Fighter
Base Class: Fighter

There were none more capable of military and civic duty than the legionnaires of the Imperium. In exchange for 25 years of service to the Imperium, legionnaires were granted their own parcel of land and the wealth that came with it. This service required more than just devotion to violence. Legionnaires were renowned members of society — such as workers, engineers, craftsmen, and even police. Along with that they were masters of war, legionnaires often wielded an array of weaponry most versatile for their needs, such as the pilum (javelin), scutum (shield), gladius (short sword), and the pugio (dagger). The effectiveness of the legionnaires of the Imperium was known throughout the known world.

(This subclass is inspired by Age of Antiquity 5E and CletusKentucky)

Legionary Stances

Beginning when you choose your archetype at the 3rd level, the constant drilling of infantry tactics and formations allows you to increase the combat effectiveness of you and your allies. You gain access to the following list of formations/stances. During a combat encounter, you can use an action to activate one of the stances. Only one can be active at a time. The benefits from each different stance are active until you take an action to end it, take an action to change it, or the end of the current encounter.

Contendite Vestra Sponte(Aggressive Stance):  While in this stance, you can use your reaction to use the Help action to give an advantage to an attack roll your ally makes, as long as that ally is within 5 feet of you.

Testudinem Formate (Defensive Stance): While in this stance, if an ally within 5 feet of you is attacked, you can use your reaction to increase the AC of said ally by the AC bonus of your shield against that attack. (Must be wielding a shield)

Iacite Pila (Ranged Stance): While using this formation, whenever you make a ranged weapon attack, an ally within 5 feet of you can use their reaction to make a single ranged weapon attack as well. 

Ciringite Frontem (Disciplined Stance): While using this stance, you and any allies within 5 feet of you have an advantage on saving throws against being frightened. 

Weapons Training

Starting at the 7th level, the constant weapon drills have become a core part of you giving you greater flexibility with your use of your weaponry. You can make a thrown attack with a pilum (javelin) as a bonus action. Additionally, you can switch what weapons or items you are holding as a free action once on your turn.

Signifer Advancement

After a couple years on campaign you have been chosen the honor of being promoted to Signifer and carry the Century’s Signum (Standard), you now may carry a banner of your choosing that depicts your party logo etc. You are now the beacon of courage on the battlefield and help emboldened your allies fighting beside you, helping them know what they are fighting for.

Starting at 10th level, the banner you carry emits the Courage of Mars, you become a beacon of morale and glory for those around you. Friendly creatures within 30 feet of you (including yourself) have advantage on the first attack they make. In addition, they have advantage on resisting the effects of being frightened.

Optio Training

Your experience and leadership has been noticed by your Centurion and you have been promoted to Optio, second in command, of the century. As a result your command presents has increased on the battlefield.

 Beginning at 15th level, you shout words of encouragement or issue an order, you can grant an ally inspiration. After you have used this ability, you cannot use it again until you take a short or long rest.

Evocati Centurion

You have served your 25 years and obtained your “Honesta Missio” (Honorable Discharge), you are a veteran of many campaigns and a grizzled warrior to be venerated and decided to re-enlist and have been seen fit to be promoted to Centurion.

Starting at 18th level, You are now immune to the frightened conditions and you gain the ability to bolster and coordinate your allies through a series of special orders, you can use an action to choose one of these actions. You must finish a long rest to use another order again.

Renew The Troops: Seeing your enemies quail before you gives your allies courage to fight on. Choose up to six creatures within a 30 foot radius around yourself. Each of these creatures gain temporary hit points equal to your Fighter level + your Constitution modifier. 

Lead by Example: With a series of commands, you embolden your allies around you. Choose up to six creatures within a 30 foot radius centered around yourself. For 1 minute, whenever those creatures make an attack roll or saving throw, they can add a d4 to the roll provided they can hear and understand you. This effect ends if you are incapacitated. 

Battle Cry: With a triumphant roar, your allies seize every opportunity and fight like never before. Choose up to six creature with a 30 foot radius centered around yourself. Until the start of your next turn, the chosen creatures can make a single weapon attack as bonus action. 

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