Lancer

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*Thariel looked upon his apprentice with a combination of anger and disappointment “That stance is improper child” the apprentice Gilver shook their head in confusion “You keep saying that, but i've been doing everything the way you told me to” Picking up his lance, Thariel thrust it forward at the apprentice, giving him little time to think and act and stopping only an inch away from his face before causing actual harm “You would be dead right now, your stance is improper because you lack the confidence to make it your own” Gilver scratched the back of his head “But i thought i wasn’t supposed to improvise master” “That is not what i am saying, pay attention young apprentice.” Thariel, with almost divine speed spun forth his lance in a wild yet disciplined and well-drilled manner towards the sky, as nearby servants began throwing various objects at the master, he anticipated each of them, blocking up to 3 or more at a time with positioning so perfect that it almost seemed like an act “This is what you must achieve, not by simply following discipline, once these stances and disciplines become second nature, that is when your stance will be proper child”*

Starting equipment: A worn auxilea lance, Light armor, A whetstone, 2 boxes of rations (D quality), a book of discipline

Starting health: +6

Starting stat bonuses: +1 agility, +1 intelligence

Skilled at using: Lances, Staffs, Spears

**Lancer skills**

**LVL1**

**TRUE THRUST**

All Lancers including apprentices know to always strike where their enemy is most vulnerable, when attacking an enemy from the side you always roll with advantage.

**LVL2**

**THE DISCIPLINES**

At lvl2 you are ready to take up a specific style of combat within the field of the Lancer.

**Discipline of the Dragoon**

Whilst other disciplines favor fighting an enemy on foot, the Dragoons specialize in mounted combat, striking at their foes upon a shining steed. Many Dragoons work as mercenaries and are employed by various kingdoms to maintain peace through the realm. Dragoons take great pride in their work, and often act upon even the slightest injustice when faced with one.

LVL2: Mighty steed

You earn the companionship of a mount befitting your character’s race, once a day you may call upon your mount outside of combat, being mounted increases your movement speed to 10 spaces. The mounts health is 5 + your Dragoon level. While in combat getting on and off your mount costs 1 action.

**Discipline of the Sentinel**

The Sentinel Discipline favors a strong defense over a strong offense, often wielding a shield, sentinels hold the line and try to maintain formation when facing even the most deadly forces.

LVL2: Perfect parry

(Complex)

(2 actions)

Focusing your senses you may ready yourself for parrying the next thing the enemy throws at you. During the enemy turn if an enemy lands a hit on you, you may roll a DC 10 agility in order to negate the damage of the attack, if you are to fail the DC the attacks damage is still halved.

**Discipline of the Windfury**

The Windfury Discipline seeks to harness the power of the elements and the weather by using complex techniques and perfecting their many stances.

LVL2: Windfury stances

You gain the power to utilize stances, by assuming the correct posture and exact footwork you may achieve many feats, choose 2 stances from the Windfury Lancer stance list below:

**Stance of the roaring thunder:** (Simple) (1 action) Using an action you may distract up to 2 nearby targets with a loud and obnoxious clanging sound, the targets must roll a DC 12 Intelligence roll and upon failing are forced to attack you next round. (Passive) This stance heightens your HB by +1.

**Stance of the leaping lightning:** (Daily) (2 actions) Using an action you may jump 5 spaces into the air and descend upon a target within 5 spaces dealing 10  damage. (Passive) This stance adds the stun effect to your weapon if it is a Lance.

**Stance of the hailing rain cloud:** You gain the ability to cast the spell “Nuberis”, the spell is part of the Caelumancy school of magic and is cast using your intelligence bonus. You may find the spell in the Arcane Compendium.

(Passive) You gain advantage on your attack rolls whilst standing in a shallow pool of water.

**Stance of the falling snow:** (Passive) You gain resistance to freezing whilst in this stance standing still.

**Stance of the rising mists:** (Passive) You receive advantage on your weapon attack rolls whilst in a dark or foggy area.

**Stance of the gentle breeze:** (Passive) As long as you do not move on your turn, you may react to any ranged enemy attacks by dodging swiftly out of the way, to do so roll DC 12 Agility, upon failure you are still hit by the enemy.

**Stance of the weathervane:** (Passive) You gain an inherent understanding of the local weather patterns and the direction of the winds, allowing you to locate obstacles in the winds path up to a mile away and the general shape of those obstacles. From this you may ask the GM to reveal to you a certain structure or object in that range. (Passive) Whilst in this stance you have disadvantage to attack rolls.

**LVL3**

*Discipline of the Dragoon*

LVL3: Dragoon stances

You gain the power to utilize stances, by assuming the correct posture and exact footwork you may achieve many feats. You also gain the ability to use any of these stances whilst mounted, choose 1 stance from the Dragoon Lancer stance list below:

**Stance of the cautious mustang:**

(Passive) You gain an advantage on all dodge rolls for as long as you’re in this stance, if mounted you receive a +2 to your HB rating, your mount cannot be attacked whilst you are atop it in this stance. However you gain a disadvantage to attacking whilst in this stance.

**Stance of the Charging Bull:**

(Daily) (1 action) Using an action you may attempt to perform a furious charge at a target within 10 spaces of you, you must roll a d10 before performing the charge to determine the amount of spaces you are allowed to move for this charge, if the amount of spaces you can move for this charge doesn’t reach your target the charge fails, alternatively you may spend 2 actions for the charge to assure it is a success. Upon hitting your enemy make a weapon attack and on a hit deal xd6 damage, the x being the amount of spaces you have moved during the charge.

*Discipline of the Sentinel*

LVL3: Sentinel stances

You gain the power to utilize stances, by assuming the correct posture and exact footwork you may achieve many feats, choose 1 stance from the Sentinel Lancer stance list below:

**Stance of Clarity:**

(Daily)

(1 action)

For the rest of combat you gain an advantage on all rolls that add your intelligence bonus, you also learn one of the following things about a single enemy that you can see.

Their apparent weak spot

Their lowest stat

Any vulnerability to status effects

A thing that would agitate them

**Stance of Resilience:**

(Passive)

While in this stance your HB rating increases by 1d4, this stance may be initiated as a reaction to an attack.

*Discipline of the Windfury*

LVL3: Windweaving

*(Complex)*

*(1 action)*

Your understanding of the winds and the weather has allowed you to enchant your weapons with special properties. As an action

You may spend 10 minutes during a specific weather occurrence to enchant either your or an allies weapon for 5 hours with the following:

Thunderlight (During a thunderstorm) : The weapon deals an extra 1d6 damage and inflicts the Electrocuted status effect on criticals.

Waterstrike (During rainy weather) : The weapon gains a ranged capability if melee, the weapon gains 10 range.

Dustspike (During a sandstorm or duststorm) : The weapon is infected with long protruding spikes of sand, if ranged the weapon can be used as if it were a melee weapon. The weapon deals +2 damage and inflicts the blinded status effect of criticals.

Icespit (During snowfall or hail):  The weapon inflicts the freezing status effect on rolls of 15 or above.

**LVL4**

*Discipline of the Dragoon*

LVL4: Master of the saddle

*(Passive)*

Whilst riding a mount you gain a +2 to your strength bonus, you also roll with advantage when trying to ride a wild or unwieldy creature.

*Discipline of the Sentinel*

LVL4: Intercepting strike

*(Complex)*

*(Reaction)*

Whenever another creature enters the range of one of your equipped melee weapons you may do a reaction attack against that creature.

*Discipline of the Windfury*

LVL4: Windlash

You learn the spell Windlash from the school of Cealumancy

**LVL5**

**AUXILIARY RESOLVE**

*(Passive)*

Just as the Auxilea unflinchingly holds the line against the darkness, so will you hold the line against the various perrels that face you and your allies. If in a turn you have not used your move action, you automatically gain “Auxiliary Resolve” at the end of the turn, Auxiliary Resolve gives you advantage on all constitution, strength and agility DC’s and all damage inflicted upon you that isn’t considered magical is halved. Auxiliary resolve is cancelled if you move.