Base Class: Fighter
"... Thats when i saw them, a Stampeade of corpses across the battlefeild! Each one a man apon the brink of death, wounds decorating there bodies like medals......For as long as there beloved flag stood so will they, as it advanced so did they! a family united by loyalty held from death by eachothers loyalty!..."
- General Tram Ashbreath, 15th day of The battle of the StainedGarden
The life of a trench soldier is hard and unforgiving. Trained in large groups, taught to fight and die for your objectives. Taught to be worthless and easily replaced, nothing but the brotherhood of your fellow soldiers keeps you happy. In war men follow their commanders, and so do you with blind loyalty and fearless conviction. Your very life itself is your weapon and you will use to further your goals and slay your enemies!
As a trench soldier you have the basic training to fight during a war. You were never taught a specialised role, making you perfect for filling out armies and plugging holes in the defences. your barren training gives you the unique ability to grow and adapt, unlike other fighters who train their whole lives around a certain style. You find comfort with the simple and plain, as well as knowing that if needed you'll be able to defend yourself with whatever you find.
Grit your teeth and bare it!
Beginning when you choose this archetype at 3rd level, You gain the ability to push through pain and damage to hold to your actions. As a reaction when damage is inflicted on your character, you can roll a D6 and reduce the damage by the roll. you can perform this reaction a number of times equal to your Constitution modifier, minimum of 1.
At higher levels, the dice rolled increases to D8, D10, D12, at 7th,10th, and 15th level
The Land, My Armoury
Starting at 7th level, you can use your knowledge of combat and war to create traps and tricks with your weapons. You gain proficiency with tinker's tools that can be used to create simple traps e.g. hidden spikes, falling glass, etc. As well as the ability to alter your weapons (jagged blades, spiked bats) or craft crude weapons (like a spear, or hammer), work with your DM to discuss to what limit they are happy for you to tinker with/create weapons and traps.
This Trench, My fortress
At 10th level, you can move through non-magical difficult terrain as if it was normal. Also while in cover, half cover counts as three-quarter cover and three-quarter cover counts as full.
We will not fall!
Starting at 15th level, you and your allies gain bonuses while you stand together. While within 5-feet of your allies around you can add your constitution modifier onto their death saving throws. You also gain a +2 to your armour class while carrying or stabilizing an ally.
An Endless March
At 18th level, you gain the power to continue your march even after deathly blows. Once per day when you drop below zero health points, you can instead jump to 10 + your con modifier. While in this state you can only move towards enemies and make attack actions.
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