Fighter
Base Class: Fighter

In real world history Centurions served as officers for the Roman military these officers were in charge of an entire Century (normally 80 men) and were often battle hardened and strict on discipline. In D&D the Centurion is a fighter you has both the combat experience and military training to lead others into battle, turning what is normally just a mixed group of people into a single organized and unbreakable unit.     

 

Battle Commands

When you roll for initiative for a battle chose a command for you and any friendly creatures with an intelligence of 6 or greater, the creatures must be within 50ft and must be able to see or hear you when you issue the command. The command lasts until you are out of initiative or the Centurion who issued the command is unconscious or dead, if the Centurion who issued the command becomes unconscious or dead then all creatures that were under the effects of the command ,except the Centurion who issued it, suffers 1d4 psychic damage. At level 15 you can use an action to spend one of your hit die and issue a different command, you can not issue a different command if you chose the command "Charge."

List of Commands.

1.Defend: You issue a command telling your allies to focus on defending them selves from danger, you and any allies under the effect of the command have their AC increased by 1 and get +1 to all saving throws, their base speed is decreased by 5ft. 

2.Attack: You issue a command telling your allies to focus on offense and aggression, you and any allies under the effect of the command add 1d4 to any attack roll and can add half of their proficiency bonus (rounded down) to any weapon damage rolls, also -1 to their AC.

3.Move: You issue a command telling your allies to focus on movement and mobility, you and any allies under the effect of the command have their base speed increased by 10 feet and get advantage on any and all DEX saves and checks.

4.Charge: You issue a command telling your allies to focus on offense and speed, you and any allies under the effect of the command can dash as a bonus action and have advantage on all weapon attacks, after the command comes to an end all creatures under the effect of this command take one level of exhaustion.

5.Fire: You issue a command telling your allies to focus on ranged attacks and engage the enemy from a safe distance. you and any allies under the effect of the command can use the maximum range on ranged weapons without rolling at disadvantage, also all spells that require you to make an attack roll and don't have a range of "Touch" get 20 feet added to their range, additionally attacking with a melee weapon that they are not proficient with against a creature within 5 feet is made at disadvantage.

Marian Centurion

You gain proficiency with CON saves, if you already have proficiency with CON saves you gain expertise with CON saves. Also when you take a short rest you can use one of your hit dice to remove one level of exhaustion (only one level per short rest) also you remove 3 levels of exhaustion for free on a long rest instead of 1.    

Mythical Centurion

When you deal damage with a weapon you are proficient with the damage rolled on the die is considered magical (assuming the damage from the weapon isn't already considered magical). Also whenever a friendly creature (or you) casts a spell of level 1 or higher on you, you heal 1d4 hit points (this increases to 1d6 at level 15), if the healing would put you past your maximum the remaining healing is converted into temporary hit points.     

Drill Centurion

You can teach someone proficiency with a single simple/martial weapon or shields or a single type of armor. It takes a combined time of 5 weeks (840 hours) to teach someone proficiency with a single martial weapon (long sword, long bow, etc.) or with shields. It takes 3.5 weeks (588 hours) to teach someone proficiency with a single simple weapon (short sword, dagger, club). It takes 9 weeks (1512 hours) to teach proficiency with a type of armor (light, medium, heavy) how ever a person must have proficiency with the armor type below it (if you want proficiency with heavy armor you need proficiency with medium (also for proficiency with heavy armor you need at leas 13 STR), and for medium you need proficiency with light, no previous proficiency needed to learn light armor), also it costs 100 gold and 100 sliver to complete any of the training a get the proficiency, (this represents training equipment and special diets and this cost can be made at any time in the training.)    

Unstoppable Conqueror of Ages

When you kill a creature with a CR greater or equal than half your level (rounded up) or you score a critical hit,  you and any friendly creatures within 30ft of you (other creatures must be able to see you and the creature you kill or the creature to caused a critical hit to) heal 1d6 hit points (at player level 18 this die increases to 1d8). Additionally when you damage a creature that is the same race as you, you can also add your proficiency modifier to the damage roll. 

Primus Pilus

When you are reduced to 0 hit points you can use your reaction to heal to half your maximum hit points and deal all hostile creatures within 80ft 5d20 damage, force damage if your alignment is neutral, necrotic if your alignment is evil, radiant if your alignment is good. Also for 1 minute you deal an extra 1d4 magical damage with all weapons. You can use this feature once per long rest. If you used this ability then when you are out of initiative you must make a CON save DC20 on a success you take one level of exhaustion on a failure you take three levels of exhaustion. 

Previous Versions

Name Date Modified Views Adds Version Actions
11/27/2021 8:11:24 PM
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1/10/2022 10:56:49 PM
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