Lancer Variant (5e Class)

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Lancer[edit]

Creating a Lancer[edit]

Quick Build

You can make a Lancer quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma.

Class Features

As a Lancer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium Armor
Weapons: Simple, and Martial Weapons
Tools: None
Saving Throws: Strength or Dexterity, Charisma
Skills: Choose 4 skills from Acrobatics, Arcana, Athletics, Insight, Investigation, Perception, Sleight of Hand, Stealth, or Survival

Equipment

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

  • A (reasonable) weapon gifted to you from your God or Goddess
  • (a) A simple melee weapon or (b) Two daggers or (c) A staff
  • (a) Dungeoneer's pack or (b) Explorer's pack

Table: The Lancer

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 2 Cantrips, Golden Armor
2nd +2 2 Fighting Style, Spellcasting 2
3rd +2 2 Noble Phantasm, Spear Focus 3
4th +2 2 Ability Score Improvement 3
5th +3 3 Spear Focus Feature 4 2
6th +3 3 Second Wind 4 2
7th +3 3 Discernment of the Poor 4 3
8th +3 3 Ability Score Improvement 4 3
9th +4 4 Spear Focus Feature 4 3 2
10th +4 4 Spirit of the Hero 4 3 2
11th +4 4 Hero's Aura 4 3 3
12th +4 4 Ability Score Improvement 4 3 3
13th +5 5 Spear Focus Feature 4 3 3 1
14th +5 5 Spirit of the Hero(2) 4 3 3 1
15th +5 5 Noble Phantasm 4 3 3 2
16th +5 5 Ability Score Improvement 4 3 3 2
17th +6 6 Spear Focus Feature 4 3 3 3 1
18th +6 6 Noble Phantasm 4 3 3 3 1
19th +6 6 Ability Score Improvement 4 3 3 3 2
20th +6 7 Divinity 4 3 3 3 2

Cantrips[edit]

As a Lancer you have access to all Cantrips but can only know up to what your level dictates.

Golden Armor[edit]

You have been gifted armor from your God or Goddess, as their warrior in their battle. Your Armor Class is 10 + your Strength or Dexterity + your Dexterity or Charisma modifiers. (Note: you cannot choose Dexterity twice)

Spellcasting[edit]

Your god or goddess has granted you the ability to cast fire magic. You can learn any spells that have to do with fire, radiant, or force damage, as long as you have the spell slot available for it. (In the event a spell has one of the three damages as a part of it, IE psychic and force, you will have to decide with your DM if it is allowed)

Your known spells are your Charisma Modifier + your level. Your spell slots available are as listed.

You can change this so if you want a healing spell you could say your body is enveloped in a restoring flame that heals you for the said spell's healing. This idea can be applied to any other spell at your DM's discretion.

Spell save DC: 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier: your proficiency bonus + your Charisma modifier

Noble Phantasms[edit]

By the time you reach 3rd level, your magical powers have started to awaken, as your god or goddess sees your worth.


Brahmasta Kundala

Prerequisite: 15th level

1 action, Duration:Instantaneous, Range:20/300, Component: V "O Brahma, Curse Me"

You imbue your spear with Mana Burst, and then throw it at a desired location. You've thrown your spear with such magnitude that on a hit, your target is pushed 1d4 feet into the ground, making a small crater around them. Make a ranged attack with disadvantage against a target within range. If it hits, the target becomes impaled to the ground by your spear (gaining the restrained condition), and takes 12d6 of Piercing damage. In addition to this, an explosion of the imbued mana burst releases all at once. All creatures in a 100ft radius must make a Dexterity saving throw, or take 12d8 Fire damage + 10d6 Force damage, or half on a successful save. If the creatures in range of the blast die because of it, their bodies and belongings are incinerated, and can only be resurrected by Wish or True Resurrection. This damage is magical for the sake of overcoming resistances. This ability can be used twice and refreshes after a long rest.


Vasavi Shakti

Prerequisite: 18th level

1 action, Duration: Instantaneous, Range: 20/100 feet, Component: V "O' Sun, Abide to Death"

You call out the true name of your spear. Your Armor is stripped away and imbues its divinity with the spear, your AC becoming 10. The spear gains an increased melee range up to 20 feet, and can be thrown up to 100 feet. You can make one strike with this spear, after which it shunts out of existence for 3d6 days with you armor. Make a melee or ranged attack against a creature, if thrown it is a Dexterity saving throw for all creatures within 10ft. If a creature is hit by this attack it takes 40d10 Radiant Damage + 20d6 Force damage + 25d6 Fire damage. Additionally, if this attack is focused on only one creature, all damage doubles due to the focused ferocity. If a creature hit by this has up to 175 hit points at the moment of the attack then it is incinerated out of existence before the blow even connects. In addition to this, any constructs, buildings, or objects, magical or not, has 3/4 of it incinerated if it is 100ft away from the blast, if it is closer it is completely obliterated (think nuclear bomb). You and your inventory are not affected by this. All other creatures in a 60 ft radius of the spear not targeted by the original strike must make a Dexterity Saving Throw, or be incinerated if their health is less than or equal to 50, or half damage on a succesful save. If there health is greater than 50, they instead take 9d10 damage. This ability can only be used once, regaining use after a week. This ability when first cast causes the weapon to cast the light of the sun in a radius of 40 feet, and on impact there is sunlight in a 1d4 mile radius on the center point for 1d4 hours.


Brahmastra

Prerequisite: 3rd level

1 action to summon, Duration: 1 minute, Range: Self, Component: V "Take form, immortal blade"

You shunt into existence the immortal blade that was used to strike down Ravana, and a large ornate religious symbol of your god appears behind you. You are proficient in this summoned spear and can choose whether to use your Strength or Dexterity scores for damage and rolls. This weapon has a range of 10 feet. Additionally, it has a thrown range of 60/120. After thrown, you can choose to have your spear magically return to your hand. Instead of the normal damage of a spear, this spear does 2d6+5 Radiant damage, in addition to your strength or dex mod. On attacks against undead or fiends, you have advantage on your roll. While holding it, you cannot be disarmed of it unwillingly, and it cannot be broken. After a minute, this spear disappears. You can call this weapon up to your Charisma Modifier times a day.You regain your maximum uses of this after a long rest.


Mana Burst (Flames)

1 action, Duration: 1 minute, Range: Self, Component: V "O, Agni"

You can choose to infuse your weapons with Magical Energy, which imparts a flame effect upon your weapons. You must expend a Lancer spell slot to activate this. This grants an extra 1d6 of Fire damage to your attacks, and enemies within 5ft of a target you attack must make a Dexterity Saving throw or take 1d4 fire damage on a failed save, nothing happening on a success. This ability on activation causes you to become imbued with flames, both inside and outside, and you gain immunity to fire damage. The damage for this ability is increased by 1d6 on attacks and 1d4 on failed saves if you use a spell slot higher than 1st level and lasts for 2 round per spent spell slot. You can activate this twice, regaining use at the end of a long rest.

Fighting Style[edit]

When you reach 2nd level you can choose which way you fight and thus gain a bonus to that way of fighting.

Archery

You gain a +2 bonus to attack and damage rolls you make with ranged weapons.

Defence

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When = you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Spear Mastery

You gain a +1 bonus to attack rolls you make with a spear. When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)

As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.


Spear Focus[edit]

At 3rd level, you choose between Spear Thrower and Spear Sentinel. You gain a feature from your subclass at 3rd level, and again at 5th level, 9th level, 13th level, and 17th level.


Ability Score Increase[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.


Extra Attack[edit]

When you reach 5th level, and again at 10th and 15, you can make one additional attack when you take the Attack action.


Second Wind[edit]

At 6th level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 2d8 + your Lancer level. Once you use this feature, you must finish a short or long rest before you can use it again.


Discernment of the Poor[edit]

At 7th level, you give off an aura which forces your enemies to think you are weaker than you appear. You can force up to 4 creatures to make a Wisdom Saving Throw against your Spell DC, or gain advantage on each creature for 1d4 rounds. Alternatively, you can forgo this advantage and see into the enemy, gaining insight on any resistances, immunities, or bonuses it has to fighting. You can use this up to your Charisma modifier, regaining use at the end of a short or long rest.


Spirit of the Hero[edit]

When you reach 9th level, if you fail a saving throw you can choose to succeed it instead. This can be used once, regaining use at the end of a long rest. This increases to twice at 13th level.


Hero's Aura[edit]

At 11th level you gain the ability to bolster your teammate and rally them together. All allies in a 30ft range of you gain 1d6 to their attack rolls or saving throws for the rest of combat, or until you become incapacitated, or die. Using this means that you cannot use Discernment of the Poor, and all enemies that are within this range have to make a Constitution saving throw. If they fail they will not attack for their next turn, if they pass, they focus you until either you or they die. You can use this once every long rest.


Divinity[edit]

When you reach the 20th level, you become practically a god. Your AC goes up by 4 and you gain the powers of a true machine, allowing you to fight so long as your injuries would not prove completely fatal. You are able to fight even at 0hp, only stopping when you go unconscious on your first failed Death Saving Throw or attack against you.

Spear Focus[edit]

A Lancer diverts their focus to one type of spear combat. At level 3 you may choose to focus on one of two branches: the Spear Thrower, who specializes in throwing spears with deadly accuracy; or the Spear Sentinel, who is deadly while fighting with a spear in their hands

Spear Thrower[edit]

You have gained mastery at throwing your spears over long distances, and impaling enemies from afar

Perfect Accuracy[edit]

Starting at 3rd level, you get +2 to ranged spear attacks. Additionally, your spear attacks' range is doubled.

Eagle Eyes[edit]

You've gotten quite good at seeing and tracking your targets. Starting at 5th level, you gain proficiency in the perception skill. If you are already proficient, you gain double proficiency.

Vital Points[edit]

Starting at 9th level, you are so precise that you can easily target exposed vital organs of a creature before they have enough time to react. Your weapon attack score a critical hit on a roll of a 19 or 20.

Perfect Curvature[edit]

By 13th level, when you throw a spear at an enemy, and there is an additional enemy is within 5 ft of them, they must make a Con saving throw against your save DC or take 1/2 damage from the attack.

High Power Throw[edit]

Starting 17th level, when you hit a creature with a thrown spear attack, you can use your bonus action to force your target to make a dexterity saving throw. On a failure, you can choose between the following two effects:

-The target is pushed back 15 feet.

-The spear pierces through the target and restrains the target. They must use their action to remove the spear to become un-restrained.

Spear Sentinel[edit]

You are adept at controlling the spear in your hands, and slashing and stabbing your enemies with it.

Master Spearman[edit]

Starting at 3rd level, your spear attacks count as magical for the purposes of overcoming resistances and immunities. You can also choose an additional fighting style from the following list:

Dueling

When wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Spear Mastery

You gain a +1 bonus to attack rolls you make with a spear. When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)

Terrifying Presence[edit]

At 5th level, you become a menace on and off the battlefield. You gain proficiency in the Intimidation skill, if you already have proficiency in it, you can double your proficiency bonus.

Fury[edit]

Starting at 9th level, your attacks become more than harmful to your foes. When you make a weapon attack with a spear and roll the highest possible number on any of the dice on the damage roll, roll an additional die of the same type for each highest possible number. Do not roll additional dice again if the additional dice result in a highest possible roll.

Uncanny Stance[edit]

At 13th level, you become extremely hard to fight due to your uncanny stance. When a creature you can see or hear attacks you, if they miss you can use your reaction to make a single weapon attack.

Last Stand[edit]

At 17th level you have full control over your body. When your HP drops to zero, but doesn't kill you outright, you regain 1 HP. The effects of the feature only work once, and you may use it again after completing a long rest.


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