Base Class: Fighter
Professional soldiers of various empires throughout history, legionnaires strike awe into the citizens they protect and fear into the savages they conquer. Legionnaires are most comfortable standing shoulder-to-shoulder with their allies, battling on the field in specialized formations. These legionnaires are disciplined, well-trained, elite heavy infantry who serve as the bulk of their empire's fighting force.
Legionnaire Formations
Beginning when you choose this archetype at 3rd level, your mastery of tactics and infantry formations allow you to increase the combat effectiveness of you and your allies. During a combat encounter, you can use your bonus action to activate a formation. Only one formation may be active at a time. The formation is active until you use a bonus action to end it, use a bonus action to change formations, or until the end of the current encounter.
Aggressive Formation. While this formation is active, you can use your reaction to take the Help action to give advantage to the melee attack roll of an ally within 5 ft. of you.
Defensive Formation. While this formation is active, when one ally within 5 ft. of you is targeted by an attack roll, you can use your reaction to increase the AC of that ally by the AC bonus of your shield against that attack. You must be wielding a shield to use this formation.
Ranged Formation. While this formation is active, whenever you make a ranged weapon attack one ally of your choice within 5 ft. of you can use their reaction to make a single ranged weapon attack as well.
Disciplined Formation. While this formation is active, you and all allies within 5 ft. of you have advantage on saving throws against being frightened or charmed.
Construction Work
Legionnaires did not spend all their time in battle. Often times, legionnaires were used to work on construction projects and many were skilled craftsmen. Starting at 3rd level, you gain proficiency with the following Artisan's Tools: Mason's Tools and Carpenter's Tools.
Fortifications
Starting at 7th level, you gain the ability to create temporary fortifications outside of battle. During a short rest, you can spend 1 hour working on completing one of the following fortifications:
Trench. If you are on workable ground, you can dig a trench that is 5 ft. deep, 5 ft. wide, and up to 30 ft. long. Any Medium creature within the trench gains the benefits of three-quarters cover and any Small or smaller-sized creature within the trench gains the benefits of full cover against ranged attacks made from creatures outside the trench.
Mobile Shield. If you have access to workable wood or similar materials, you spend time crafting up to 3 large, portable shields that are placed on the ground. They are 4 ft. tall and 2 ft. wide, and must be placed to face a specific direction when put down. A mobile shield takes up the space of a 5 ft. square and provides half cover to one Medium creature behind its face. A creature can use an action to pick up a mobile shield, use an action to place it down, and moves at half its movement speed while carrying it. A mobile shield has an AC of 15 and 25 hitpoints.
Spike Log. If you have access to workable wood or similar materials, you spend time crafting 1 large spike log. This spike log takes up a 5 ft. by 10 ft. space, and cannot be moved in combat once it is placed. The area the spike log is on is considered difficult terrain, and any Large or smaller creature that moves into the spike log's space takes 2d10 piercing damage. A spike log has an AC of 15 and 40 hitpoints.
Pilum Expertise
Starting at 10th level, you can draw and make a ranged weapon attack with a Javelin, Spear, or Trident as a bonus action. If a creature is donning a shield and you hit it with a ranged weapon attack from a Javelin, Spear, or Trident the target loses the AC bonus from its shield until the start of its next turn.
Decanus Formations
Your combat experience and leadership potential have increased the effectiveness of your formations. Starting at 15th level, the range of all your formations increases to 10 ft.
Centurion Orders
At 18th level, your time and experience as a legionnaire has given you the ability to bolster and coordinate your allies through a series of special orders. As an action, you may use one of the following Centurion Orders. A creature targeted by your Centurion Orders must be able to hear and understand you for its effects to take place. You must then complete a short or long rest before you can use your Centurion Orders again. A creature can benefit from only one Centurion Order at a time.
Renew the Troops. With emboldening words you give your nearby allies the courage to fight on. Choose up to six allied creatures within 30 ft. of you. Each of these creatures gain temporary hitpoints equal to your Fighter level + your Constitution modifier.
Lead by Example. With a series of snap commands you inspire your nearby allies. Choose up to six allied creatures within 30 ft. of you. For 1 minute, whenever these creatures make an attack roll or saving throw, they can add 1d6 to their roll. This effect ends early if you are incapacitated.
Victory Surge. With a triumphant roar your nearby allies seize every opportunity to attack. Choose up to six allied creatures within 30 ft. of you. Until the start of your next turn, the chosen creatures can make a single weapon attack as a free action on their turn.
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