Legionnarie
Hit Points
Hit Dice: d10
Hit Points at First Level: 10 + you Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Legionnaire level after 1st level.
Proficiencies
Armor: All Armor, shields
Weapons: All simple and marital weapons (Except Etherium Weapons.)
Tools: None
Saving Throws: STR, CON
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Survival,or Tactics
Overview and Creation
Legionnaire
A mercenary waits in a narrow alley, rifle ready for the target stepping out of the cantina across the street. The job is simple, the pay is good, and that is all that matters.
On another world, a soldier moves through the smoke of a city under siege. Orders come through the comms and the unit advances together, pushing block by block toward the objective.
A duelist stands in the center of an arena, surrounded by shouting crowds. The signal is given, and both fighters close the distance, trading strikes until only one remains standing.
Legionnaires are professional combatants who rely on training, tactics, and endurance instead of the Weave. Some serve in organized militaries, others take contracts as bodyguards or bounty hunters. Their reasons for fighting differ, but all share the same foundation: discipline, skill, and the will to survive.
ALL IN A DAY'S WORK
Many Legionnaires see battle, escort duty, and high-risk operations as routine work. Some protect convoys or settlements, others take contracts to eliminate threats or enforce order for those who can pay. Legionnaires may serve as guards, bounty hunters, mercenaries, soldiers, or explorers who rely on their own skill to survive beyond the reach of law or command.
CODE OF IRON
Most Legionnaires begin their path through structured training or military service. Some graduate from academies and officer programs, while others learn through contract work and years of field combat. A few pick up the trade out of necessity, taking whatever work their weapon can earn them.
Whatever their origin, Legionnaires are bound by a shared respect for discipline and endurance. They understand command, coordination, and the cost of failure. Some are career soldiers, others are hired professionals, and a few are lone wanderers who have spent too long on the battlefield to imagine any other life.
When creating your Legionnaire, consider your place in the world. Are you a trained soldier, a bodyguard, or a mercenary? What weapon do you rely on most? Who do you serve, and why? Do you fight for duty, for pay, or because conflict is all you’ve ever known?
Quick Build
You can make a Legionnaire quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee or ranged combat. Your next-highest score should be Constitution. Second, choose the Soldier or Mercenary background.
Starting Equipment Options
You start with the following equipment, in addition to the equipment granted by your background:
(a) medmium armor or (b) heavy armor
(a) a martial melee weapon and shield or (b) two martial weapons
(a) a sidearm and 2 power cells or (b) a second melee weapon
(a) a dungeoneer's pack or (b) an explorer's pack
Class Features
Fighting Style: 1st Level
You adopt a particular form of combat mastery. Choose one of the following Fighting Styles (Defense, Dueling, Great Weapon, Two-Weapon, marksman, Close Quarters, or Protection).
You can’t take a Fighting Style more than once.
Second Wind: 1st Level
You have a reserve of endurance that lets you push through injury.
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Legionnaire level.
Once you use this feature, you must complete a short or long rest before using it again.
Adrenal Surge: 2nd Level
You can push yourself beyond your normal limits.
On your turn, take one additional action.
Once you use this feature, you must finish a short or long rest before using it again.
At 17th level, you can use it twice between rests (but only once per turn).
Combat Superiority: 2nd Level
You learn tactical maneuvers fueled by superiority dice.
Maneuvers Known: You start with one maneuver of your choice and learn more as you level up.
Superiority Dice: You begin with two d4s, which grow in size and quantity as shown in the class table.
You regain all expended dice when you finish a short or long rest.
You can use only one maneuver per attack, and each maneuver once per turn.
Save DC = 8 + your proficiency bonus + your maneuver ability modifier
(Choose Strength, Dexterity, or Constitution for physical maneuvers; Intelligence, Wisdom, or Charisma for mental maneuvers.)
Legion Strategies — 3rd Level
You've adopted a Legion Doctrine, as detailed at the end of the class description, and you adopt more at higher levels, as shown in the Doctrines Known column of the Legionnaire table.
Martial Specialty — 3rd, 7th, 10th, 15th, 18th
Choose a Specialty (subclass). See “Legionnaire Specialties” below.
Ability Score Improvement: (4, 6, 8, 12, 14, 16, 19)
As normal: increase one ability score by 2 or two by 1 (cannot exceed 20).
Extra Attack: 5th Level
When you take the Attack action, you can attack twice instead of once.
Indomitable: 9th Level
You can reroll a failed saving throw. You must use the new roll.
You can use this feature once per long rest, twice at 13th, and three times at 17th.
Greater Extra Attack: 11th Level
When you take the Attack action, you can attack three times instead of two.
Additionally, when you use a bonus action for Two-Weapon Fighting, you can make two off-hand attacks instead of one.
Master of Combat: 20th Level
Your physical mastery has reached its peak.
Increase your Strength or Dexterity by 2, and your Constitution by 2 (to a maximum of 22 if allowed).
When you take the Attack action, you can make four attacks.
Legionnarie Doctrine
Cover Doctrine
When you have half cover, treat it as three-quarters cover. When you have Three-quarters cover, treat it as full cover against ranged weapon attacks. (You can still be targered, but gain the benefits of full cover for that attack.)
Additionally, when you make a rangered weapon attack from cover, reduce the target's cover by one step for that attack (Three-quarters → half, half → none).
Fieldcraft Doctrine
Choose two from the following. You can perform each of the chosen options with your bonus action, instead of you action:
Dash
Disengage
Guard
Help
Hide
Search
Apply Consumeable (Stim/Kit) to yourself
Arm/Throw a grenade or mine
Endurance Doctrine
You only require 3 hours of sleep during a long rest to gain its benefits. If your long rest is interrupted, you only need to complete the remaining time (you don’t restart). You have advantage on saving throws against exhaustion.
Mastery Doctrine
You've mastered a particular style of fighting. Choose one of the Fighting Mastery options.
Maneuver Doctrine
You learn two additional maneuvers. When you finish a short rest, you can replace one of these maneuvers with another maneuver you qualify for. When you finish a long rest, you can replace both.
Training Doctrine
You gain proficiency in one skill and one tool, or two tools.
Style Doctrine
You adopt a second Fighting Style. When you finish a long rest, you can swap this extra style for another Fighting Style you qualify for.
| Level | Prof. Bonus | Features | Maneuvers Known | Superiority Dice Quantity | Superiority Dice Size | Doctrines Known |
|---|
| 1 | +2 | Fighting Style, Second Wind | - | - | - | - |
| 2 | +2 | Adrenal Surge, Combat Superiority | 1 | 2 | d4 | - |
| 3 | +2 | Legion Doctrine, Legion Specialty | 2 | 2 | d4 | 1 |
| 4 | +2 | Ability Score Improvement | 2 | 2 | d4 | 1 |
| 5 | +3 | Extra Attack | 4 | 3 | d6 | 1 |
| 6 | +3 | Ability Score Improvement | 4 | 3 | d6 | 1 |
| 7 | +3 | Specialty Feature | 5 | 3 | d6 | 2 |
| 8 | +3 | Ability Score Improvement | 5 | 3 | d6 | 2 |
| 9 | +4 | Indomitable (1 use) | 6 | 4 | d8 | 2 |
| 10 | +4 | Specialty Feature | 6 | 4 | d8 | 2 |
| 11 | +4 | Greater Extra Attack | 7 | 4 | d8 | 2 |
| 12 | +4 | Ability Score Improvement | 7 | 4 | d8 | 2 |
| 13 | +5 | Indomitable (2 uses) | 9 | 5 | d10 | 3 |
| 14 | +5 | Ability Score Improvement | 9 | 5 | d10 | 3 |
| 15 | +5 | Specialty Feature | 10 | 5 | d10 | 3 |
| 16 | +5 | Ability Score Improvement | 10 | 5 | d10 | 3 |
| 17 | +6 | Adrenal Surge (2 uses), Indomitable (3 uses) | 11 | 6 | d12 | 4 |
| 18 | +6 | Specialty Feature | 11 | 6 | d12 | 4 |
| 19 | +6 | Ability Score Improvement | 12 | 6 | d12 | 4 |
| 20 | +6 | Master of Combat | 12 | 6 | d12 | 4 |
Subclasses
Path of the Vanguard
Those who follow the Path of the Vanguard focus on endurance, defense, and disciplined combat. Through relentless training and hardened resolve, Vanguards learn to absorb punishment, maintain formation, and strike with controlled force. They are the line between order and collapse — soldiers who endure so others can advance.
Steadfast Assault
Vanguard: 3rd, 10th, and 16th level
When you make a weapon attack, you gain a +2 bonus to the damage roll. This bonus increases to +3 at 10th level and +4 at 16th level.
Defensive Conditioning
Vanguard: 3rd level
When you roll initiative, you gain temporary hit points equal to your Constitution modifier + half your Legionnaire level (minimum 1).
While you have temporary hit points, you gain a +1 bonus to AC.
Formation Guard
Vanguard: 7th level
When a hostile creature attacks an ally within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
If the attack misses, you can make a weapon attack against that creature.
You can use this feature a number of times equal to your Constitution modifier (minimum once), regaining expended uses when you finish a short or long rest.
Resilient Frame
Vanguard: 10th, 13th, and 17th level
Once per round, when you fail a Strength, Dexterity, or Constitution saving throw, you can roll a d8 and add the result to the save.
This die increases to a d10 at 13th level and a d12 at 17th level.
Enduring Resolve
Vanguard: 15th level
At the start of your turn, if you have no more than half your hit points remaining, you regain hit points equal to 5 + your Constitution modifier.
You do not gain this benefit if you are at 0 hit points.
Bastion of Iron
Vanguard: 18th level
At the start of combat, you can enter a defensive stance for 1 minute. While in this stance:
You gain resistance to kinetic and energy damage.
You have advantage on Strength saving throws.
You can’t be pushed, pulled, or knocked prone.
Once you use this feature, you can’t use it again until you finish a long rest.
Bastion
Those Legionnaries who follow the Bastion path ofcus on holding ground, protecting allies, and maintaining formation under preassure. Bastions operate as anchors in combat, coordinating movement, absorbing impact, and keeping their unit standing through discipline and preparation.
Tech Support Systems
Bastion: 3rd level
You gain limited access to battlefield support technology.
You learn 3 tech powers of your choice, and you learn more at high levels, as shown in the Tech Powers known Column of the Bastion Specialist Techcasting Table. You may not learn a tech power of a level high than your Max Power Level.
Techcasting Ability. Intelligence is your techcasting ability for these powers.
Tech save DC = 8 + your proficiency bonus + your intelligence modifier
Tech attack modifier = your proficiency bonus + your intelligence modifier.
You use a wrist-mounted device or armor-integrated system as your techcasting focus.
Formation Guard
Bastion: 3rd level
You can take the Guard action as a bonus action on your turn.
While you are Guarding, allies within 5 feet of you gain a +1 bonus to AC against opportunity attacks.
Rally Protocol
Bastion: 7th Level
When you use your Second Wind feature, choose up to three allies within 60 feet of you who can see or hear you. Each chosen ally gains hit points equal to your Legionnaire level.
You can affect one additional ally at 9th, 13th, and 17th level.
Coordinated Surge
Bastion: 10th Level
When you use your Action Surge feature, choose one allied creature within 60 feet of you that can see or hear you. That creature can immediately use its reaction to make one weapon attack.
Shared Resolve
Bastion: 15th Level
When you use your Indomitable feature to reroll an Intelligence, Wisdom, or Charisma saving throw, you can choose one ally within 60 feet of you who failed the same saving throw. That ally can reroll its saving throw and must use the new result.
You must not be incapacitated to use this feature.
Hold the Line
Bastion: 18th Level
Allies within 10 feet of you gain a +1 bonus to AC while you are conscious.
In addition, when you use Coordinated Surge, you can choose two allies instead of one.
Once you use this feature, you can’t do so again until you finish a long rest.
Bastion Techcasting Table
Level | Tech Powers Known | Tech Points | Max Power Level
3rd | 3 | 2 | 1st
4th | 4 | 2 | 1st
5th | 5 | 3 | 1st
6th | 6 | 3 | 1st
7th | 7 | 4 | 2nd
8th | 8 | 4 | 2nd
9th | 9 | 5 | 2nd
10th | 10 | 5 | 2nd
11th | 11 | 6 | 2nd
12th | 12 | 6 | 2nd
13th | 13 | 7 | 3rd
14th | 14 | 7 | 3rd
15th | 15 | 8 | 3rd
16th | 16 | 8 | 3rd
17th | 17 | 9 | 4th
18th | 18 | 9 | 4th
19th | 19 | 10 | 4th
20th | 20 | 10 | 4th
Tactician
Those Legionnaires who become Tacticians focus on coordination, battlefield awareness, and the effective use of maneuvers. Tacticians study enemy behavior, manage positioning, and ensure that every action contributes to the larger fight.
Expanded Maneuvers
Tactician: 3rd Level
Your combat training emphasizes adaptability.
• You learn two additional maneuvers of your choice.
• You gain two additional superiority dice.
These benefits stack with those granted by the Legionnaire class.
Maneuver Flexibility
Tactician: 3rd Level
Once per turn, you can use two different maneuvers instead of one, provided each maneuver affects a different target or trigger.
In addition, choose two maneuvers you know. These maneuvers count as general maneuvers for you.
You can choose one additional maneuver to treat as general at 5th, 9th, 13th, and 17th level.
Assess the Field
Tactician: 7th Level
If you spend at least 1 minute observing or interacting with a creature outside of combat, the GM tells you whether the creature is your equal, superior, or inferior in two of the following areas of your choice:
• Armor Class
• Current hit points
• Strength score
• Dexterity score
• Constitution score
• Total class levels
Reliable Execution
Tactician: 10th Level
Once per turn, when you roll a superiority die, you can treat the roll as if it were half the die’s maximum value, rounded up, if the result is lower.
Prepared Response
Tactician: 15th Level
When you roll initiative and have no superiority dice remaining, you regain one superiority die.
Maneuver Control
Tactician: 18th Level
Once per round, when you would roll a superiority die, you can instead choose to use the maximum value of that die.
Marksman
Marksmen focus on ranged weapon mastery, target selection, and shot control. Rather than relying on volume of fire, they specialize in placing shots where they matter most and adapting their fire to changing conditions.
Specialized Munitions
Marksman: 3rd Level
You learn to prepare modified shots for your ranged weapons.
• You learn two Shot Techniques of your choice (listed below).
• You have two prepared shots, which you expend to use a Shot Technique.
• You regain all expended prepared shots when you finish a short or long rest.
You can apply only one Shot Technique per attack, and only once per turn.
Focused Targeting
Marksman: 3rd Level
Once per turn, when you hit a creature with a ranged weapon attack, you can ignore half cover and three-quarters cover for that attack.
Expanded Techniques
Marksman: 7th Level
You learn one additional Shot Technique of your choice.
In addition, when you hit a creature with a ranged weapon attack using a Shot Technique, the attack counts as enhanced for the purpose of overcoming resistance to non-enhanced weapons.
Redirected Fire
Marksman: 10th Level
When you miss with a ranged weapon attack, you can use a bonus action to reroll the attack against a different creature within 30 feet of the original target.
You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a long rest.
Sustained Pressure
Marksman: 15th Level
When you roll initiative and have no prepared shots remaining, you regain one prepared shot.
Superior Shot Control
Marksman: 18th Level
Your ranged weapon attacks cannot suffer disadvantage due to long range, prone targets, or environmental conditions imposed by terrain.
Shot Techniques
Piercing Shot – Ignore resistance to the weapon’s damage type for this attack.
Suppressive Shot – Target’s speed is reduced by 10 ft until the end of its next turn.
Disrupting Shot – Target has disadvantage on its next attack roll.
Explosive Payload – Deal an extra 1d6 damage to one additional creature within 5 ft of the target.
Tracking Shot – You learn the target’s current location until the end of your next turn.
Demolitions Specialist
Demolitions Specialists focus on controlled explosives, breaching tools, and area denial. They plan engagements around terrain, chokepoints, and timing, using explosives to disrupt formations, flush enemies from cover, or break fortified positions.
Demolition Charges
Demolitions Specialist: 3rd Level
You learn to prepare compact explosive charges.
• When you finish a short or long rest, you create a number of demolition charges equal to your Intelligence modifier (minimum of one).
• A charge can be thrown to a point within 30 feet + five times your Strength modifier.
• Each creature within 5 feet of the detonation point must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier).
On a failed save, a creature takes 2d4 kinetic damage. On a successful save, it takes half damage.
The damage increases to 3d4 at 7th level and 4d4 at 15th level.
A charge is expended when used and loses potency if not used before your next short or long rest.
Rapid Deployment
Demolitions Specialist: 3rd Level
Once per turn, when you take the Attack action, you can replace one ranged weapon attack with throwing a demolition charge.
Controlled Detonation
Demolitions Specialist: 7th Level
When a creature fails its saving throw against one of your demolition charges, you can apply one of the following effects (your choice):
• The creature is knocked prone.
• The creature is pushed up to 10 feet away from the center of the blast.
You can apply this effect once per charge.
Reflexive Blast
Demolitions Specialist: 10th Level
When a creature within 5 feet of you hits or misses you with a melee attack, you can use your reaction to throw a demolition charge at a point within 10 feet of that creature.
The charge detonates immediately.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Emergency Resupply
Demolitions Specialist: 15th Level
When you roll initiative and have no demolition charges remaining, you immediately create two demolition charges.
Saturation Zone
Demolitions Specialist: 18th Level
When a creature fails a saving throw against one of your demolition charges, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.