Heroes of Archetype
Prof | Exploits Points | Exploits Known | Features |
- +2 | 0 | S | Expertise & Spotter’s Order
- +2 | 2 | S | Command Archetype & Solider’s Bearings
- +2 | 3 | 2 | —
- +2 | 4 | 4 | Ability Score Improvement
- +3 | 5 | 5 | Command Feature
- +3 | 6 | 6 | Expertise*
- +3 | 7 | 7 | Veteran Scars
- +3 | 8 | 8 | Ability Score Improvement
- +4 | 9 | 9 | Command Feature
- +4 | 10 | 10 | Ability Score Improvement & Solider’s Bearings*
- +4 | 11 | 11 | Extra Attack (2) or Extra Movement (10/5)
- +4 | 12 | 12 | Ability Score Improvement
- +5 | 13 | 13 | —
- +5 | 14 | 14 | Command Feature & Improved Exploits
- +5 | 15 | 15 | Respite
- +5 | 16 | 15 |Ability Score Improvement
- +6 | 17 | 15 | —
- +6 | 18 | 15 | Solider’s Bearings*
- +6 | 19 | 15 | Ability Score Improvement
- +6 | 20 | 21 | Exploit Mastery
Hit Dice: 1d12 per legionnaire level
Hit points at 1st level: 12 + your Constitution modifier
Hit points at Higher levels: 1d12 (or 7) + your Constitution modifier per legionnaire level after 1st
Armor: All armor, Shields
Weapons: Simple weapons, martial weapons
Saving Throws: Constitution, Wisdom
Skills: Choose two skills from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, and Survival
Command Archetypes: Furious or Tactical
Exploit Points: Starting at 2nd level, years of training have honed your skills on the battlefront, both as a fighter and leader. You utilize your experience and skill in form of exploit points. Your legionnaire level determines the number of exploit points you have, as shown on the Exploit Points column of the Legionnaire Table.
- You can spend these points to use various Exploits. You automatically know the exploit feature: Spotter’s Order. You learn more Exploits as you gain levels in this class. These Exploits can be found on the Exploits List below.
- You can never have more exploit points than what is shown on the table for your level. Your regain all spent exploit points when you finish a long rest. You also regain your proficiency bonus in spent exploit points whenever initiative is rolled.
- Some of your Exploits require your target to make a saving throw to resist the feature’s effect. The saving throw DC is calculated as follows:
- Exploit save DC = 8 + your proficiency bonus + your Constitution modifier
List of Exploits:
1. Spotter’s Order – You can spend 1 Exploit Point to forgo your first attack, as part of the Attack action, and allow an adjacent ally that can see or hear you to make a melee basic attack against your target. At level 18, you can cast Spotter’s Order for zero cost.
- You can cast Spotter’s Order once without spending an Exploit Point. You cannot do this again until you finish a short or long rest.
- Furious – If the attack hits, they deal bonus damage equal to your Strength modifier. At 14th level, if the attack hits, you can make a melee attack against the same target.
- Tactical – Allow an ally within 30 feet can make a basic melee or ranged attack. At 14th level, an ally can make a basic melee or ranged attack or cast a cantrip against the target.
2. Break the Tempo – You can spend 1 Exploit point when you hit a creature with an attack, and they are unable to take bonus actions or make reactions until the start of your next turn.
- Furious – You deal an additional weapon dice of damage (2 weapon dice at level 14).
3. Demoralize – You can spend 1 Exploit point to force all hostile creatures that can hear you to make a Wisdom saving throw. On a failed save, when they deal damage it is the minimum amount possible.
4. Field Control – As a bonus action, you can spend 2 Exploit Points when you hit with an attack and your target must succeed a Strength saving throw or be pushed back 5 feet. The target most be size Large or smaller. (At level 14, you can use Field Control against the creature your ally hits due to Spotter’s Order).
- Tactical – You slide the target 5 feet in the direction of your choosing. You cannot slide them into an occupied space.
5. Forced Respect – You can spend 3 Exploit Points when you roll initiative as a reaction, every enemy that can hear you must make a Charisma saving throw. If it fails, it is frightened for 1 round.
- Furious – Friendly creature’s who attack a frightened creature roll their damage twice, and use either result.
- Tactical – The terrain around a frightened creature is considered difficult terrain for them until they pass a Charisma saving throw. They can attempt the saving throw at the end of each of their turns.
6. Hellscream – You can spend 2 Exploit Points to keep a creature of your choice in the fight within 60 feet of you. If they drop to 0 hit points and are not killed outright, they drop to 1 hit point instead. Each time you use this feature the cost increases by 1 Exploit Point. When you finish a short or long rest, the cost resets.
- Furious – They can make an opportunity attack against the creature that dropped them if it is within reach.
- Tactical – Enemy creatures that are within 10 feet and can see or hear the ally, must succeed a Wisdom saving throw or be frightened of your ally until the end of your ally’s next turn.
7. Icon of Glory – You can spend 3 Exploit Points when you roll initiative, every ally that can see or hear you gains your legionnaire level as temporary hit points. You can’t do this again until you finish a short rest.
8. Into the Vanguard – During your surprise round and first round of combat, you and up to 3 other creatures can move an additional 20 feet. You spend 3 Exploit Points. You cannot do this again until you finish a long rest.
- Tactical – You spend 2 Exploit Points.
9. Kill Command – As a reaction to a creature rolling damage, you can spend 4 Exploit Points to increase the damage to a single creature by 1 per legionnaire level. You cannot do this again until you finish a long rest.
- Furious – You can do this twice per long rest.
- Tactical – Add your Wisdom modifier as bonus damage, also.
10. Lead the Attack – As a bonus action, you can spend 3 Exploit Points when you hit a creature with an attack and you deal an additional weapon dice of damage. Additionally, the next attack roll against the target that misses has advantage.
11. Moment of Courage – As an action, you can spend 1 Exploit Point to reduce the target’s exhaustion level by one or end one condition afflicting a creature that you touch. The condition can be blinded, charmed, deafened, frightened, paralyzed, unconsciousness as a result to sleep, or any reduction to one of the target’s ability scores. (At level 14, Moment of Courage affects 1 creature within 30 feet of you that can see or hear you.)
12. No Quarter – You spend 2 Exploit Points to take the Attack Action, granting you the ability to critically hit on 19 or 20 (18 through 20 at level 14) until the end of your turn.
- Furious – Until the end of your next turn.
13. Press the Attack – As an action, you can spend 3 Exploit Points to allow a creature within 60 feet of you that can see or hear you to reroll their initiative. If the result is higher than their current initiative, they can choose to replace it. The new initiative does not come into effect until the end of the current round.
14. Reorient the Axis – For your action, you can spend 4 Exploit Points to allow up to 4 creatures of your choice to move their speed on your turn. You cannot do this again until you finish a long rest.
- Tactical – You cannot do this again until you finish a short rest.
15. Strike like Iron– When you hit with an attack you can spend up to 1 Exploit Point to deal an additional weapon dice of damage. (At level 14, deal 2 additional weapon dice).
- Furious – You can do this once per initiative at no cost.
16. Tip the Scales – When you hit a creature with an attack, you can spend 4 Exploit Points, allies within 30 feet that can see or hear you can make 1 saving throw. You cannot do this again until you finish a short or long rest.
- Furious – Increase the attacks damage by 1 weapon dice.
- Tactical – They gain a bonus to save equal to your Wisdom modifier (minimum of 1).
17. Vengeance is Mine – You spend 2 Exploit Points as a reaction when you are hit by a melee attack. All allies adjacent to your attacker can make an attack of opportunity.
- Furious – They gain a bonus to the opportunity attack roll equal to your Strength modifier (minimum of 1).
18. Vigilance – You spend 2 Exploit Points as a bonus action to grant a creature that can see or hear you the ability to take the Dodge action as a bonus action until the end of their next turn.
19. Warcry – As a reaction, you can spend 3 Exploit Point to force a creature within 30 feet of you that can see or hear you to reroll a successful saving throw with a penalty equal to your Wisdom modifier (minimum of 1) and use the second result.
- Furious – The penalty equals your Strength (minimum of 1) or Wisdom modifier (minimum of 1), whichever is higher.
20. Legionaire ’s Favor – As a bonus action, you may grant an ally that can see or hear you an action for 4 Exploit Points.
21. We are Legion – As a reaction to friendly creatures taking damage from another friendly creature, you can spend 2 Exploit Points to grant as many creatures as you’d like within 30 feet, resistance to the damage.
Expertise: At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies to gain this benefit.
Solider’s Bearings: Starting at 2nd level, your presence on the battle field inspires your allies and dishearten your foes. Creatures of your choice within 30 feet of you gain the benefits from your Solider’s Bearings. You must be conscious to grant this bonus. At 10th level, you gain a second presence and a 3rd at 18th level.
1. Bravura – If you make an d20 roll at disadvantage, you can add your Constitution modifier (minimum of 1).
2. Empowering – If you roll the highest number on a damage or healing die, you can add your Constitution modifier (minimum of 1). This can only occur once per each creature’s turns.
3. Errant – If you deal damage to a creature and it has resistance to the damage or currently has temporary hit points, you can add your Constitution modifier (minimum of 1) as bonus damage.
4. Inspiring – When rolling initiative, you can use either your Dexterity modifier or the Legionnaire’s Constitution modifier (minimum of 1).
5. Ominous – You cannot be critically hit by a creature with a rating at or below your Constitution modifier (minimum of 1). Creatures up to twice said challenge rating must roll an 11 or higher on a d20 to confirm a critical hit. Creatures up to three times the challenge ratting roll a d20 at advantage to confirm the critical hit on 11 or higher. Creature rating anything higher are unaffected.
6. Resourceful – If you succeed on a saving throw vs a condition, you gain your Constitution modifier (minimum of 1) to your next attack roll, saving throw, Strength (Athletics) or Dexterity (Acrobatics) check.
Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 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.
Veteran Scars: By 7th level, your saving throws are increased by your Constitution modifier (minimum of 1).
Improved Exploits: Starting at 14th level, many of your Exploits become more powerful.
Respite: At the 15th level, you and friendly creatures with you are able to take a short rest after only 10 minutes. You cannot use this feature again until you finish a long rest.
Exploit Mastery: At 20th level, you know all the Exploits listed in the table above.
You are the type of leader that can be found shoulder to shoulder with your soldiers on the field of battle. You prefer to be in the front lines inspiring your troops and letting your steel say just as much as your verbal commands. Sometimes the best solution is to hit hard, and hit fast.
Fighting Style: At 2nd level, you adopt a 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. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
- 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 im pose 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.
Extra Attack: Beginning at 5th level, you can attack twice, instead ofonce, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level.
Deathrattle: By the 9th level, when you reduce a creature to 0 hit points with a weapon attack, you can make one weapon attack as a reaction. You can move up to half your speed immediately as part of the same reaction.
Artisan of War: Starting at the 14th level, when you roll initiative you can treat d20 roll of 9 or lower as a 10.
You are a master of strategies and giving your troops as many advantages as possible. You value positioning, mobility and the utilization of your most power muscle; your mind. You know your enemies better than they know themselves.
Extra Languages: At 2nd level, you have adopted useful languages through your educations and travels. You learn three standard languages, or one standard and one exotic language of your choice.
Faster Movement: Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor or half as much in heavy armor.
Your movement increases by another 10 feet while you aren’t wearing heavy armor, or half as much in heavy armor.
No Escape: By the 9th level, you are able to cast the Hold Monster spell at the 5th level if you spend 4 Exploit Points.
Qui Vive: Starting at the 14th level, you have advantage on Wisdom (Perception) and Intelligence (Investigation). Additionally, finding hidden pathways, doors, traps, patterns, codes, etc is easier for you. Your difficulty for said tasks is lowered by at least one degree, as shown on the Ability Checks table on page. 174 in the Players Hand Book.
- The player and the DM can work together to figure out what other factors this can apply to based on the legionnaire’s background, story, and more.
- The DM could request the legionnaire to make an appropriate check or flat d20 roll to see how much to lower the ability check DC.