Base Class: Fighter
Whether part of a mercenary unit, national standing armies, or in service to a guild or religious order, a Legionnaire is no stranger to the battlefield. Legionnaires are most commonly armed with spears or pikes but can be equally deadly with any polearm, which they wield with unique and deadly skills. Those Legionnaires who leave the army life behind can make excellent adventurers due to their experience with battle and long, harsh campaigns.
Polearm Expert
At 3rd level, you are an expert with spears, pikes, and other polearms. A spear's damage die increases to 1d8 for you, or 1d10 when wielded with two hands. In addition, you can wield weapons with the heavy property that also have the reach property without suffering disadvantage on the attack roll if you are Small
Polearm Techniques
Also at 3rd level, you are skilled at wielding a polearm in formation. As a bonus action, you can use one of the techniques listed below if you are wielding a spear or a weapon that has both the heavy and the reach property.
Charge You lower your polearm, ready to charge. Your movement speed increases by 5 feet until the end of your turn, and the first time you move 20 feet in a straight line toward a creature before hitting it with an attack with your polearm before the end of your turn, you can roll the polearm's damage die one additional time and add the result to the damage roll.
Cover You use your polearm to cover for an ally within reach. Choose an ally within reach of your polearm. Melee attacks against that ally have disadvantage on the attack roll until the start of your next turn, they are no longer within reach of your polearm, or you are no longer holding your polearm.
Plant You plant your polearm to receive a charge. Your movement speed is reduced to 0 until the start of your next turn, and the first time a hostile creature enters your reach before the start of your next turn, you can use your reaction to make an attack against them with your polearm. On a hit, the creature takes an additional 1d4 damage for every 10 feet it moved before entering your reach.
Press You change your grip on your polearm to use it for pushing and tripping opponents. Until the end of your turn, you can attempt to shove creatures within your polearm's reach, even if you do not have a hand free.
Reach You change your grip on your polearm to allow for maximum reach. Until the end of your turn, your reach with it is increased by 5 feet.
Campaigner
By 7th level, you are accustomed to long marches and harsh conditions. You gain proficiency in Vehicles (Land), and you and your companions can march an additional number of hours equal to your proficiency bonus each day before needing to make saving throws to prevent exhaustion.
Infantry
Also at 7th level, you can deal heavier blows with a polearm than others and are more skilled with a spear and shield. Your damage die with spears wielded with 2 hands and weapons with both the heavy and reach properties increases to 1d12. While wielding a spear with one hand, you gain a +1 bonus to your armor class if you are also wielding a shield.
Pole Sweep
By 10th level, you can keep your enemies at bay with an onslaught of attacks from your polearm. As an action, you can sweep your polearm around you or unleash a barrage of thrusts against those within its reach.
Each creature of your choice within reach of a spear or melee weapon with both the heavy and reach properties you are wielding must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failure, a creature takes damage of your polearm's type equal to 4 rolls of your polearm's damage die and is pushed 5 feet away from you. The damage increases to 5 rolls of your polearm's damage die when you reach level 13 in this class and to 6 rolls of your polearm's damage die when you reach level 17.
Creatures that fail their saving throws by 5 or more are also knocked prone. On a successful save, a creature takes half damage and isn't pushed or knocked prone.
Once you have used this ability, you cannot do so again until you finish a short or long rest. When you reach level 18 in this class, you can use this ability twice and regain both uses when you finish a short or long rest.
Advanced Polearm Techniques
By 15th level, you are a master of the polearm. Your polearm techniques are improved in the following ways:
Charge When you lower your polearm for a charge, the first time you move 20 feet in a straight line toward a Large or smaller creature before hitting it with an attack with your polearm before the end of your turn, that creature must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked prone.
Cover When you cover for allies, melee attacks against any ally within reach of your polearm have disadvantage on the attack roll until the start of your next turn or you are no longer holding your polearm.
Plant When you plant your polearm and make an attack roll as a reaction when a creature enters your reach, the target's movement speed is reduced to 0 until the start of its next turn on a hit, and the creature takes an additional 1d4 damage for every 5 feet it moved before entering your reach, instead of 10.
Press When you ready your polearm to shove opponents, you have advantage on Strength (Athletics) checks made to shove creatures with it until the end of your turn.
Reach When you change your grip to improve your reach, you have advantage on the first attack roll you make against a creature at your polearm's maximum reach before the end of your turn.
Twin Technique
By 18th level, you are able to shift between your polearm's uses with barely a thought. When you use a bonus action to use one of your Polearm Techniques, you can use a second technique as part of the same bonus action. You can do this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.
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