Fighter
Base Class: Fighter

Soldiers that are battle-hardened veterans and greatly benefit from teamwork and good leadership. They follow orders well and can easily come up with new plans when the first ones go astray.

 

 

 

 

Credit to DamakosVaris for helping me write the features and thinking them up. Go look at his stuff, he has a lot of good stuff and he is still improving!

Teamwork

Starting at 3rd level, you gain the ability to boost your and your party members attacks and skill checks. When an ally is within 5 feet of you, you may use a bonus action to either give your ally a bonus equal to your proficiency bonus to their next attack, ability, or skill check, or give yourself a bonus equal to your proficiency bonus to your next attack roll. You can use this ability an amount equal to your proficiency bonus. Taking a long rest replenishes all used uses of this trait. If there is another Legionnaire in your party, you may use this one more time and the bonus goes up by one for each Legionnaire within 5 feet of you.

Centurion

Starting at 7th level, you become a natural leader. You gain 3 Leadership points, and as a bonus action you may expend 1 leadership points to reroll one of your ability rolls, attack rolls, or skill checks, or add a d4 to your damage roll. You can also use a Leadership point to let an ally within 15 ft. of you reroll on ability, attack, or skill check, or add a d4 to their next attack roll.

Battle Formations

When you reach 10th level in this archetype, you have learned some common Roman battle formations. When you first gain this trait, you learn one of the following formations.

Tortoise Formation: If you are wielding a shield, you may spend your action to move to an ally within your base walking speed and give them a +5 AC bonus. While you are giving them this bonus, you cannot attack unless you take a bonus action to lower your shield and remove the AC bonus, and your speed becomes 0 until you lower your shield. 

Pincer Formation: As an action, you and an ally within 15 ft. of you may move out and around an enemy you can see. Both of you gain advantage on your next attack roll against the target, and you may add a d6 to your next damage roll.

Eiaculare Flammas: As a bonus action, you may dip your arrows in burning oil and let it fly towards your enemies. Arrows that have been dipped in the burning oil deal an extra 1d6 fire n. damage on a hit. Roll a d20. On a 1-10, the arrow fizzes out once it hits or misses. On a 11-17, it burns for two of your turns and burns out at the end of your second turn. On a 18-19, it burns for five of your turns. On a 20, it burns for the rest of the fight and grows 1d4 feet every turn. if a creature starts or ends their turn in the fire, they take 1d8 fire damage. You can use this feature an amount of times equal to your proficiency bonus, and you regain all expended uses once you finish a short or long rest.

Improved Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

 

Praetor

Starting at 18th level, you become a Praetor (General) in Roman army. Once per week, you may call in 19 legionnaires and 1 centurion to fight by your side. Legionnaires have +4 STR, +0 DEX, +3 CON, +3 INT, -1 CHA with 15 HP and 17 AC.  Centurion is +5 STR, -1 DEX, +4 CON, +3 INT, -3 CHA with 17 HP and 19 AC. You also gain access to siege weapons, and once per 25 battles you gain access to an onager, which is a very powerful catapult. If you use one, it will do 5d8 bludgeoning damage. it may fire twice once summoned, then it well not work. Leave the DM to decide why, maybe you ran out of ammo, maybe your targeting system broke. 

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