Base Class: Barbarian
The Garrison is a troop of soldiers sent to protect the walls using cannons and Grappling Gear. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry
makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.
Opportunity Attack
Cost 1 Charge: This attack can be made while swing around. You can make an attack (in which you choose the side your character holds the blades to determine if you're character does 1d8 or 2d8) in which you are swinging down from your grappled object and are hitting every target in your line of movement. This can only happen while grappled and swinging.
If you are opportunity attack on a creature of 15ft or taller you can attack them twice.
Can Grapple 3 times on 1 charge.
Heavy Weapons Training
At level 3, your training with cannons pays off. You now automatically know how to operate any siege weapon listed in the Dungeon Master’s guide. You also become proficient in all renaissance age firearms.
Battle Tales
When you reach level 6, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) checks against them.
Acting Authority
When you reach level 9, you have gained a high enough rank to be an acting police officer. This gives you advantage on all Wisdom and Intelligence saving throws against creatures that have the word “Evil” in their alignment. You also have advantage on Intelligence (History), Wisdom (Insight), Intelligence (Investigation), and Wisdom (Perception) checks against the same group. If you do not have it already, you gain proficiency in the Intelligence (Investigation) skill. If you already have it, your proficiency doubles.
Hometown Advantage
When you reach level 13, your will to fight becomes inspiring. When fighting within an Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how
many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:
Use the MM stat block in the humanoids section for their stats.
The soldiers will not leave the Village, Town, or City you are in.
The soldiers panic and must make a DC 18 Wisdom saving throw or run away from the fight if you are knocked unconscious or killed. You cannot use this feature when you shift into a Titan.
They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.
Once you use this ability, you must make a short or long rest to use it again.
There is a variant feature to this, where you can summon 1d4 Scout Regiment Soldier instead, if you are playing in the The Walls (Attack on Titan) campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same.
Commander (Variant Feature for Non-shifters)
At level 18, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 day to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.
You also receive an NPC bodyguard who is proficient in Grappling Gear skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to him. Reflavor the stat block as a Garrison soldier.
Previous Versions
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