Base Class: Fighter
The Legionnaire is a highly disciplined fighter who uses their strength and knowledge of battle tactics to crush their foes. They are fighters who are empowered by the very spirits of the Legions - ancient armies that once ruled the battlefields. The relics of their success are timeless, and even centuries after the last Legion, there are fighters who follow their footsteps. Over time, these fighters unlock the secret behind the success of the Legions.
The Legionnaire focuses on versatility, toughness and team play. They unlock special fighting methods called stances, which provide them with passive or active benefits. As they progress through their training, they learn the ability to call aid from the lost legions themselves, meaning that a legionnaire never fights alone.
Legionary Training
At level 3, your training has allowed you to learn specialized fighting forms used by the Legions.
You gain access to stances, which are specialized fighting methods. You can enter a stance with a bonus action and gain its benefits. You can use a bonus action to switch from one stance to another, or to dismiss your current stance. You can maintain a stance as long as you are not incapacitated. All stances grant you an extra benefit for the turn you enter them in addition to their passive benefits.
You start your career with the knowledge of 3 stances. You learn two additional stances at levels 7 and 10. You can also change a stance you know to a different stance at those levels. Some stances might require a DC. The DC for stances are DC: 8 + proficiency bonus + Strength modifier
Adaptive Defense
During this stance, you receive a +1 bonus to your AC for every foe adjacent to you, up to a +3 bonus AC.
On the turn you enter this stance, you can make a melee attack to shield bash a target. If you hit, you deal 1d4 blunt damage and the target staggers, granting advantage to the next attack roll against the target.
Contend Enemies
When you enter this stance until your next turn you can make an opportunity attack on each turn without using your reaction.
Dimachaerus Stance
During this stance, you forsake any sense of defending yourself and have a penalty of -2 AC. However attackers who hit you provoke opportunity attacks.
When you enter this stance your attacks deal an additional 1d6 damage until your next turn.
Iron Leader
During this stance, you have advantage on Intelligence, Wisdom and Charisma saving throws until your next turn.
When you enter this stance, all allies who can hear you share this benefit until your next turn
Line Tactics
During this stance if you have at least one ally adjacent to you, you and any allies adjacent to you receive half your proficiency bonus (rounded down) to their attack rolls and damage. This effect does not stack on itself, meaning that two legionaries with line tactics activated only benefit from one of them.
On the turn you enter this stance, you and your allies defend all areas within 5ft of you, making it difficult terrain to opponents until your next turn. If an enemy enters an area within 5ft of you, or an ally, you can make an opportunity attack against it without using your reaction.
Oppugnare (Charge)
During this stance, you ignore difficult terrain and if you move at least 10ft immediately before hitting a creature with a melee attack, you deal an additional 1d6 damage.
You may make an attack with a thrown weapon as a part of the same bonus action used to enter the stance.
Protect Allies
Until your next turn whenever an ally is attacked you can impose disadvantage on it if you are within 5ft.
Shield Shove
When you enter this stance you shove an enemy directly in front of you with your shield. They are pushed 5ft and must also make a strength saving throw, if they fail then they are also pushed prone
Testudo
During this stance, you gain the benefits of three quarters cover.
On the turn you enter this stance, you can also extend this benefit to an adjacent ally. If that ally is carrying a shield, you both benefit from full cover instead. You must have a tower shield equipped to benefit from this stance; otherwise, you only gain benefits from half cover or three quarters cover.
The Eagle
At level 7, you learn the ability to tap into the source of power behind the legions success. You tap into this power through the golden eagle of your legion, which manifests in one of three ways.
As an action, you can choose between one of the following effects. You can use this feature twice per short rest. 1-) Diana's Companion: Diana sends you a golden eagle spirit to act as a scout and a companion. The eagle spirit produces bright light in a 30ft sphere. As long as you are within 100ft of your eagle, you can communicate with it telepathicly. The Eagle lasts for 30 minutes or until you dismiss it as a bonus action.
2-) Vulcan's Blessing: Vulcan himself blesses one of your weapons, reforging it temporarily. As an action, choose a weapon that you are carrying. The damage type of weapon changes to one of the following for one hour: Fire, cold or lightning and deals an additional 1d8 of the damage type chosen. The weapon is also considered magical for the duration. This bonus is lost if anyone but you tries to use the weapon. When under the effects of this feature, you can see a golden eagle (an aquila) inscribed or attached somewhere on the weapon. 3-) Juno's Gift: Juno senses the despair of you and your allies and sends you a gift. A ball of light in the shape of an eagle appears over your head and explodes in a bright flash of light. Enemies within 15ft of you must make a Constitution saving throw or be blinded for one round. You and allies within 30ft of you are receive 2d10 temporary hit points and have their speed increased by 10ft until your next turn as they are filled with renewed hope.
Perseverance of the Legion:
At level 10, the legacy of the Legions sustain you during battle. When you enter a stance during combat, you regain hit points equal to your constitution modifier.
Child of the Legion
At level 15, you have embraced the legion so fully that the Ancient Legions offer you a gift. Because of the divine authority given to the Ancient Legions you can choose a gift from the Gods or a gift from the Legion You gain access to a special stance according to your decision. You can enter your special stance twice per short rest.
Sire of Jupitor
Fulminata: During this stance, your weapons and armor crackles with lightning. At the end of your turn creatures within 5ft of you must make a dexterity saving throw. You deal 2d10 lightning damage on a failed save, or half as much on a successful one.
On the turn you enter this stance, when you attack with a melee weapon you shoot bolts of lightning from your weapon instead. All targets on a 15ft by 5ft. line must make a dexterity saving throw. On a fail they take an additional 2d8 Lightning damage to the normal damage your weapon deals.
Sire of the Legion
Combat Rhythm: You fight with the strength and speed of the countless legionnaires before you. While in this stance you can move 5ft after successfully making a melee attack and dealing damage to an enemy.
On the turn you enter this stance, you deliver the ultimate strike, a devastating blow that will fell all but your mightiest foes. Your first weapon attack when you enter this stance is considered an automatic hit which ignores immunities and resistances, and deals an additional force damage equal to your fighter level x2.
Wrath of the Legion
At level 18, you mastery in battle makes you a Legion on your own. As an action, you can summon two phantasmal legionaries to your aid. These legionaries appear at adjacent squares to you. Phantom Legionnaires are more of an extension of you than separate entities - due to this, the following rules apply.
- You can use this feature once per long rest.
- Phantom Legionaries share your hit points, abilities, equipment and class features.
- Phantom Legionaries can take a single move action and make a single melee attack.
- Phantom Legionaries start out in the same stance you were when you summoned them. However they cannot use the special stances.
- If an effect deals damage to the Phantom Legionaries , you take the same damage - anything that happens to the legionaries happens to you, and vice versa.
- In contrast with the rule above, if an ability effects multiple Phantom Legionaries, or you and the Legionaries together, treat it as only affecting you.
- After 3 rounds, the legionnaires vanish.
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