Sunset Pikeman

You are (or were) a member of the Sunset Regiment (so named because its soldiers’ service ends rather than being a permanent occupation), trained in their pike and formation skills. You know that next to Khors’s favor, a soldier’s greatest strength is their comrades.

Harassing Strike

Beginning when you choose this archetype at 3rd level, 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.

Spear Fighting

Starting at 3rd level, when you wield a spear, its damage increases to 1d8, and its versatile damage increases to 1d10.

Formation Tactics

At 7th level, 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 an ally’s attack or a Strength (Athletics) or Dexterity (Acrobatics) check.

Foe of Darkness

Beginning at 10th level, your faith and training make you a daunting foe of dark creatures. Once on your turn, you can gain advantage on an attack roll or ability check made against a fiend, undead, or creature of shadow.

Give Ground

Starting at 15th level, 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 damage of the type dealt by your weapon. To use this feature, you must be wielding a glaive, halberd, lance, pike, or spear.

Khors’s Protection

At 18th level, 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 ability a number of times equal to half your proficiency bonus.

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