Legionnaire (5e Class)
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Well-trained soldiers who defeat their foes with standard combat prowess, rather than relying on elaborate techniques or magic. They can wield a weapon well, wear armor with ease, and forge their own blades. Not all legionnaires are famed generals; the majority are considered "nameless footsoldiers". A legionnaire's chance of victory rests solely on their strength of body and tactical mind.
Creating a Legionnaire
|Generic Knight by ImorBrighthand|
When creating a legionnaire, consider why you fight. Are you seeking to procure wealth sufficient to feed your family? Perhaps you seek to earn fame as an adventurer with your strength and your wits? Few legionnaires are content with their lives as guards or infantry, but even fewer achieve their lofty aspirations of greatness.
- Quick Build
You can make a Legionnaire quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the soldier background.
As a Legionnaire you gain the following class features.
- Hit Points
Armor: All armors, shields
Weapons: Simple weapons, martial weapons
Tools: Smith's tools
Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A spear and a shield or (b) A shortsword, longbow, and 20 arrows
- (a) Chain mail or (b) Studded leather armor
- Smith's tools
- (a) Dungeoneer's pack or (b) Explorer's pack
- If you are using starting wealth, you have 5d4 x 10 gold pieces. in funds.
|1st||+2||Fighting Style, Combat Stances||1|
|4th||+2||Ability Score Improvement||2|
|6th||+3||Ability Score Improvement||2|
|7th||+3||Combat Role feature||2|
|8th||+3||Ability Score Improvement||2|
|10th||+4||Honed for Combat||2|
|11th||+4||Combat Role feature||3|
|12th||+4||Ability Score Improvement||3|
|14th||+5||Ability Score Improvement||3|
|15th||+5||Combat Role feature||3|
|16th||+5||Ability Score Improvement||3|
|17th||+6||Body and Mind||4|
|18th||+6||Combat Role feature||4|
|19th||+6||Ability Score Improvement||4|
You adopt a particular fighting style 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.
While you are wearing armor, you gain a +1 bonus to AC.
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.
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.
You have mastered a variety of stances for combat, bringing you great power in the midst of combat. When you roll initiative or on your turn in combat, you may, as a bonus action, enter a stance of your choice. These stances give you a variety of features, as described below. You may only be in one stance at at time, and you remain in a stance until the end of combat or if you exit it as a bonus action. You may enter a stance a number of times equal to the Stance Uses column in the Legionnaire column, and you regain all stance uses after a long rest.
- Sentinel Stance
While in this stance, you gain a bonus to attack rolls equal to half of your proficiency bonus. In addition, you may make a melee weapon attack as a bonus action.
- Phalanx Stance
While in this stance, you gain a bonus to Armor Class equal to half of your proficiency bonus. In addition, all allies within 5 feet of you gain half cover.
- Berserker Stance
While in this stance, you gain a bonus to damage rolls equal to half of your proficiency bonus. In addition, you score a critical hit on a 19 or 20.
You are a master of weaponry. When you reach 2nd level, choose two types of martial weapons. You gain a +1 to attack and damage rolls with these weapons. In addition, you may ignore resistance to the damage of the chosen weapons, though you may not ignore resistance to nonmagical damage of that damage type or damage immunity of any form. You may choose an additional two weapons of your choice at 9th level.
At 3rd level, you chose a specific role in battle. Choose between Arcane Soldier, Sentry, and Tactician, detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 10th, 15th and 18th level. Roles
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. You cannot increase an ability score above 20. This maximum increases to 22 at 2nd level, 24 at 6th level, 26 at 10th level, 28 at 14th level, and 30 at 18th level.
Beginning at 5th level, you can attack twice, rather than once, when you take the Attack action. The number of attacks increases to three at 13th level.
Honed for Combat
Your body is perfectly honed for combat. When you reach 10th level in this class, your hit point maximum increases by an amount equal to your Legionnaire level, and it increases by an additional hitpoint every time you gain a level in this class.
Body and Mind
You have honed not only your body for combat, but your mind as well. When you reach 17th level, you gain advantage on saving throws against being charmed or frightened. In addition, you gain proficiency in either Intelligence or Wisdom saving throws.
You have finally achieved greatness. When you reach 20th level, you have no limit to the number of combat stances you can use. In addition, when you fail an attack roll, ability check, or saving throw, you may treat the roll as if it was a natural 20. If you use this feature for an attack roll, it does not count as a critical hit. Once you use this feature, you can't use it again until you finish a long rest.
Most warriors focus only on their body and combat skills. However, you have learned of something much greater than just physical might- arcane might. You have dabbled in the arcane arts, infusing it into your weaponry and fighting style. Your magic amplifies your fighting, and your combat amplifies your magic.
When you take this subclass at 3rd level, you learn to augment your fighting with arcane power.
You learn two cantrips of your choice from the Wizard spell list. You gain an additional cantrip of your choice at 10th level.
- Spell Slots
The Arcane Soldier Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level or Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Arcane Warrior Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
|—Spell Slots per Spell Level—|
- Extra Stance
When you take this subclass at 3rd level, you have learned how to channel your magic through your stance. You learn a new stance, which is added to your list of already known Combat Stances.
When you enter this stance, you gain a +1 to attack and damage rolls with spells. Additionally, when you first enter this stance, you may expend a spell slot to gain a bonus to attack and damage rolls with weapon attacks until you exit the stance. The bonus is a +1 for a first-level spell slot, with an additional +1 for each level above first, to a maximum of +4.
- Weapon Bond
At 7th level, you have learned how to magically bond with a weapon. During the course of a long rest, you may perform a ritual to bond to one weapon of your choice. Once you have completed the long rest, the weapon magically bonds to you. You cannot be disarmed of the weapon unless you are incapacitated or you choose to let it go, and you can cause it to teleport to you as a bonus action. In addition, you may use a bonus action to deal force damage on your next attack with that weapon instead of bludgeoning, piercing, or slashing damage. You may only bond to one weapon at a time.
- Combat Caster
At 10th level, you have learned how to strike your enemies in the toughest of spots. When you hit a creature with a melee weapon attack, you may expend one spell slot to deal extra force damage. The damage is equal to 1d8 for a first-level spell slot, plus an additional 1d8 for each spell level above first level spell slot, to a maximum of 4d8 damage.
- Arcane Regeneration
At 15th level, you regain your spell slots much more quickly. When you take a short rest, you regain up to your Intelligence modifier in spell levels. For example, a modifier of +3 will allow you to regain three 1st level slots, one 3rd level slot, or one 1st and 2nd level slot. You may do this once and regain the ability to do so after a long rest.
- Apex Caster
At 18th level, you have reached the pinnacle of spellcasting in combat. If you make a melee attack as your main action, you may cast a cantrip or 1st-level spell as a bonus action. Additionally, you add your Intelligence modifier to the damage rolls of any spell that you make, so long as it does not already add your spellcasting ability modifier.
You are master of the guard. You hold the line against foes of all shapes and sizes, protecting your allies while striking down even the mightiest of adversaries.
- Extra Stance
When you take this subclass at 3rd level, you have learned how to hold the line and protect your allies. You learn a new stance, which is added to your already known Combat Stances.
While you are in this stance, you gain advantage on saving throws against falling prone and being restrained. In addition, when a creature within 5 feet of you would get hit with a melee weapon attack by a creature other than you, you can use your reaction to force the creature to reroll the attack roll with disadvantage instead.
- Sentry's Mark
At 3rd level, you have learned how to mark a target as your enemy. When you hit a creature with a melee weapon attack, you may use your bonus action to mark them. When this creature is marked, they have disadvantage on attack rolls against creatures other than you, and your attacks score a critical hit on a roll of 19 or 20 against them. In addition, you may make an opportunity attack against them if they leave your range even if they have taken the Disengage action,unless they choose to spend a reaction. This feature lasts for 1 minute, until the marked creature dies, or until you don't make an attack roll against the marked target at least once during your turn. If the marked creature dies due to damage you deal to it, you may move the mark to another creature within 30 feet of the original creature without spending a use of this feature again. You may use this feature a number of times equal to your Strength modifier, and you regain all expended uses after a long rest.
- Indomitable Defender
You are a master of protecting your allies. Starting at 7th level, while you are wielding a shield, all creatures within 5 feet of you gain a bonus to their AC equal to the shield's AC bonus, as if they were wielding the shield.
When you reach 15th level, this range increases to 10 feet.
- Colossus Slayer
Starting at 10th level, you can wear down even the mightiest of foes with your blows. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
- Unwavering Mark
Starting at 15th level, your strikes never waver against your sworn enemies. When you miss a weapon attack against the target of your Sentry's Mark, you may reroll the attack roll. If the attack then hits, you deal an extra 1d8 damage of the weapon's damage type. You may use this feature a number of times equal to your Strength modifier, and you regain all expended uses after a long rest.
- Protector of the Worlds
When you reach 18th level, you are a master of holding the line and protecting yourself and your allies.You and every creature that gains the Armor Class bonus from your Indomtable Defender feature also gains advantage on saving throws against being restrained and grappled, as well as falling prone.
You think your way through the battlefield. You see combat as a game similar to chess- with all the right moves, you can easily predict the outcome. You are the leader of the pack, commanding your allies in battle to achieve the best possible outcome in a fight.
- Bonus Proficiencies
- Additional Stance
You have learned how to keep a keen eye on the battlefield during combat, setting things into motion exactly how you anticipate them. You learn a new stance, which is added to your already known Combat Stances.
While you are in this stance, you may use the Help, Ready, and Search actions as a bonus action. In addition, you may take one opportunity attack on each combat round without spending a reaction.
- Battle Manipulator
At 3rd level, you have learned how to command your allies into better positions. As a bonus action on your turn, you may command a willing creature within 30 feet of you to perform one of several actions. They can make one weapon attack roll against a creature hostile towards them, move up to half of their movement speed, or take the Use an Object action. You may use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain all expended uses after a long rest.
At 10th level, the distance you can move a willing creature when using this ability increases to up to their full movement speed.
- Martial Advantage
At 7th level, you have learned how to keep your allies strong under pressure and put pressure on your foes. When a creature makes a weapon attack roll within 30 feet of you, you may use your reaction to give the roll a bonus or penalty equal to your Intelligence modifier (minimum of 1). You may use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses after a long rest.
- Combat-Focused Mind
At 10th level, your mind has become highly honed to combat. You gain a bonus to initiative rolls equal to your Intelligence modifier.
- Greater Control
At 15th level, your control over the forces at play on the battlefield increases. You can now also use Battle Manipulator on unwilling creatures. In addition, you may command up to two creatures at a time when using Battle Manipulator instead of just one.
- Master of Manipulation
At 18th level, you can bend the battlefield to your will. When you use Battle Manipulator, you may command a creature to take two actions, not just one. In addition, a creature that makes an attack roll when you use Battle Manipulator gains a bonus to the attack roll equal to your Intelligence modifier. If the attack hits, it deals an extra 1d6 + your Intelligence modifier damage of the weapon's damage type.
Proficiencies. When you multiclass into the Legionnaire class, you gain proficiency in light armor, medium armor, shields, simple weapons, and martial weapons. You also gain proficiency in one skill from the Legionnaire skill list.