Base Class: Fighter
You are a member or former member of an old and disciplined mercenary unit known for flamboyant clothing and formation fighting. Whatever your background or species, service is an equally meaningful part of your personhood. Capital punishment, looting and blood money are a simple fact of life, and you may have extensively travelled to many warzones.
Level 3: Wall of Steel
You have grown accustomed and trained in mutual support during combat. When an ally is within 5 feet of you you have advantage on the first saving throw you make in a round. in addition, melee attacks against characters within 5 feet of you are made with disadvantage, unless the attack would deal piercing damage.
Level 3: Sudden Rush
You are trained to rapidly exploit breaches and breakthrough holes in an enemy line, and you can inspire others to move with you.
Once in a turn, when you succeed on a melee attack roll, you grant an additional 10 ft. (Ground) of movement speed to all allies within 30 ft. of you, Additionally, Within that 30 ft. radius, this effect may only activate once per round. Your Allies within 30 ft. of you may make a movement benefiting from this effect as a Reaction after your turn ends
Level 7: Double Pay Man
You have trained extensively with the musket and longsword and are considered a more valuable fighter, making your musket and longsword attacks far more lethal against groups of enemies. You gain mastery in these weapons.
When you make an attack with a musket or longsword for the first time in a turn, you can make an additional attack against a target other than the original within 5 feet of the original target with disadvantage. Also, the first attack in a turn (not including action surge) that you make with a longsword has an additional 5 feet of reach and does bonus damage equal to your proficiency bonus.
Level 10: Turn Weapon
You are experienced in turning aside enemy weapons as part of a formation and now apply that to adventuring.
When you make a successful melee attack against a Small, Medium or Large enemy that would deal slashing damage, you can force your target to make a Dexterity Saving Throw with a DC equal to 8 + Your STR Modifier + Your Proficiency Bonus. If your Character has an STR Score below 21 and the target is of Large Size or Above, then the target receives advantage on the Dexterity Saving Throw. If the enemy weapon is a polearm, the haft is broken and it no longer has the reach property.
Level 15: Crush Morale
Due to your burgeoning experience, You Irradiate a dangerous atmosphere. At the beginning of an Encounter all Hostile Creatures below Gargantuan Size and within a 50 ft. radius of you are subject to a CON Saving Throw of a DC of 5 + Your CHA Modifier + Your Intimidation Skill Proficiency Value (If You Have Any), If the Hostile Creature fails they receive the Frightened Condition lasting the entire Encounter.
Level 18: Artillery Support
You are accustomed to fighting in close proximity to both magical and nonmagical friendly artillery, conferring on you the following benefits.
When you attack an enemy with a melee weapon, you deal an additional die of damage if that enemy has failed a dexterity saving throw against the ranged attacks of your allies since the end of its previous turn. In addition, you always succeed on saving throws against attacks made by your allies, and only suffer damage from those attacks rather than any other effects such as conditions.
Previous Versions
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