Lancer (5e Class)
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- 1 Lancer
- 1.1 Creating a Lancer
- 1.2 Class Features
- 1.2.1 Table: The Lancer
- 1.2.2 Cantrips
- 1.2.3 Golden Armor
- 1.2.4 Spellcasting
- 1.2.5 Noble Phantasms
- 1.2.6 Fighting Style
- 1.2.7 Ability Score Increase
- 1.2.8 Extra Attack
- 1.2.9 Spirit of the Hero
- 1.2.10 Second Wind
- 1.2.11 Discernment of the Poor
- 1.2.12 Hero's Aura
- 1.2.13 Superior Cantrips
- 1.2.14 Divinity
Creating a Lancer
- 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.
As a Lancer you gain the following class features.
- Hit Points
Armor: Light, Medium Armor
Weapons: Simple, and Martial Weapons
Saving Throws: Strength or Dexterity, Charisma
Skills: Choose 4 skills from Acrobatics, Arcana, Athletics, Insight, Investigation, Perception, Sleight of Hand, Stealth, or Survival
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
|Cantrips Known||Features||—Spell Slots per Spell Level—|
|1st||+2||2||Cantrips, Golden Armor||—||—||—||—||—|
|2nd||+2||2||Fighting Style, Spellcasting||2||—||—||—||—|
|4th||+2||2||Ability Score Improvement||3||—||—||—||—|
|5th||+3||3||Discernment of the Poor||4||2||—||—||—|
|7th||+3||3||Discernment of the Poor||4||3||—||—||—|
|8th||+3||3||Ability Score Improvement||4||3||—||—||—|
|10th||+4||4||Spirit of the Hero||4||3||2||—||—|
|12th||+4||4||Ability Score Improvement||4||3||3||—||—|
|14th||+5||5||Spirit of the Hero(2)||4||3||3||1||—|
|16th||+5||5||Ability Score Improvement||4||3||3||2||—|
|19th||+6||6||Ability Score Improvement||4||3||3||3||2|
As a Lancer you have access to all Cantrips but can only know up to what your level dictates.
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)
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
By the time you reach 3rd level, your magical powers have started to awaken, as your god or goddess sees your worth. When using Noble Phantasms, you ignore the Extra Attack feature.
- 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 your person has been pushed 1d4 feet into the ground, making a small crater around you. Make ranged attack with disadvantage against a target within range. If it hits, the target becomes impaled to the ground by your spear, unless their AC is 18 or higher, and takes 20d6 of Piercing damage. If the target is impaled they automatically fail any Dexterity or Strength saves until they can free themselves. 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 passed save. If the creatures in range of the blast die because of it, their bodies and belongings are incinerated.
All damage is magical for the sake of overcoming resistances.
Cast Bright Light in a 100ft radius, regular light after that for a 40ft radius, and dim for an additional 40ft
(Note: you can only cast this once a day, until level 20, where you can use it twice)
- 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 target up to 3 creatures in a line, or an area of 10ft if thrown. 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 the specified amount of creatures, if thrown it is a Dexterity saving throw. 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 the 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, along with everything in a 15ft radius. In addition to this, any constructs, buildings, or some sort of object, 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). All creatures in this radius must make a Dexterity Saving Throw, or be incinerated if their health is less than or equal 100, or have 3/4 damage if they within 60 feet, or half damage if they further than 60 feet on a passed save.
(note: due to the overpowered-ness of this ability it can only be cast 1d2 times in a span of two months, which is rerolled at the start of every period, and each cast must be at least a month apart)
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.
Prerequisite: 3rd level
1 action, Duration: Instantaneous, 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 weapon and can choose whether to use your Strength or Dexterity scores for damage and rolls. This weapon has a range of up to 10 feet. Additionally, you can throw it up to 60 feet, making a ranged attack. Otherwise, make a regular melee attack roll against a target in range, and if it hits the target takes 2d6+5 Radiant damage. If the target is an undead or fiend you have advantage on your roll. You can call this weapon up to (Charisma Modifier) times a day.
(note: for the day, the uses reset at midnight of the current area)
- Mana Burst (Flames)
1 action, Duration: up to , Range: Self, Component: V "O, Agni"
Infuses weapons with Magical Energy that imparts a flame effect. Grants an extra 1d6 of Fire damage to your attack, and enemies within 5ft have to make a Dexterity Saving throw or take 1d4 fire damage on a failed save, otherwise nothing happens to them. This ability on activation causes you to be come imbued with flames, both inside and outside, you take no damage from the fire itself, and reduced damage from wooden weapons.
The damage for this ability can be increased by 1d6 per spell slot spent past 1. (note: this ability can only be used once every 2 rounds of combat and has a 1d4 chance to burn flammable items on your person - 4 being yes, one random item at your DM's discretion, however if you wish to continually cast it throughout multiple rounds and ignore this, then all of your on person belongings will be incinerated)
This causes you to emit sunlight in a 30ft radius for the duration. If you cast this ability more than one time during combat the light effects last from the first cast until the last, unless there are more than 2 rounds in between casts.
While this ability is active, you have resistance to fire damage, and at 17th level you gain 4/5ths resistance, taking only a fifth of the original fire damage.
When you reach 2nd level you can choose which way you fight and thus gain a bonus to that way of fighting.
You gain a +2 bonus to attack and damage rolls you make with ranged weapons.
While you sre wearing armor, you gain a +1 bonus to AC.
When weilding 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 role a 1 or 2 on a damage die dor an attack 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.
Ability Score Increase
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.
When you reach 5th level, and again at 10th and 15, you can make another attack per action.
Spirit of the Hero
When you reach 9th level, if you fail a saving throw you can choose to succeed (once per long rest until you reach level 13 then twice per long rest).
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
At 7th level, you give off an aura which forces your enemies to think you are weaker than you appear. Force up to 10 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 once every short or long rest.
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.
Once you reach 13th level, your cantrips do double the damage they normally do.
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 unconcious on your first failed Death Saving Throw or attack against you.