Base Class: Fighter
The Centurion is a defender first and foremost, exemplifying defensive training and tactics above all else. These stalwart fighters serve as guardians, elite guards, and unmatched shield bearers in any military that fronts them. Among adventurers, however, these warriors find new and inventive ways to give tactical advantage to their comrades and serve as the first and last line of defense for their less enduring allies.
| Fighter Level | Feature |
|---|---|
| 3rd | Centurion Training (2 Choices; +1 choice every 3 levels) |
| 7th | Armor Mastery (1 Choice) |
| 10th | Advanced Centurion Training (1 Choice; +1 Choice every 2 levels) |
| 15th | Unbreakable |
| 18th | Obdurate Until Death |
Centurion Training
Beginning when you choose this archetype at 3rd level, you begin your training in advanced defensive tactics. You gain 2 Centurion Training options when choosing this archetype, and gain one additional Centurion Training option every 3 levels thereafter: 6th, 9th, 12th, 15th, and 18th. Below are the list of Centurion Training Options:
Bulwark
You receive an additional +1 bonus to Armor Class while wearing armor.
Centurion Strike
You gain the ability to make a special opportunity attack against any creature that moves within your melee reach or makes an attack while within your melee reach. If this opportunity attack hits, the creature's movement speed is reduced to 0 until the beginning of its next turn and it suffers disadvantage on all attacks it makes until the end of its turn.
Chargebreaker
You gain immense advantages against typical linebreaking tactics. Any time you would be moved (not teleported) against your will, reduce the movement caused to you by 5 feet. Additionally, you may use the Chargebreaker reaction to grant yourself advantage on all saves against knockback, being knocked prone, and being stunned until the beginning of your next turn.
Defensive Interception
As a reaction, instantly move yourself between an ally within 5 feet of you and a creature that you can see that is attempting to make an attack against them, moving each of you up to 5 feet in order to intercept the attack. You become the new target of the triggering attack and all other attacks from that creature against the ally you are defending until the end of the attacker's turn.
Endurance Training
You gain 1 additional hit point for each hit die you possess.
Nimble Defender
You gain proficiency in DEX saving throws.
Phalanx Formation
You gain advantage on all melee attacks and DEX saving throws so long as you are within 5 feet of an ally wielding a shield.
Shield Wall
As a bonus action, you grant each ally within 5 feet of you a +1 bonus to their Armor Class so long as they are wielding a shield until the beginning of your next turn. This bonus ends if they remove their shield or move more than feet from you.
Total Defense
After training substantially in Centurion fighting tactics, you may pursue a completely defensive approach to combat. You may now choose to forfeit your bonus action on each of your turns to grant yourself an additional reaction until the beginning of your next turn. You must be 9th level to choose this option.
Bulwark
You receive an additional +1 bonus to Armor Class while wearing armor.
Centurion Strike
You gain the ability to make a special opportunity attack as a reaction against any creature that moves within your melee reach or makes an attack while within your melee reach. If this opportunity attack hits, the creature's movement speed is reduced to 0 until the beginning of its next turn and it suffers disadvantage on all attacks it makes until the end of its turn.
Chargebreaker
You gain immense advantages against typical linebreaking tactics. Any time you would be moved (not teleported) against your will, reduce the movement caused to you by 5 feet. Additionally, you may use the Chargebreaker reaction to grant yourself advantage on all saves against knockback, being knocked prone, and being stunned until the beginning of your next turn.
Defensive Interception
As a reaction, instantly move yourself between an ally within 5 feet of you and a creature that you can see that is attempting to make an attack against them, moving each of you up to 5 feet in order to intercept the attack. You become the new target of the triggering attack and all other attacks from that creature against the ally you are defending until the end of the attacker's turn.
Endurance Training
You gain 1 additional hit point per hit die you possess.
Nimble Defender
You gain proficiency in Dexterity Saving Throws.
Phalanx Formation
Any time you are within 5 feet of an ally that is wielding a shield while you are also wielding a shield, you gain advantage on melee attack rolls and DEX saving throws.
Shield Wall
As a bonus action, you grant each ally within 5 feet of you a +1 bonus to their Armor Class so long as they are wielding a shield until the beginning of your next turn. This bonus ends if they remove their shield or move more than feet from you.
Total Defense
Your training as a centurion has taught you various defensive tactics, and how to be a completely defensive fighter. You may sacrifice your bonus action to grant yourself an additional reaction on each of your turns.
You must be at least 9th level to choose this option.
Armor Mastery
At 7th level you gain Heavy Armor Master, Medium Armor Master, or Shield Master as a bonus feat
Heavy Armor Master
You gain heavy armor master as a bonus feat.
Medium Armor Master
You gain medium armor master as a bonus feat.
Shield Master
You gain shield master as a bonus feat.
Advanced Centurion Training
Starting at 10th level, you begin more advanced training in defensive combat, granting you access to even more potent options to enhance your defensive and support capabilities. You gain one Advanced Centurion Training at 10th level, plus an additional Advanced Centurion Training option at 12th, 14th, 16th, 18th, and 20th level. Below are the advanced Centurion Training options:
Dauntless
You are now immune to the frightened condition.
Hale and Hardy
You gain 1 additional hit point per level and now assume the maximum possible value on all of your hit die, both for regaining hit points and determining your maximum hit point values. You must have the Bulwark Centurion Training to gain this advanced centurion training.
Marching Phalanx
You and each creature affected by your Shield Wall or Phalanx Command bonus actions that is within 10 feet of you may choose to take your actions, bonus actions, and/or movement at the lowest initiative order among those who are affected and participating in your formation, allowing you to move as one without breaking formation. You must have Shield Wall to select this advanced centurion training.
Phalanx Command
As a bonus action you may grant each ally within 30 feet of yourself that can hear you Phalanx Formation, as your Centurion Training option, until the beginning of your next turn. You must have Phalanx Formation to select this advanced centurion training.
Resolute Guardian
As a bonus action, you grant one ally within 5 feet of you 3/4 directional cover and advantage on DEX saving throws until the beginning of your next turn. Any time your target moves, you may move with them so long as you have unused movement remaining. These bonuses end if you and your target move more than 5 feet from one another. You must have Defensive Interception to select this advanced centurion training.
Vigilant Protector
You can no longer be surprised so long as you are not incapacitated or unconscious, and are immune to sneak attacks.
Zenith Defense
You may use your action and half of your maximum movement to receive a number of reactions equal to your attacks per action until the start of your next turn. You must have Total Defense and be at least 12th level in order to select this advanced centurion training.
Dauntless
You are immune to being frightened.
Hale and Hardy
You gain 1 additional hit point per hit die you possess and assume the maximum value on all hit die you roll, both for restoring hit points and for determining your maximum hit points.
You must have the Bulwark Centurion Training to select this Advanced Centurion Training.
Marching Phalanx
You and each creature affected by your Shield Wall or Phalanx Command bonus actions that is within 10 feet of you may choose to take your actions, bonus actions, and/or movement at the lowest initiative order among those who are affected and participating in your formation, allowing you to move as one without breaking formation.
You must have Shield Wall to select this advanced centurion training.
Phalanx Command
As a bonus action you may grant each ally within 30 feet of yourself that can hear you Phalanx Formation, as your Centurion Training option, until the beginning of your next turn. You must have Phalanx Formation to select this advanced centurion training.
Resolute Guardian
As a bonus action, you grant one ally within 5 feet of you 3/4 directional cover and advantage on DEX saving throws until the beginning of your next turn. Any time your target moves, you may move with them so long as you have unused movement remaining and remain within 5 feet of them. These bonuses end if you and your target move more than 5 feet from one another.
You must have Defensive Interception to select this advanced centurion training.
Vigilant Defender
You can no longer be surprised so long as you are not incapacitated or unconscious, and are immune to sneak attacks.
Zenith Defense
You may use your action and half of your maximum movement to receive a number of reactions equal to your attacks per action until the start of your next turn.
You must have Total Defense and be at least 14th level in order to select this advanced centurion training.
Unbreakable
Starting at 15th level, your stalwart defense extends well beyond conventional means. Any time you receive bludgeoning, piercing, or slashing damage that is lower than your CON modifier after resistances and other damage reductions are calculated, you instead receive no damage.
Obdurate Until Death
At 18th level, you attain the pinnacle of defensive capabilities. Whenever an attack would reduce you to 0 hit points, it instead reduces you to 1 hit point. This feature cannot be used again until you have completed a long rest.
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