Spear Master, Variant (5e Subclass)

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Spear Master(Speed Variant)[edit]

Unrivaled is their skill with a spear. The Spear Master is agile and quick to such a degree that witnesses say they are but a blur. It takes patience, strength, a strong will and many years of training to become a master of the spear. Spear Masters learn through their training that protecting those close to you takes priority over everything else, even yourself. Spear Masters frequently take the front line, striking fast and accurately, aiming for weak spots, slits and gaps in enemies' armor. They are aggressive, but can be defensive if the need arises, especially in the case of helping a friend.

Generally a Spear Master has started their training early enough to reach the level of master in their physical prime. Spear Masters can be found as captains of a royal guard, or the personal guard of a merchant, or even a leather worker in a small town who wants to lead a simple life. Not all Spear Masters aim for wealth and glory, but rather a meaningful life, they tend to keep their skills unknown to strangers. . . if possible.


When you take this subclass, you gain the following benefits:

  • Proficient in the Perception and Acrobatics skills
  • Base speed is increased by 15 ft.

Blink Step[edit]

Beginning when you choose this archetype at 3rd level, you learn to travel through space in the blink of an eye; like a spear in the wind. You can teleport up to 60 ft as an action. you may still attack after blinking. on your attack you have advantage for the duration of the turn. you can perform this once per combat. Also during a long rest you can bond to your spear after an hour of meditation.

Extra Attack[edit]

Also beginning at 3rd level, you can attack twice instead of once, whenever you make an attack on your turn

Hard Hitter[edit]

Starting at 4th level, you learn how to target a creatures weaknesses and exploit them with great fury. your weapon attacks score a critical hit on a roll of 19 or 20. in addition your weapons attacks do an additional 1d6 of damage

Improved Critical[edit]

Starting at 6th level, you can accurately determine where weak spots in your enemys armor and movements are. your weapon attacks score a critical on a roll of 18,19 or 20

Quick blows[edit]

Starting at 7th level, you can use this ability once per short or long rest. as an action you can make three consecutive attacks. roll to hit for each strike

Counter Attack[edit]

Starting at 10th level, your reactions become faster than a blink. you can roll to hit a counter attack when a creature or person attempts to strike you

Dark Illusion[edit]

Starting at 12th level, you learn that great spear works requires great speed. once every short or long rest you use an action or bonus action to move faster than the eye can track, creating an afterimage dodging an attack or creating an opportunity for one moving 15 ft from the starting point. once the afterimage is made you gain advantage on your next attack.

Advanced Critical[edit]

Starting at 14th level, you understand the fighting style of your opponent and know where gaps, chinks, and other weak spots in their armor is. Your weapon attacks score a critical hit on a roll of 17-20.

Earth Splitter[edit]

Starting at 16th level, you learn to focus your body and spear to be one with the earth and cut through anything you aim to destroy. once per long rest as an action you lunge forward in a straight line to your target, damaging anything in your path. your attack is counted as a critical strike plus 1d6 of additional damage.

Sky Splitter[edit]

Starting at 18th level your body and mind have transcended the power of earth and moved to the skies. once per long rest you can throw your spear up to 60ft towards a target piercing and damaging anything in its path. your attack roll counts as a critical strike plus 1d6 of additional damage. As a bonus action you can call your spear and have it blink back to you.

A True Master[edit]

From 20th level onwards, you gain the following benefits:

  • You can use the Quick Blows ability twice between short or long rests.
  • You can add you proficiency bonus to damage rolls.
  • You no longer need to rest in order to use the Disengage ability.
  • You can use earth splitter and sky splitter twice between short or long rests.

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