Radiant Pikeman

You were a member of an order of knights dedicated to a deity of sun and light. You know that next to your deity’s favor, a soldier’s greatest strength is their comrades. You wield a spear, glaive, halberd, or other polearm as a piercing ray of sunlight against your enemies.

Level 3: Harassing Strike

When a creature you can see enters your reach, you can use your reaction to Shove the creature. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.

Level 3: Radiant Fighting

When you deal damage with a glaive, halberd, lance, pike, or spear, you can choose for the damage to be radiant instead of its normal damage type.

Level 7: Formation Tactics

You bolster your allies when fighting shoulder to shoulder. While you have an ally within 5 feet of you who isn’t incapacitated, you can use a bonus action to take the Help action to assist that ally’s attack roll or their next Strength (Athletics) or Dexterity (Acrobatics) check.

Level 10: Foe of Darkness

Your faith and training make you a daunting foe of dark creatures. Once per turn, you can have advantage on an attack roll or ability check made against a fiend, undead, or creature of shadow.

Level 15: Give Ground

Once per turn when you are hit by a melee attack, you can choose to move 5 feet away from the attacker without provoking opportunity attacks. If you do, the attacker takes 1d6 radiant damage. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.

Level 18: The Sun's Protection

You have advantage on saving throws against spells. If you fail a saving throw against being charmed or frightened, you can choose to succeed instead. You can use this feature a number of times equal to half your proficiency bonus. You regain all expended uses when you finish a long rest.


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