Base Class: Fighter
Amidst the blood and mud of the battlefield, the thumping sound of hundreds of feet marching in unison can be heard. From the smoke emerges the fabled testudo, the formation used to deadly effect by the Solar Legions of Terasolis. Inside the array of shields marches the Legionnaire, a soldier who specializes in fighting in formation, in perfect synchronization with their allies. They are cogs in a well-oiled machine, and fight as one. Now, the Legionnaire brings this synchronous might to bear for the adventuring party.
Legionnaire Training
When you pick this subclass at 3rd level, you solidify your knowledge of the Legionnaire's fighting style: tower shield and gladius in hand. Add these two items to your inventory, or ask your DM to help you do so. While wielding the tower shield and the gladius, you gain a +1 to Armor Class and a +1 bonus to damage rolls with the weapon.
- Offensive Testudo: In addition, your Legionnaire fighting style encourages you to battle in close proximity with your allies, supporting one another. As a bonus action, you can create an offensive fighting formation with your ally that enhances your ability to strike at the enemy. For the next minute, any attack you make against a creature while an ally is within 5ft of you will get an additional 1d6 bonus to the attack roll. This feature can be used once per long rest.
- Defensive Testudo: Furthermore, when a creature makes an attack roll against an ally of yours that is within 5ft, you can use your reaction move in front of the blow, adding +5 to your ally’s AC for the duration of the roll. If the attack still hits, you split the damage between yourself and your ally. This feature can be used once per short rest.
Forced March
Advancement of your Legionnaire’s training has allowed you to take advantage of shifts in the battlefield to reposition yourself and keep the formation strong.
Your walking speed increases by 5 feet.
As a free action, if one of your allies starts a movement within 15 feet of you, you can move in step with them for up to 15 feet. This movement must be in the same direction as your ally, and all terrain rules apply.
You roll at advantage to prevent Exhaustion.
Castra
You are familiar with what it takes to build a fortified camp. Any time that your party camps or spends the night, you can take an hour to fortify your position. In a city, this may mean boarding your windows and doors. In the wilderness, you may emplace spikes or other materials to prevent ambush. Each day you remain in the same camp, you can further fortify your position. If you remain in the same place for 1 week, and have the materials to do so, the camp can become a permanent feature. And if you remain in the same place for 1 month, the camp can become a small village.
Depending on the time spent, the camp will gain certain benefits. On the first night, if you fortify, any ambushers will roll stealth at a disadvantage and your party cannot be surprised. After the first week, your party is immune to the effects of the weather and the camp will remain if you do not tear it down. After the first month, every day that your party occupies the camp there is a 25% chance that a wanderer or several wanderers will arrive, asking for permission to take up residence and begin working the land or plying their trade.
Pugio Non Perfecta Est
Your skills with the gladius or other one-handed-weapons have gotten significantly better as time has progressed.
Any time you use the Attack action with a one-handed weapon with the Light property, you can make an extra attack as a bonus action.
Plant the Standard
Legionnaires live and fight by the standard of their unit. To plant the battle standard is to claim the battlefield as the Legionnaire’s own. To plant it is to guarantee victory, raise the morale of their allies, and frighten their enemies into submission. As an action, you can mark the battlefield with your standard. You can pick up, move, and re-plant the standard elsewhere as a bonus action while it is on the battlefield.
When you plant the standard, all allies within 30ft of you immediately gain temporary hit points equal to your Fighter level. In addition, while the standard is on the field, you can distribute up to +10 points of Armor Class between no less than 3 of your allies and yourself. No person can receive more than a +3 bonus to their AC.
The standard itself is a targetable object with 10 HP and an Armor Class of 19.
This feature can be used once per long rest.
Previous Versions
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