Lancer of the Shattered Plane (5e Class)
From D&D Wiki
From the original author: please read the discussion page before editing. i dont want to have to clean up a load of messes again. thank you.
- 1 Lancer of the shattered plane
- 1.1 Unique weapons
- 1.2 Creating a lancer
- 1.3 Class Features
- 2 Enhancement list
- 3 Lancer order
Lancer of the shattered plane
Lancers of the shattered plane, more commonly known as just lancers, come from a strange world between worlds split into a mess of islands of different biomes. Originally founded by the moon goddess of this place, the lancers protected the islands from creeping darkness. After the moon goddess fell to the darkness, the lancers broke off from her, using the power they had been given to help push back the darkness, just as they always had, bearing the full moon as a symbol of hope. Although evil lancers are uncommon, they are most definitely not unheard of. These lancers followed their goddess into the dark, embracing violent methods and using the new moon as their symbol. Oftentimes they suffer from one or more kinds of madness, ranging from sociopathy to bipolar to schizophrenia. There is an extraordinarily rare third class of lancer known as a half moon. Oftentimes hailing from a race typically seen as evil, these lancers balance the light of their class with the dark of their heritage, acting on their own moral compass and not anyone else's. As evidenced by the name they use the half moon as their symbol.
Many lancers, as the name suggests, favor polearms of one kind or another. Oftentimes these weapons have minor magical properties and a special significance to their wielder. Generally, a lancer prefers to use either a slashing weapon or a stabbing weapon, but not both. Rarely a lancer will take up the quarterstaff, seeking to harm but not kill.
Creating a lancer
Think of the properties of your characters lance. Who was it made by? What is its special property? Quirks? You can use the traits from the special features tables in the dungeon masters guide to make your weapon your own.
- 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. Second, choose the soldier background. Third, choose the halberd and half plate option.
As a Lancer of the Shattered Realm you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Lancer of the Shattered Realm level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lancer of the Shattered Realm level after 1st
Armor: Light, medium, and heavy armor
Weapons: Quarterstaves, spears, javelins, lances, halberds, pikes, and tridents.
Tools: Smiths tools, navigators tools
Saving Throws: Dexterity, Charisma
Skills: choose two from Animal Handling, Athletics, Acrobatics, Perception, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A halberd and half plate or (b) A spear and leather armor. or (c) A lance and studded leather armor
- (a) A silver amulet in the shape of a full moon or (b) A silver and iron amulet with a half moon design or (c) A solid iron amulet in the shape of a circle, representing the new moon
- A set of smiths tools
- (a) A telescope or (b) A map of the shattered islands or (c) A set of navigators tools
- If you are using starting wealth, you have 3d4*10 gold in funds.
|Features||Enhancements||—Spell Slots per Spell Level—|
|1st||+2||Fighting style, Trance, Spellcasting||-||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Extra Attack||2||3||—||—||—||—|
|5th||+3||Signature weapon (+1)||2||4||2||—||—||—|
|8th||+3||Ability Score Improvement||3||4||3||—||—||—|
|10th||+4||Signature weapon (+2) Lunar Enhancements||4||4||3||2||—||—|
|12th||+4||Ability Score Improvement, Extra Attack||4||4||3||3||—||—|
|14th||+5||Order Feature Lunar Enhancements||5||4||3||3||1||—|
|15th||+5||Signature weapon (+3)||5||4||3||3||2||—|
|16th||+5||Ability Score Improvement||5||4||3||3||2||—|
|19th||+6||Ability Score Improvement, Reflect Light||6||4||3||3||3||2|
At first level, you learn the basics of a specific magical method of fighting.
You gain a +1 bonus to melee attack rolls with polearm weapons. On a miss, you can attempt to hit a target within five feet of the original.
- Mystic spear
you gain a +1 bonus to ranged attack rolls and can summon thrown weapons back to your hand.
Additionally, at first level, you no longer require sleep. Instead, you meditate for four hours to gain the benefits of a full nights rest.
At second level you learn to channel some of the Goddess' power in passive and active effects, similar to warlock invocations. You gain two at the second level, and additional ones at sixth, tenth, fourteenth, and eighteenth level.
Your connection to the plane and its powers, you gain the ability to cast spells at 2nd level.
- Spell Slots
The Lancer of the Shattered Plane table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the Druid spell list.
The Spells Known column of the Lancer table shows when you learn more Druid spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Lancer table.
Additionally, when you gain a level in this class, you can choose one of the Druid spells you know from this feature and replace it with another spell from the Druid spell list. The new spell must also be of a level for which you have spell slots on the Lancer table.
- Spellcasting Ability
Wisdom is your spellcasting ability for your Druid spells; as your connection to the plane is that like a druids connection is with nature. You use your Wisdom whenever a Druid spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Druid spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use your Signature Weapon as spell focus for your casting.
At third level, you enhance the basics of your fighting style into one of two distinct subclasses: The Sentry or the Harpy.
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.
At fifth level, you can take the attack action twice on one turn
At fifth level, you can perform a one-hour ritual to convert a two-handed, versatile, or thrown weapon into your signature weapon. Oftentimes lancers perform this ritual on the weapon they began their journey with. When the ritual is complete, you touch the weapon. From then on enemies have disadvantage on attempting to disarm you of said weapon, and it gains a +1 bonus to attack and damage rolls. This value increase to +2 at tenth level, and +3 at fifteenth level. It counts as magical for the purposes of overcoming resistance.
At nineteenth level, you can reflect light like the moon itself. When you would take radiant or fire damage from an attack or spell, you can use your reaction to reflect a portion of the damage equal to half your Lancer level + Your wisdom modifier at the attacker who dealt the damage.
At twentieth level, your aging drastically slows. For every year that passes you age only one month. Your apparent age fluctuates with the moon, appearing younger while its waxing and older when it's waning.
- prerequisite: fifth level
As an action, you generate a thirty foot aura of silvery light around your signature weapon. All fiends, abberations, and undead in that radius must make a wisdom saving throw, taking 1d12 radiant damage on a failure. They repeat this saving throw every turn they are in that radius.
Balance of the Half Moon
- prerequisites: neutral alignment, 14th level
You are undecided on your path. You feel the need to save, and the urge to be selfish. You believe that your choices are yours and yours alone. There is no light without darkness, and there is no darkness without light. You channel a deep balance, healing allies or destroying enemies as you see fit. When you use this feature as a bonus action, energy flows into you, turning your skin black and your hair/fur silver or vise versa. Your eyes are a neutral grey. You channel this energy for 1d6 minutes gaining the following benefits.
- You can cast the cantrips sacred flame and toll the dead for the duration.
- You gain 3d8 temporary hit points. As an action, you can spend up to ten of these to restore health to an ally or deal necrotic damage to an enemy equal to the amount of points spent.
- You gain a +2 bonus to AC.
You can use this feature up to four times. You regain 1d4 expended uses each day at midnight.
You gain the channel divinity option from any cleric or paladin subclass. Your focus for this is your signature weapon.
Full Moons Light
- prerequisites: good or lawful alignment, 14th level
You strive to fulfill the ideals your order was founded upon, taking blows so that others don't have to and moving to support allies in danger. As a bonus action, you are filled with radiant energy. Your hair/fur turns silvery, and your eyes glow white. You gain the following effects for 1d6 minutes
- You regain 1d4 hp at the start of each of your turns while in combat.
- You can speak celestial during this time
- You gain a flying speed equal to your walking speed
You can use this feature a number of times equal to your proficiency bonus. You regain all uses at the end of a long rest.
Madness of the New Moon
- prerequisites: Evil or Chaotic alignment, 14th level
You walk the dark path, embracing your goddess's madness and anger. Whether for good or evil, you are a force of chaos and leave destruction in your wake. As a bonus action, you transform into a creature of dark rage for 1d6 minutes. Your skin and hair/fur turn jet black and your eyes glow bright red for the duration. for the duration, your wisdom score drops to one, and you gain one of the following effects.
- Your strength or dexterity score increases by five to a maximum of twenty five.
- You have resistance to all damage.
- You critical hit on a roll of eighteen through twenty.
- your speed increases by 10 feet
You can safely use this ability once per long rest. Each time you use it afterwards, make a dc 15 constitution saving throw. On a failure, you don't transform and take 1d10 necrotic damage, ignoring all resistances. You must attack on every turn while under this effect or it ends prematurely.
You learn three cantrips from the cleric, druid, or wizard spell list. Your spellcasting ability for these is wisdom, regardless of the class they came from.
Ray of Night
- prerequisites: sixteenth level
You can use an action to focus power into your lance, you fire a ray in a straight line with the same perquisites as the Moonbeam spell. If you are of the good or neutral alignment it works normally, if you are of evil alignment, it deals necrotic damage. You can use this a number of times equal to you Wisdom modifier.
As a bonus action, you cast out with your senses, learning the location of every fiend, abberation, and undead in a one mile radius. At the DM's discretion, you automatically know when someone is lying, and can tell the alignment of any creature you can see.
You can see in both magical and nonmagical darkness out to 120 feet as if it was dim light. At the DM's discretion, triggers for traps, hidden doors, and other such things might appear outlined in stars.
A lancers order is the culmination of their training in their chosen fighting style. It defines their chosen method of protecting or razing the world, whether through subterfuge and stealth as a Harpy or through Physical power as a Sentry.
Sentries are tough melee fighters, charging into battle fearlessly. They gain abilities to stun and disorient opponents with powerful swings of their weapons.
At third level when you choose this subclass, you gain two d6s as superiority die. You learn three maneuvers off of the battle master's list, using these dice to fuel them.
- Sturdiness of regolith
Also at third level, your skin toughens, becoming like a rock. you gain a +1 bonus to ac and +1 to your hit point maximum per level. Optionally, your skin turns greyish and is rough or sharp to the touch.
- Stunning flare
At seventh level, as an action, you can cause your blade to shine brilliantly, shedding bright light in a twenty-foot cone. Any enemy within this radius must make a Constitution saving throw equal to 8+your constitution modifier+ your proficiency bonus. On a failure, the target is blinded until the start of your next turn. On a success, the target suffers no ill effects. Fiends, aberrations, and undead have disadvantage on this saving throw. Creatures that do not need to see automatically succeed. You can do this three times, regaining all expended uses after a long rest.
- Lunar armor
at fourteenth level, you can summon a set of silvery armor that overlaps your normal armor. You choose the appearance of this armor other than the color. it grants a +2 bonus to ac and immunity to magic missiles until you lose concentration as if you were concentrating on a spell.
Harpies prefer to attack from a distance with thrown weapons and are masters of infiltration. They can pull themselves to the location of their weapon, scale walls, and disguise themselves almost perfectly.
- Infiltration training
When you take this subclass at third level, you gain proficiency in stealth and survival.
Additionally, at third level, both the normal and long ranges for thrown weapons increases by thirty feet for you. As a bonus action, you can teleport to the location of a thrown weapon, automatically returning it to your hand as you move to its position. You also gain a climbing speed of twenty feet.
- Fox senses
Starting at seventh level, you can add twice your proficiency bonus to perception checks involving sight and hearing. Optionally, you develop slight foxlike traits, such as fox ears in place of your normal ones, or slit pupils.
At fourteenth level, you can spend at least ten minutes studying a sapient creatures patterns and habits. After the time has been spent, you make a dc 15 roll with your wisdom modifier added on. On a success, you take up the creatures form for up to an hour and gain access to all of its memories.
Prerequisites. To qualify for multiclassing into the lancer class, you must meet these prerequisites: 13 strength or dexterity
Proficiencies. When you multiclass into the lancer class, you gain the following proficiencies: Halberds, Pikes, Spears, light and medium armor.