Turning Tide:
Starting at first level you know how to siphon the remaining life force from the foes you slay, draining their vitality as they die and using it to heal yourself and your allies. Whenever you land the killing blow on an enemy, you and all allied creatures within 30 feet of you gain HP equal to the Turning Tide table. Starting at 1d4+Con at level one and going up one die type every two levels.
Long Thrust:
Starting at 1st level you have learned a simple but effective technique for getting at enemies who are just a little too far away or those trying to run. Once per short rest, as an action, you can target a single creature within 15 feet for a melee attack roll, on a hit the creature takes 2d10+Str Damage. If this move kills an enemy you can immediately regain its usage.
Spear Assist:
At 2nd level your finess with the spear has improved as has your team work with your allies, allowing for a great combination of attack. Whenever a creature within melee attack range is hit by an attack made from an ally creature, you can make an attack against them as well as a bonus action. If your allies attack against a creature has a magical property (ie; fire, cold, lightning, ect) your attack has the same properties.
Code of Battle:
As a highlander, your code of battle means a lot to you, no matter your ideas, your code of battle is how you hold yourself in a fight and how you go about bringing victory to those on your side. The Sacrifice Code is all about using your own life force to deal devastating damage to your enemies while also defending yourself the more hurt you become. Meanwhile the Legion Code lets you tap into the life force of your willing allies to deal out damage, while also giving your comrades boosts in power as well. Both Subclass are detailed at the end of the class description and give subclass abilities at 3rd level and again at 6th, 13th, 15th, and 18th level.
ABILITY SCORE IMPROVEMENT:
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 score by 1. As normal, you can’t increase an ability score above 20 using this feature.
Delayed Charge:
At 5th level you have learned a, tricky to pull off but, devastating attack, using up some of your own life force you built up power into the tip of your spear and, when the time is right, unleash it on the closest enemy. A number of times per long rest equal to your Constitution modifier you can set up a Delayed Charge. In order to set up a Delayed Charge you must sacrifice 10% of your Maximum HP once the charge is set up it will be unleashed after 18 seconds onto any one creature within melee attack range hitting them for 3d10+Str+Con damage. This ability upgrades at levels 10, 15, and 20; increasing the HP sacrifice required, the time before activation, and the damage. {10th level; 15% HP, 24 seconds, 4d10+Str+Con | 15th level; 20% HP, 30 Seconds, 5d10+Str+Con | 20th level; 30% HP, 60 seconds, 10d10+Str+Con}
Battle Instinct:
At 7th level Your keen senses for battle have sharpened to a great degree, allowing you to sense oncoming danger and know when to be ready for a fight. You gain proficiency with the Perception skill and have advantage to your passive perception for spotting enemies.
Bloodlust:
At 9th level your prowess in battle has heightened once again and very little can slow you down, not even pain. Whenever you take damage from a melee attack dealt by a creature, other than yourself, you may make an attack roll against the creature who harmed you as a bonus action.
Limitless:
At 10th level you have developed another skill to bring out your maximum potential, able to bring out the greatest potential for your power for a short burst of time. once per long rest, as an action; you can tap into your true power and become a force to be feared on the battlefield. For one minute all your damage rolls are made with advantage whenever you hit a creature and you and all allied creatures within 30 feet regain HP equal to ½ the damage you deal per hit.
Cross Charge:
At 11th level you have found a way to make the most out of your abilities and can turn nearly any battle into your favor in a single strike. Once per long rest you can sacrifice 15% of your maximum HP to unleash the Cross Charge against a single creature within melee attack range. On a hit the creature will take 3d10+Str+Con damage. If Delayed Charge is currently active when you use this ability, it grows stronger, instead dealing 5d10+(Str*2)+(Con*2) Damage as well as procking Delayed Charge Early against the same creature.
Spear Reversal:
At 14th level your able to turn the tide of battle to an even greater degree than before, gaining an ability that will bring down any creature in stronger condition then yourself. Once per short rest you can activate this ability, making a melee weapon attack against a single creature within range, on a hit dealing 2d12+Str damage. However if the Creature your targeting has a higher HP% than yourself, you deal 4d12+Str damage.
Spear Mastery:
At 17th level you have already become a master with the weapon by your side, with very little able to slow you down. Your damage with Spears, and Spear type weapons (Long Spears, Javelins, Sword Spears, ect) Increases by one die type.
Gea Bolg:
At 20th level you have developed your ultimate ability, a spear skill of true legend that could bring down even the absolute greatest of foes with a single strike, the Gea Bolg. Once per 24 hours as an action you can chose a single creature within sight and, after sacrificing any amount of your current HP, Launch your spear at them. The creature must pass a Dexterity Saving throw (DC 12+Str+Dex) or take 10d10+(Str*2)+(Con*2)+Dex+Sacrificed HP Damage. After using this ability you gain three levels of exhaustion, losing one level after each long rest afterwards.
You start with the following equipment, in addition to the equipment granted by your background: A Spear, 1d6+1 days rations, a full waterskin, a thick winter coat, a backpack, and 2d4*10 gold.
Sacrificial Code
Draining Thrust:
Upon choosing the Code of Sacrifice at 3rd level you have learned how to convert your own life force into pure power to push into your weapon, enhancing its abilities. Once per short rest, as an action, you can sacrifice 20% of you Maximum HP to make a melee weapon attack across a 30ft line. Any creature in the line, on a hit, takes 3d8+Str+Con Damage.
Spirit Shield:
At 6th level you have learned another technique, while still utilizing your own life force, instead of using it to attack, you sacrifice your own life in order to defend yourself and others. By sacrificing 10% Of your maximum HP you can grant yourself +4 bonus to AC for one minute, You can also grant a +2 bonus to AC to any other number of creatures, sacrificing an additional 5% of your Maximum HP per creature.
Draining Burst:
At 13th level you have expanded the use of your sacrificial techniques, as well as made them stronger, giving you access to the power to strike in multiple directions as once. Once per short rest, as an action, you can sacrifice 30% of you Maximum HP to make an aoe burst melee attack against all creatures within 30ft. On a hit the creatures take 3d12+Str+Con damage.
Bloody Veil:
At 15th level you have grown quite accustomed to using your own lifeforce and in doing so have also learned to turn the weakness of sacrificing your own life, into a strength. When you have less than 75% of your maximum HP, gain a +5ft bonus to your speed. When you have less than 50% of your maximum HP remaining, gain a +1 bonus to AC and another +5ft bonus to your speed. When you have less than 25% of your maximum HP remaining, all your attack rolls have advantage, gain another +1 bonus to your AC, and another +5ft bonus to your speed.. When you have less than 10% Of your maximum HP remaining, all your damage rolls have advantage, your attacks become magical for the purpose of bypassing resistance, gain another +1 bonus to your AC, and gain another +5ft to your speed.
Black Sabbath:
At 18th level you have learned one of the strongest sacrificial techniques their is, being able to bring out your life force into a physical manifestation of raw power, you can give up your life to bring all enemies around you too their knees, if not their deathbeds. Once per long rest, as an action, you can sacrifice 50% of your maximum HP and chose specific point anywhere you can see within 50 feet. In the chosen area your life force explodes like a bomb of force, all creatures you view as hostile must pass a Dexterity saving throw (DC = 12+Con) or take 3d10+Str Piercing damage and 3d10+Con Force damage. Or half as much on a successful save.
Legion Code
Legion Thrust:
Starting when you chose the Code of the Legion at 3rd level you have learned how to utilize the life force of those around you willing to give it to deal out powerful attacks and destroy your enemies with less risk to yourself. Once per short rest, as an action, you can chanel the lifeforce of your allies into your spear, taking 5% of the maximum HP from each willing ally, to make a melee weapon attack in a 30ft line. Each enemy hit by this attack takes #d10+Str Damage (# = 1 per ally who gave life)
Bloody Offence:
At 6th level you have learned a way to give your ability to utilize lifeforce to your allies for a brief amount of time. Once per short rest, as an action, you can give any number of allies you can see the blessing. All creatures with this blessing, when making melee or ranged attack rolls lose 5% of their current HP but get to make their attack and damage rolls with advantage for one minute.
Legion Burst:
At 13th level you can harness the power of your allies life forces even better than you could before, putting the power they offer you to truly good use. Once per short rest as an action you can chanel the lifeforce of your allies into your spear, taking 10% of the maximum HP from each willing ally, to make a melee weapon attack in a 50ft aoe attack. Each enemy hit by this attack takes #d8+Str Damage (# = 2 per ally who gave life)
Allied Bonds:
At 15th level you have become very adept at using the life forces of those around you, to the point you can even give power back to those who choose to aid you. When you use a skill that sacrifices the HP of your allies, all allies who gave up their life gain a +2 Bonus to AC for one minute and make their next attack rolls with advantage.
Legion Charge:
At 18th level you are a master at utilizing your allies willing lifeforce, with your combined efforts as a team, you can deal out devastating blows to bring even the strongest of creatures to their deaths. Once per long rest, as an action, you can channel the lifeforce of your allies into your spear, taking 30% of the maximum HP from each willing ally, to make a melee weapon attack against a single creature. On a hit the creature takes #d12+Str damage (# = 2 per ally who gave life)
Level | Proficiency Bonus | Features | Turning Tide |
---|---|---|---|
1st | +2 | Long Thrust | 1d4+Con |
2nd | +2 | Spear Assist | 1d4+Con |
3rd | +2 | Subclass (Sacrifice/Legion), Subclass ability | 1d6+Con |
4th | +2 | Ability score improvement | 1d6+Con |
5th | +3 | Delayed Charge | 1d8+Con |
6th | +3 | Subclass ability | 1d8+Con |
7th | +3 | Battle instinct | 1d10+Con |
8th | +3 | Ability score improvement | 1d10+Con |
9th | +4 | Bloodlust | 1d12+Con |
10th | +4 | Limitless | 1d12+Con |
11th | +4 | Cross Charge | 2d6+Con |
12th | +4 | Ability score improvement | 2d6+Con |
13th | +5 | Subclass ability | 2d8+Con |
14th | +5 | Spear Reversal | 2d8+Con |
15th | +5 | Subclass ability | 3d6+Con |
16th | +5 | Ability score improvement | 3d6+Con |
17th | +6 | Spear Mastery | 3d8+Con |
18th | +6 | Subclass ability | 3d8+Con |
19th | +6 | Ability score improvement | 4d6+Con |
20th | +6 | Gae Bolg | 4d6+Con |