LGtC:Legionnaire

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Legionnaire

The Legionnaires of the Imperial Legion are soldiers of the Empire, stalwart defenders of the Emperor and keepers of peace and order in Tamriel. Using tactics, power in numbers, and harsh training, Legionnaires bolster the morale of their troop and lead allies by example.

Legionnaire Features
Level Feature
3rd Imperial Tactics, Born Leader
7th Centurion
10th All As One
15th Call To Arms
18th Imperial Might

Imperial Tactics

3rd-level Legionnaire feature

You learn tactics that are fueled by special dice called Tactical Dice.

Tactics. You learn three tactics of your choice, which are detailed under “Imperial Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.

You learn two additional tactics of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one.

Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest.

You gain another tactical die at 7th level and one more at 15th level.

Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus + your Strength or Agility modifier (your choice).

Born Leader

3rd-level Legionnaire feature

You gain proficiency in your choice of the Intimidation or Persuasion skill. If you are already proficient in this skill, you can choose a different skill proficiency from your warrior class list. Additionally, you can add your proficiency bonus to any skill check related to leadership, tactics, and bolstering morale.

Centurion

7th-level Legionnaire feature

As a bonus action, you can initiate a squad formation by shouting orders. For 1 minute, you and a number of creatures of your choice equal to your Personality modifier that are within 20 feet of you create a squad formation. A creature in the formation gains a bonus to Strength saving throws and Strength attribute checks equal to half your proficiency bonus, and is considered to be behind half cover. Additionally, when you move, other creatures in the formation can use a reaction to move up to half their movement speed in a direction of your choosing.

A creature under this effect must end their turn within 10 feet of another creature in the formation, otherwise the effect ends early for it. The squad formation ends early if you are incapacitated or you die. When the effect ends for you, it ends for all creatures affected as well.

Once you use this feature, you can’t use it again until you finish a short or long rest.

All As One

10th-level Legionnaire feature

You can command your allies to react faster. When you roll initiative, you and every ally within 10 feet of you can add your Personality modifier to their initiative roll.

Call To Arms

15th-level Legionnaire feature

Your leadership training allows your allies to act without falter. Upon finishing a short or long rest, choose one of your Imperial Tactics to practice with a number of creatures equal to your Personality modifier. Each of those creatures gain a single use of your chosen tactic, which uses your Tactical Dice. The creature must use this tactic before it finishes another short or long rest, or else the tactic is wasted and forgotten.

Imperial Might

18th-level Legionnaire feature

You become a paragon of the might of the empire. As an action you raise a banner of the empire, bolstering the morale of your allies and increasing their power. For the next minute, you and every ally within 10 feet of you, gain a bonus to damage rolls from attacks equal to your Personality modifier.

Imperial Tactics

The tactics are presented in alphabetical order.

Battlefield Healing. On your turn, you can use your action and expend one tactical die to heal an ally within 5 feet of you. It gains hit points equal to your tactical die + your Personality modifier.

Challenge of Honor. On your turn, you can use your action and expend one tactical die to challenge a creature. The creature must succeed a Personality saving throw or it is compelled to use its reaction to move toward you, up to its movement speed. If the creature ends it’s movement 5 feet away from you, you can attack it once as part of the action, adding your tactical die to the damage roll.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one tactical die to distract the creature, giving your allies an opening. You add the tactical die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Emperor’s Orders. When an ally that can see and hear you attacks an enemy, you can use your reaction and expend one tactical die, allowing the ally to add the tactical die to their attack roll.

Legate’s Valor. When up to three allies that can see and hear you make saving throws to resist the frightened or charmed condition, you can use your reaction and expend one tactical die, allowing each ally to add the tactical die to their saving throw.

On My Command. On your turn, you can use a bonus action and expend one tactical die to modify a willing creature’s position in the initiative order. The target’s current initiative increases or decreases (its choice) by the number rolled on your tactical die.

Halting Attack. When an enemy you can see moves within reach of your melee weapon, you can use your reaction to expend one tactical die and make one weapon attack against that creature. If the attack hits, add the tactical die to the attack's damage roll and reduce the creature’s speed to 0 for the rest of the turn.

Supervisor’s Advice. When a friendly creature who can see or hear you rolls a skill check, you can use your reaction and expend one tactical die to add it to the roll.