Fighter
Base Class: Fighter

A Legionnaire is a updated battlemaster, they also have traits of the warlord to inspire allies and debuff enemies. The Legionnaire is mainly used as a versatile fighter that focuses on battle abilities and short range buffs and debuffs depending on which you select or a front line fighter that uses abilities to lock enemies down and deal massive single target damage.  

Bellator's Martii

When you choose this archetype at 3rd level, you learn abilities that use superiority dice.

Abilities. You learn three abilities of your choice, once per round you may use one, it can be a bonus action or an addition to an attack or reaction depending on the ability.  

You learn two additional abilites of your choice at 7th, 10th, and 15th level. 

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your abilities require your target to make a saving throw to resist the abilities’s effects. The saving throw DC is calculated as follows:

Ability save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Occisor Instinctus

At 3rd level you may take 1 minute to determine how many hit points a creature has, or at least within a a hit point (up to DM discretion). When you determine a creature's hit points you have advantage on your first strike against that creature.   

Legionnaire Abilities

The Legionnaire Abilities are presented mostly in Latin. *If you or an ally receives temporary HP from a legionnaire ability, you do not stack that temp HP, you either keep what you have or replace it with the new amount. (EX: if you have 5 temp hp from one ability and receive 6 from another, you may either keep the 5 or replace it with the 6.)

Praedator Coniectum

As a reaction you may sprint 15ft and take an attack that is targeted on an ally, reduce the damage you take by your superiority dice. 

Valorem Charge

After running 15ft you attack your enemy (Add superiority dice to d20) then charge into them pushing an additional 15ft. (Contesting STR roll).

Blinding Strike

After attacking,(Use your maneuver DC) you tilt your blade or gleam your armor to reflect light into your target's eyes. (30ft range) 

Centurion Grasp

When you strike an enemy with a melee attack, (add superiority dice to damage roll) you may grapple your target. Opposed STR rolls. If successful on your next turn you may use the Centurion Grasp again and pin your target (No contested STR check required).

Centurion Phalanx

As a reaction you may increase your AC by your superiority dice. (Roll for how much it is increased). If adjacent to one other ally you may increase their AC as well by the same amount, until the end of your next turn. 

Collum segmentum.

After landing a melee attack, add your superiority dice to damage, then (IF FLANKING) you may add an additional 2d6 slashing damage as you sneak attack them from behind. 

Emperor's Orders

After using the attack action (If you haven't moved and haven't used your bonus action) you can give an ally an additional action on their turn. (Basically think of giving them a action surge.)

Furore Yell

When you take the attack action, you yell to frighten your enemies. In a 30ft radius centered on you you fear your enemies, (Use Maneuver DC). If they fail, they are feared for 1 minute or until they save on the end of their turns.  

Honor's End

You yell or bash your weapon on your armor or shield, taunting all enemies in a 30ft radius. All enemies have disadvantage on attacking your allies until your next turn. 

Legate Parry

When another creature damages or tries to damage you with a melee attack, reduce it's damage by your superiority dice. Then you may attack back as a reaction. 

Legate Strike

When you take the Attack action on your turn, you can give one ally within 15ft advantage on their next attack. Add the superiority dice to your attack damage. 

Legionnaire's Aid

As a bonus action you may alleviate one status effect from an ally (touch based). you also give them your superiority dice in temporary HP.

Medicum Sprint

You can sprint an additional 15ft, then stabilize an ally, (If you provoked any opportunity attacks, you bring them to 1 HP instead.)

Rex's Decree.

As an Action, in a 30ft radius, give up to 6 other allies your superiority dice in temp HP. (Roll for temp HP) *This does not work if allies cannot hear your or if they are unconscious* 

Vestibulum Forum

Add superiority dice to d20 to attack, if the attack hits (use your maneuver DC) you can stun your target for one round.  

Warlord's Help

As an action you may inspire your ally, give them 1d12 of temp HP and add your superiority dice to that roll as well.  

Warlord's Leadership

Starting at 7th level,  You emit an aura of leadership and courage, all allies in line of sight gain a +1 to all saving throws and have resistance to fear. You also gain the ability to as a reaction impose disadvantage on an enemies strike against an ally, however prompts you all attack to have advantage on you until the end of your next turn. (Much like attacking recklessly as a barbarian.)

Deus Autem Manus

At 10th level, your superiority dice turn into d10s. and at 18th you may use two superiority dice per turn (Example, one ability may be used after an attack and one is a bonus action, both may be used in that situation. If an ability activates after an attack you must attack a second time to trigger another ability *Basically can't super stack on one attack*)

Prolonged War

Starting at 15th level, when you use second wind, you gain one superiority dice. 

Parithica's final stand

At 18th level, As an action, you yell to high heavens or the lowest of hells to grant your allies power and your enemies absolute death. you give all teammates in a 120ft radius 3d10 temp HP as well as all enemies in that same radius disadvantage on their attack until your next turn. Also clears any debuffs on allies, paralyze, deaf, blind, etc. (Does not dispel things like feeble mind, only works on status effects.) This recharges every long rest. 

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