fence, but can be stopped by larger obstacles, such as a being inside an enclosed room. The lance master senses if a blade is trapped or hindered in this way when he tries to summon it. In addition, you have disadvantage on any melee weapon attacks made without your bonded blade.

In addition, if you are separated from your bonded blade, you have disadvantage on all Intelligence and Wisdom saving throws and ability checks, until the bonded blade returns to your hand or you bond with another weapon. A lance master will always prefer to reacquire his original weapon if at all possible.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 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.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Protective Attack[edit]

At 7th level, when a creature enters your reach, you can use your reaction to make an attack with a spear against that creature.

On a hit, the target's movement speed is reduced to 0 until the end of its turn.

Improved Lance Bond[edit]

At 10th level, your bonded weapon becomes a +2 magical weapon.

Lance Acrobatics[edit]

At 13th level, you can use your lance as a support for your maneuverability. While using your bonded lance, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Lance Mastery[edit]

At 15th level, you gain a extra charge of fast attack. In addition you can target a second adjacent creature sharing the attacks between both.

Lance Bond Mastery[edit]

At 18th level, your bonded weapon becomes +3 magical weapon. Your bonded lance reach is increased by 5 feet.

One with the lance[edit]

At 20th level, you can disengage as a free action and you have one extra attack in the fast attack. In addition when you drop to 0 hit points, as a reaction you can make a fast attack.

Lance User Styles[edit]

External Style[edit]

Followers of external styles are focused on the mastery of the physical aspect of lance mastery. Also called Hard Styles, external lance users are aggressive and explosive, rushing towards their opponents with untamed aggressiveness, unleashing a barrage of strikes with their spears. Usually they express themselves in an expansive manner, with wide moves, loud voices and strong bodies.

External schools often teach katas that are inspired by feral beasts, such as lion, tigers and bulls. They can also be inspired by legendary warlords, frightening mythical beings (like demons) or, when represented by elements, they are often associated with fire.

External Style Kata

At 1st level, you can unleash the brutal aggressiveness of the External Style Kata. You can spend an use of your Style's Kata to activate this kata. You gain the following benefits:

  • You add both your Strength and Dexterity modifier to the damage of your attacks using a spear.
  • Your movement speed increases in 10 feet.
  • You are immune to the frightened conditions.
  • You have advantage on your Strength (Athletics) checks and your jump height is doubled.
Furious Leap

Starting at 3rd level, you can perform incredible leaps when your Kata is active. As a bonus action, you can make a short movement by flight up to 15 feet. This movement doesn't provoke opportunity attacks, and you must end your movement on the ground, or else you fall.

If you hit a creature with an attack using a spear right after this jump, the target must succeed on a Strength saving throw against your lance save DC, or be pushed up to 10 feet back in a straight line.

Combat Senses

At 9th level, you can use your bonus action to focus on the weak points of a single enemy you can see within 60 feet. Make an Wisdom (Insight) check against the creature's Charisma (Deception). On success, you know any damage immunities, resistances, vulnerabilities or conditions immunities.

Your attacks also ignore worn armor for that enemy for the rest of the turn. If the target has natural armor, such as a basilisk's scales, your attacks have advantage against that target.

On a failure, you can't use this feature on the same target for the next 24 hours.

Battle Speed

At 11th level, your speed and agility on the battlefield increase. You have advantage on opportunity strikes against targets leaving your reach while wielding your bonded weapon.

Ally Vengeance

At 14th level, you gain the ability to lash out at attackers who target your allies. When a creature you can see hits an ally with a melee attack, you can use your reaction to move up to your movement speed and make an attack with a spear against that creature. This movement doesn't provoke opportunity attacks.

Bleeding Strikes

At 17th level, your strikes with your bonded lance pierces through flesh like paper. Your bonded spear attacks score a critical hit on an 19 or 20.

In addition, whenever you score a critical hit on an attack with a spear, the target additionally suffers half of the damage from the attack at the end of its next turn.

Internal Style[edit]

Internal lance masters rely more on their spiritual side. Internal styles are also called "soft" styles, and their softness come from the relaxed moves and calm demeanor of their masters. These lance masters move slowly, and often opt for a defensive strategy. Instead of exerting power and spending their own energy, they prefer to redirect the energy of their enemies. Techniques of this style often rely on circular movement that can change the flow of energy, instead of breaking it.

The katas of this style are often influenced by animals associated with wisdom and patience, such as the turtle, the dragon and the crane. They can also be inspired by meditation masters and saints. When represented by an element, they often use water.

Internal Style Kata

At 1st level, you can assume the patience and serenity of the Internal kata. When you start your kata, you gain the following benefits:

  • When you hit a creature with an attack with a spear, you can push the creature to an unoccupied space within 10 feet of you, or knock the creature prone.
  • You can parry strikes. As a reaction, you can add your Wisdom modifier to your AC, potentially causing an attack to miss.
  • You have advantage on Intelligence, Wisdom and Charisma saving throws.
Ki

Starting at 3rd level, you can harness your ki trough your practice of patience and meditation. Your ki is represented by an amount of Ki Points you have. You have a number of these points equal to twice your proficiency bonus.

You can use your ki points to fuel ki abilities you have, which are detailed below. You regain all your expended Ki Points when you finish a long rest. In addition, as a bonus action, you can regain one expended Spirit Point, but you can't do so again until you finish a short or long rest.

Parry. When you or another creature within 30 feet is attacked, you can spend 1 ki point as a reaction to add your Wisdom modifier to the creature's AC until the start of your next turn, including against the triggering attack, potentially causing the attack to fail. The AC bonus ends earlier if the target is no longer within 5 feet of you.
If the creature protected is further than 5 feet away from you, you move towards that creature as part of this reaction, without provoking opportunity attacks, ending your movement in an unoccupied space within 5 feet of it.
Spectral Strike. When you make an attack with a spear, you can spend 1 ki point to project an astral version of your spear forward, striking a creature within 30 feet with your attack. On a hit, you cause additional damage equal to your Wisdom modifier + 1d6. The die increases to 1d8 at 6th level, 1d8 at 9th level, 1d10 at 11th level and 1d12 at 17th level. The additional damage is necrotic.
Spiritual Combat. You can attune your senses with the ki of your enemies, allowing you to predict their movements. When you fail an attack roll or is hit by an attack, you can spend 1 ki point to add your Wisdom modifier to the result of the attack, potentially turning failure into success.
Vigilance

At 9th level, the area within your reach is considered difficult terrain for hostile creatures.

In addition, while your Kata is active, you can take a reaction once, in each creature's turns.

Path Blocking

At 11th level, you have mastered the art of hindering your opponents with your lance strikes. Once per turn, while wielding your bonded lance, if you take the Attack action on your turn, immediately following the attack you can force your target to make a Constitution saving throw against your Lance save DC. On a failed save, the target cannot move or take reactions or bonus actions until the end of their next turn. On a successful save, their movement speed is cut in half until the end of their next turn. The target automatically fails the saving throw if you roll a critical strike.

Spectral Spear

At 14th level, your spear is covered in a spiritual energy, and a spectral version of that spear appears above the mundane one. When you make ranged weapon attacks by throwing your spear, you can choose to only throw the spectral spear forward, up to a range 120 feet, causing necrotic damage, rather than piercing.

In addition, when you take the Attack action and make a melee attack with the spear, you can use your bonus action to make a follow up attack with the spectral spear, causing 1d8 + your Wisdom modifier necrotic damage.

Pure Meditation

At 17th level, you can use your action to enter in a state of perfect clarity of mind. This state lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell) You can use your Wisdom, rather than Constitution, for this concentration checks.

Until Pure Meditation ends, all attacks made against you have disadvantage. In addition, whenever a creature misses an attack against you while Pure Meditation is active, you can make an opportunity attack against it, with advantage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Lance Master class, you must meet these prerequisites: Dexterity 13 and Intelligence 13.

Proficiencies. When you multiclass into the Lance Master class, you gain the following proficiencies: Shields, Lances, Smith Tools.

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