Fighter
Base Class: Fighter

In travel and conquest, you are exceptionally well versed, ready for whatever is thrust in front of you. You rely heavily on well-designed equipment to maximize your effect on the battlefield 

Preemptive Pilum

When first engaging an enemy target, you may throw a javelin at them if they are within 10-30 feet without burning an action, provided you close the distance that turn. 

Pilum: your javelins are pilum, specifically designed to encumber your opponents. Pilum ignore the effect of physical shields, when thrown at a target of comparable size (up to one size larger than you) they cannot have advantage in attacks until they burn an action to remove the Pilum.   

 

As a legionary you are very well versed in entrenching a position, and are able to erect fortifications in areas given proper time even without optimal building material you can improvise a defensive position starting with at least 1 hour of prep.

Scutum and Gladius Mastery

Starting at level 10 you are more efficient with your weapons.

Your scutum is a towering shield and an effective weapon in its own right. If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. 

Your Gladius designed for thrusting, not slashing, with time you have been able to hone the ability of quick and deadly thrusts with the short sword. If an attack with your Gladius lands add an extra d4 of damage. Scaling with level.

 

Roman Philosophy

"The victor is not victorious if the vanquished does not consider himself so" By 10th level you have witnessed enough of the horrors of war and combat to truly understand these words. Once per long rest when you are brought down to 0 HP you may come back to 1 HP 

Immediately take a turn disregarding imitative, and take 1 level of exhaustion.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Phalanx Buster

You know what it is like to face down an elephant in hand-to-hand combat. You can longer be freighted.  

You are exceptional against tight formations or spear armed opponents. Gain a +2 to hit with a melee attack using your short sword against any enemy wielding a spear without any shield, they cannot gain advantage on you while you are standing. You gain a flanking bonus against any enemy who is directly adjacent to at least 3 other opponents. 

Exceptional Critical

At 18th level, your criticals hits at a roll of 16-20

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