Base Class: Fighter
You fight down the Path of Honor and you stand tall and are hard to knock down.
An Aura Of Heroes
Beginning at the 3rd level, you give off an aura of heroes that when in combat any ally within a range of 10 feet of you receives a +1 bonus to all melee attack rolls this also applies to you but only if have at least one ally within the range, if you have at least two allies in range change to +2 bonus to all melee attack rolls.
Stand your ground
Beginning at the 7th level, attackers gain disadvantage when attacking the spartan with a disarm or grapple, spartan must have a shield equipped. Also You can’t be charmed or frightened as long as you have a shield and you have an ally within your aura.
With It or On It
Beginning at the 10th level, you gain the power of your fallen heroes in battle. If you drop to 0 hit points, you cannot die outright in any case unless if someone hits you successfully while your down, and can make a DC 10 Constitution saving throw. If you succeed, you drop to 5 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Stand as one
Beginning at the 15th level, you can fight for yourself and also aid your team. When you hit a creature with a main hand melee weapon attack, gain another attack roll with your shield to deal 1d8 damage + your damage modifiers for bludgeoning damage. Applicable only on the spartan's active turn. This attack cannot critically strike, but gives your allies an opening. The next attack roll against the creature by an attacker other than you has advantage, if the attack is made before the start of your next turn.
We Are The Only Ones Who Give Birth To Men
Beginning at the 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 2 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Comments