Legionis (5e Class)

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This content deviates from the 5th edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class may not work in all campaigns due to the futuristic elements present. It is also not meant to work with conventional campaigns 100% for that reason.


Legionis[edit]

The Neuron Force[edit]

Humanity was under siege by an otherworldly threat: the Chimeras, entities of pure energy that were hell bent on merging their astral world with the human world. Without the necessary tools to fight them, the human population plummeted, and most were forced onto a small man-made continent deemed "The Ark". Fortunately though, with everyone working together to find a solution, technology flourished and the Neuron Police Force was created. Neuron consisted of specially trained soldiers that operated not only as normal police officers, but as a force to take on the Chimeras. Neuron was also tasked with finding the best way to combat the Chimeras. Their solution, the Legions. Captured Chimeras mutated to follow orders and fight the other invaders. The Legions were captured in a device called a Legatus, which allowed the users to summon and control them. These elite fighters were called the Legionis, and they are humanity’s greatest hope.

Creating a Legionis[edit]

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PlatinumGames™
Quick Build

You can make a Legionis quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the Soldier background.

Class Features

As a Legionis you gain the following class features.

Hit Points

Hit Dice: 1d10 per Legionis level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Legionis level after 1st

Proficiencies

Armor: Light and Medium Armor
Weapons: All Weapons
Tools: Legatus System and Tinker's Tools
Saving Throws: Strength and Wisdom
Skills: Choose 3: Acrobatics, Athletics, Insight, Investigation, Perception, Persuasion, or Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Legatus
  • A Breastplate
  • 1 Martial Weapon
  • Explorer or Dungeoneer's Pack

Table: The Legionis

Level Proficiency
Bonus
Features Summon Legion
1st +2 Riot Gear Training, Fighting Style 0
2nd +2 Summon Legion 2
3rd +2 Specialization 2
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 3
6th +3 Arm Legion 3
7th +3 Legion Extra Attack 3
8th +3 Ability Score Improvement 4
9th +4 Specialization Feature 4
10th +4 Beast Legion 4
11th +4 Legion Secondary Ability 4
12th +4 Ability Score Improvement 4
13th +5 Specialization Feature 5
14th +5 Axe Legion 5
15th +5 Legion Tertiary Ability 5
16th +5 Ability Score Improvement 5
17th +6 Specialization Feature 5
18th +6 Wave Sync 6
19th +6 Ability Score Improvement 6
20th +6 Legionic Fusion Unlimited

Riot Gear Training[edit]

You time training with Neuron special forces has allowed to fight without any encumbrance while wearing heavier armor. At 1st level, there is no maximum to the Dexterity bonus granted to you while wearing medium armor. Also, no medium armor imposes disadvantage to stealth on you.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Summon Legion[edit]

At 2nd level, you harness the awesome power of the Legions. These astral beings are housed in your Legatus, which is holstered on your back and wielded on your forearm.

You may summon and control any 1 Legion at your disposal as a bonus action for 1 minute. You may summon a Legion as many times a day as shown on the Summon Legion table before needing a short rest. When summoned, the Legion is connected to your Legatus by a 60ft ethereal chain, which can be used to tie up other creatures. Your Legions Hit Points equal their Constitution modifier + your Wisdom modifier + 3 times your Legionis level. Should a Legion's Hit Points be reduced to 0, they are immediately returend to your Legatus and cannot be summoned again for 1 minute.

At this level, you only have access to 2 Legions, the Sword and Arrow Legions. Also, at this point, they can only use 1 attack and cannot use any action besides their primary attack:

Sword Legion

Arrow Legion

Basic Legion Learning

The following numbers increase by 1 for the Sword and Arrows Legions when your proficiency bonus increases by 1 above +2: the Legion’s skill and saving throw bonuses and the bonuses to hit and damage of its attacks.

Specialization[edit]

At 3rd level, you choose a course of specialized training to become the best of the best in whichever field you choose. You may choose from any specializations detailed at the end of the class description. Your specialization choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arm Legion[edit]

At 6th level, you acquire a new legion, the Arm Legion.

Arm Legion

Advanced Legion Learning

The following numbers increase by 1 for the Arm Legion when your proficiency bonus increases by 1 above +3: the Legion’s skill and saving throw bonuses and the bonuses to hit and damage of its attacks.

Legion Extra Attack[edit]

At 7th level, all your legions gain access to their Multiattack ability whenever you use your bonus action to have them atatck.

Beast Legion[edit]

At 10th level, you acquire a new legion, the Beast Legion.

Expert Legion Learning

The following numbers increase by 1 for the Beast Legion when your proficiency bonus increases by 1 above +4: the Legion’s skill and saving throw bonuses and the bonuses to hit and damage of its attacks.

Beast Legion

Legion Secondary Ability[edit]

At 11th level, all your legions gain access to their secondary abilities, listed directly after their primary attacking option (Arm Blades on Sword Legion and Bow and Arrow on Arrow Legion) on their stat blocks.

Axe Legion[edit]

At 14th level, you acquire a new legion, the Axe Legion.

Axe Legion

Master Legion Learning

The following numbers increase by 1 for the Axe Legion when your proficiency bonus increases by 1 above +5: the Legion’s skill and saving throw bonuses and the bonuses to hit and damage of its attacks.

Legion Tertiary Ability[edit]

At 15th level, all your legions gain access to their tertiary abilities, the abilities listed last on their stat block under Actions.

Wave Sync[edit]

At 18th level, you and your legions sync up to form the perfect combat duo. In an instant you feed off each other's movements. As long as you have a legion summoned, you gain a +1 to your AC, your weapons gain an extra +1 to hit and damage, and you have advantage on all saving throws.

Legionic Fusion[edit]

At 20th level, you and your legions become one in the same. You fuse the core that holds them with your very soul to create a being of pure power. Fusing takes a full turn action and you can only stay fused for 1 minute. Once that minute is up, you take 1 point of exhaustion. The fusion ends early if your Hit Points drop to 0 or if you use another full turn action to do so.

You can use this feature once before needing a long rest.

Legion Fusion

Legion Master[edit]

A Legionis and their legions should work in tandem, feeding off one another with every movement. Every Legionis understands the basics of this, but some use their legionis more or less as an extra hand to help in a fight. Legion Masters on the other hand truly embrace this way of fighting. The legions are no longer teammates, or even extensions of the Legionis. A Legionis and their legions are one in the same. Multiple parts of the same being. Perfect sync and control.

Out of Danger

At 3rd level, you can easily control and command your legion to yank you out of harm's way. As a bonus action, you can be pulled to your legion's current position., or as close as you can get until your path is obstructed.

Auto Bind

The control of your legion is so precise, you can bind your foes with astral chain before they know what hit them. At 3rd level, if your Legion completely circles a creature with its movement, make a grapple check against the creature. They make their check to avoid the grapple at disadvantage. This can only effect a creature once per turn.

Astral Guard

You can summon your legion just before you are hit to soften the blow. At 9th level, you can use your reaction to halve any damage you may take, from a source you can see.

Power Surge

At 13th level, as an action, you can send a surge of energy through your Legatus to power your legion beyond its limits. Until dismissed, the legion you currently have summoned has its movement speed doubled and all attacks deal an extra die of damage. You can do this a number of times equal to your Wisdom modifier before needing a short rest.

Unchained

At 17th level, as an action, you let the legion you currently have summoned loose to decimate the battle field, and leave your legatus open for another legion. When you do so, you give up control of your current legion to the DM (they must act as the legion reasonably would) for the next minute. Their turn is immediately after yours and instantly return to your legatus when time is up. You can do this once before needing a long rest.

Raven Ops[edit]

The commander of Neuron, Yoseph Calvert, believed he was the only one who could save the world and free humanity from the chimera threat. To do this, one of the steps he took was to develop Raven Ops. A task force designed to be far beyond that of the Neuron officers. Raven Ops are the elite of the elite, super soldiers who match the legions' incredible strength with their own. They are brutal fighters who know all too well that the mission is all that matters, and they are to finish it at all costs.

Speedy Assault

Your standard Neuron training has allowed you fight with much higher agility in heavier armor. However, your Raven Ops training has allowed you to take that even further. At 3rd level, all martial weapons gain the Finesse property when you use them.

Brace for Impact

Your training has toughened you up to endure impacts that would kill most. At 3rd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Legionis level.

Untouchable

You are the special ops task force of Neuron, and you have been trained to not only take damage, but you avoid it. At 9th level, you gain proficiency in Dexterity saving throws.

Evasion

At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Acrobatic Tactics

You have trained to move across the battlefield without missing a step. At 13th level, if you are knocked prone you can use your reaction to immediately come back up and make 1 melee attack against a creature within 5ft of you.

Orders are Orders

Finishing the mission is all that matters. Take out your target. At 17th level, when you hit 0 Hit Points, you do not fall unconscious until you fail your first Death saving throw.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Legionis class, you must meet these prerequisites: 13 Constitution and 13 Wisdom.

Proficiencies. When you multiclass into the Legionis class, you gain the following proficiencies: Martial Weapons and Legatus System.

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