Base Class: Fighter
A Legionnaire Fighter is the backbone soldier of any fighting force across all planes and worlds. Whether amongst fellow warriors on the frontlines of war, keeping the peace as part of the city guard or fighting as part of a mercenary company, Legionnaires fight best when alongside allies, striking hard and fast from behind their shields. With a good footing and a strong shield arm, Legionnaires form the rock that the waves of their foes shall break upon.
Steel Armed
A Shield is more to you than a simple upgrade to your defences. Starting at 3rd level, while wielding a shield you gain a new option for your attack action, Shield Bash. You can use this attack a number of times equal to your proficiency bonus. After using this attack you may also use your bonus action to make a single weapon attack against your target.
Shield Bash: Strength based weapon attack, deals 1d6+str modifier Bludgeoning Damage. On a hit, target must succeed a DC (8+str modifier + Proficiency bonus) Constitution Saving Throw or be Stunned until the end of their next turn.
In addition, when wielding a shield all allies within 5 feet of you that are either to the side or behind you (diagonally behind included), gain a +1 bonus to their AC.
Opportunistic Strike
You have learned to wait until your opponent opens their guard to make your attacks. Starting at 3rd level, whenever an opponent misses you with a melee attack, you can use your reaction to make a single melee weapon attack with advantage against them.
Hold the Line
As part of your shield wall, you know when not to break formation. At 7th level, you cannot be moved against your will and you have advantage on saving throws against being knocked prone.
Defensive Bulwark
Not all enemies use swords, claws and bows. You have learned techniques to protect yourself and your allies even against the attacks of greater foes. At 10th level, you and all allies you are currently formed up with (beside, behind or diagonally behind you), gain advantage on saving throws against Area of Effect attacks such as spells or the breath of dragons.
Additionally, the bonus to AC provided to allies formed up with you increases to +2.
Rally to Me
In the heat of battle, chaos can turn the tide in seconds. You have learned how to adapt to this and how to lead others to do the same. At 15th level, you can call out a Rallying Cry as a Bonus Action. When you do so, you and all allies that can hear you immediately make Saving Throws to end any negative effects on them and regain 1d10 + your fighter level in hitpoints.
Once you use this feature, you can no longer use it until after you finish a short or long rest.
Battlefield Commander
Your experience in combat has earned you the respect of your allies, on the battlefield, you can call when to push the attack. At 18th level, you can call on your allies to strike as one. As an action, you call out the attack order and all allies who can hear you can make attack actions or use spellcasting immediately. You then can take your attack action as normal.
Once you use this feature, you can no longer use it until after you finish a short or long rest.
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