Lancer (5e Subclass)
From D&D Wiki
Ground-pounders. Centurions. Legionaries. Lancers have been described as all of the above. Soldiers of steel, blood, and iron Lancers form the vanguard of the armies of the Sword Coast. Working independently or as a group, Lancers are the toughest of the tough, their armor and shields forming the ultimate defense and that’s only when their enemies can get past their long spears. The Lancer is bred to be the first and last line of defense on the battlefield.
|The unit lives or dies by its weakest link|
Start at 3rd level you can wield piercing weapons with the reach property in one hand. In addition, when you would make a Dexterity saving throw to avoid damage, you may instead make a Constitution saving throw.
At 7th level your mastery of shields makes you steady on your feet. You gain advantage against being grappled, and if you are knocked prone, enemies making melee weapon attacks do not gain advantage against you. Additionally, when enemies are moving through your reach, that terrain is considered difficult terrain.
At 10th level, when using a piercing weapon in one hand and a shield in the other, shields give you an additional +1 to your Armor Class.
At 15th level, your time on the frontlines has increased your natural fortitude. You gain resistance to weapon attacks made against you with disadvantage. While wearing heavy armor and a shield, gain temporary hit points equal to your fighter level, when you finish a short or long rest.
At 18th level, you have mastered the art of defense as a weapon. You become an unbreakable wall of steel. When moving less than half of your movement speed on your turn, gain resistance to all nonmagical slashing, piercing, and bludgeoning damage until your next turn. In addition, utilizing your Second Wind feature grants you temporary hit points equal to half your AC, rounded down.