Fighter
Base Class: Fighter

Receiving training that allows them to channel their Ki to deliver seismic strikes with their fists and learning the ways of the blade to cut down their foes, the Centurions are masters of martial combat. When a Centurion enters the battlefield, whether they are leading their allies or facing down a mighty foe in 1 on 1 combat, all who know of their legend are the first to back down and those who don't... Well, they soon learn of it. As a mighty warrior from the past once said," The Centurion sees the battlefield like a chessboard. Each warrior has their part to play and sometimes sacrifices need to be made. This is the nature of war and the Centurion revels in it."

Centurion's Wrath

When you choose this archetype at 3rd level you gain the ability to make an unarmed attack as a free action after a successful attack with a one-handed weapon while you have another empty hand. If the unarmed strike is successful, you can expend one charge to either grapple or stun the opponent until they are attacked, or until the start of their turn. You can only to do this once per round. After 2 uses you will need a short or long rest to regain this ability. The number of uses between rests increases to 3 times at level 10, and 4 times at level 15.

This special unarmed strike does (1d4 + STR mod) damage. At level 7 this damage increases to a (1d6 + STR mod). At level 12 this damage increases to (1d8 + STR mod). These overrides all other Unarmed-strike/Natural-weapon damage.

Lion's Claws

Starting at the 5th level you are able to use "Centurion's Wrath" as a normal unarmed strike action.

Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Imperial Might

Starting at 7th level your critical hits using unarmed strikes knock your opponent prone unless they succeed a STR saving throw. (DC = 8 + STR Mod + proficiency bonus)

You can also expend two charges on Centurions Wrath to knock your opponent prone unless they succeed a STR saving throw. (DC = 8 + STR Mod + proficiency bonus)

Against All Odds

At 10th level, when your party is outnumbered two to one, your attacks gain advantage, your AC increases by 1, and you deal an extra 1d4 points of damage.

Eagle's Talons

At 15th level, you gain the ability to make a running, jump attack once per short or long rest that causes increased damage. On a hit, they suffer an extra (2d6 + STR) points of piercing damage + your currently equipped one handed weapon rolled damage. They must make a STR saving throw or be knocked prone (DC = 8 + STR Mod). The attack provokes an attack of opportunity on a miss. You must have at least 15 ft between you and the victim of your attack. At level 18 you can do this twice.

Ala lacta Est

Starting at level 18 you are able to conduct an "execution" on a creature you hit with a melee weapon and are currently grappling or is prone as long as the target creature is within 10ft and fails on a STR saving throw (DC = 8 + STR Mod). On Success the target creature takes double the damage it would normally take. On a failure the target creature takes quadruple the amount of damage it would normally. You can only use this action once per short rest.

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