Legionnaire Tis the darkest Glyph thou barest, it sacrifice stray souls to summon unearthly force, Unearthly force shall obey and serve thee, 'tis named Chaos Legion." –Apocrypha of Yzarc; Legionator Chapter I verse I An older man with a long white coat with a large red gauntlet encasing his arm walks through the streets of a hustling and bustling city. He turns down into a dark alley way, void from the gazes of onlookers. Two men in long robes close in from both sides drawing their weapons and two Demons jump down from the buildings above. The older man raises his gauntlet into the sky. Fire and lightning explode from the ground as four strange beings emerge from nothing. The beings draw swords from their back, ready to fight. A Young woman sits at an outdoor table, sipping on a cup of tea, enjoying the sun. She holds a saucer in the clasp of a slimming blue gauntlet. On a roof top across the way sits a hooded figure with a crossbow aimed at her. As the figure pulls the trigger, A large hulking creature appears before the girl, catching the bolt inches before her face. Another hulking creature appears behind the figure, wrapping them in its massive arms before squeezing out their breath. The girl smirks before calmly taking another sip of her tea. Seclusion Legionnaire hail from the distant continent of Arcana. These special Knights work under the Order of St. Overia, an organization made up of several sacred master families that help keep the order between the Material plane, the Astral Sea, and the Elemental Chaos by any means possible. Legionnaire are given the power to use the souls of those who they have slain to summon living constructs known as Chaos Legion through the gods they serve. In the moments before death, a Glyph is carved into their flesh using a blade coated in celestial blood. This mixing of blood and the carving of the Glyph give the Legionnaire their abilities in battle. While most gods look down on those who manipulate souls, they do acknowledge the neccesity of Evil being required to defeat evil. Those who worship said gods may even look down on the Legionnaire, if they even know what they are. The Order The Order of St. Overia is the governing holy body in Arcana. Beyond Legionnaire they train other forms of military personal from knights to Bastions which keep law in the many cities in Arcana. The Order is a body which is hesitant to change, for their customs have kept themselves, and the world alive, but do respect the ideologies of others. Within the Order is kept the Apocrypha of Yzarc, a sacred book which contains many stories, ranging from the first Legionnaire to ever come about, to stories of many gods rise and fall from power. The Apocrypha also holds stories of the creation of the planes, and the means to not only protect them, but tear them asunder. * Ominous Warning Legionnaire usually stay within the bounds of Arcana, only to travel outside the continent so they may defend against great threats. While Legionnaire are protectors of the planes and attempt to protect them by any means necessary. Those who have heard stories about armies being summoned from dust look at the Legionnaire as symbols of death. Creating a Legionnaire When building a Legionnaire, think of the following things. How does your first Legion tie in with your back story, and why you choose that Legion in the first place, or why it choose you. What dangers are threatening the world for you to leave Arcana. And finally, how do you view your Legion.

The Legionnaire Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th Legion Known Attribute Points 1st +2 Knight of the Dark Glyph, Legionnaire's Targets, Syphoning Strike — — — — — — 1 0(0) 2nd +2 Legionnaire's Mark, Fighting Style — — — — — — 1 +1(1) 3rd +2 Spellcasting, Dichotomy Feature 3 3 — — — — 1 +1(2) 4th +2 Ability Score Improvement 4 3 — — — — 2 +2(4) 5th +3 Soul Adaptation 4 3 1 — — — 2 +2(6) 6th +3 Dichotomy Feature, Legionnaire's Targets (Second) 5 4 1 — — — 2 +3(9) 7th +3 Knight of the Dark Glyph Improvement 6 4 1 — — — 3 +3(12) 8th +3 Ability Score Improvement 6 4 2 — — — 3 +4(16) 9th +4 Dichotomy Feature 7 4 2 1 — — 3 +4(20) 10th +4 ─ 8 4 2 1 — — 4 +5(25) 11th +4 Glyph of Plane Shifting 8 4 3 1 — — 4 +5(30) 12th +4 Ability Score Improvement 9 4 3 2 — — 4 +6(36) 13th +5 Dichotomy Feature Improvement 10 4 3 2 1 — 5 +6(42) 14th +5 Legionnaire's Targets (Third) 10 4 3 2 1 — 5 +7(49) 15th +5 Soul Adaptation 11 4 3 3 2 — 5 +7(56) 16th +5 Ability Score Improvement 12 4 3 3 2 — 6+ +8(64) 17th +6 Dichotomy Feature 12 4 3 3 3 1 6+ +8(72) 18th +6 ─ 13 4 3 3 3 1 6+ +9(81) 19th +6 Ability Score Improvement 14 4 3 3 3 2 6+ +9(90) 20th +6 Dichotomy Feature 14 4 3 3 3 2 6+ +10(100) Quick Build Strength or Dexterity should be your highest ability score depending on your weapon followed by Intelligence for your Spellcasting Class Features As a Legionnaire, you gain the following class features; Hit Points Hit Dice: 1d8 per Legionnaire level

1d8 per Legionnaire level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher levels: 1d8 (or 5) + your Constitution modifier per Legionnaire level after 1st Proficiencies Armor: Light and Medium Armor

Light and Medium Armor Weapons: Simple Weapons, Martial weapons

Simple Weapons, Martial weapons Tools: None Languages: Legionnaire's start knowing Celestial Skills: Choose two from Arcana, History, Religion, Insight, Intimidation, Perception, Persuasion, Deception Saving Throws: The Legionnaire is proficient in Intelligence Saving Throws. When the Legionnaire attunes a Legion crest, they gain proficiency in one additional Saving Throw (dictated by your Primary Legion at 7th level).; Guilt: Wisdom

Wisdom Malice: Expertise in Intelligence Saving Throws

Expertise in Intelligence Saving Throws Blasphemy: Charisma

Charisma Arrogance: Constitution

Constitution Flawed: Dexterity

Dexterity Hatred: Strength Equipment You start with the following equipment, in addition to the equipment granted by your background: (A) One Martial Weapon and one Ranged weapon with 30 ammunition or (B) 1 Martial and 1 Simple Weapon

(A) One Simple melee weapon (B) Four Javelins

(A) Scale Mail or (B) Studded Leather Armor

(A) Priest's Pack or (B) Diplomat's pack

One Legion Crest of your choice.

1 Legionnaire’s Gauntlet

Chaos Legion Legion were once souls that were forged into unearthly creatures and given form while held within crests no bigger than the pommel of a sword, and the gauntlet's their Legionnaire wear allow them to control, and absorb stray souls to feed them. Souls give Legion life and with a snap of the Legionnaire's Fingers or a calling of their name,

they are summoned to battle in an instant. Each Legion Crest's Hit Point and Hit Die Pools

are shared by all constructs of that Legion

and gain Hit Points and Hit Die as

they level. Legion Crests that are not

cracked will become full Hit Points and

regain half of their missing hit die

(minimum of 1) after a long rest. Legion crests reduced to 0 Hit

Points are considered cracked

and cannot be affected by the

Syphoning Strike class feature

or healing magic and must

be repaired before the

summoning, assist, enchantment

features, or class features

dependent upon that Legion

can be used again. Legion share the

Legionnaire's Proficiency

Modifier and share the

Legionnaire's Proficient

Skills. Legion Crests can be

utilized in 3 major ways; Summoning As an action, you can

summon one of your

attuned Legion. The number

of Legion summoned is equal

to the force stat of that Legion,

and the Legionnaire choses

unoccupied spaced within 5ft

each construct is summoned.

Legion will remain in your

service until they are

unsummoned and can be done so

using one action, falling unconscious,

or when the Legion Crest falls to 0 hit

points. Legion take the turn after yours

and the Legionnaire can issue commands

Verbally or Telepathically as long as they

are given in Celestial on the Legion's turn.

Each Legion individually has 1 action,

1 bonus action, as well as movement, but all share

1 reaction which does not require your command. Legion cannot perform complicated tasks such as starting a fire but can be ordered to guard a target from enemies or shake hands and can be ordered to do all players actions besides Help. When the Legion's turn begins, any Legion outside of the Sphere of Influence will use its movement to return to its bounds even using the Dash action if necessary. This will happen regardless of the Legionnaire's command. Legion cannot be ordered to move outside of the Sphere of Influence unless stated otherwise. During the Legionnaire's turn, any Legion within 5ft of the Legionnaire can move with them without using movement. This movement does provoke attack of opportunity Assist While you have no summoned Legion, The Legionnaire can call upon special abilities which consume the souls within to help turn the tides of battle. All Assists use one action and can only be used once per round. the Legionnaire must relinquish and roll the determined amount of that Legion's hit dice, then subtracting the results from that Legion's Hit Points. Assists are always used at max level Enchantment Enchantments are special abilities which can be used by the Legionnaire while the Legion is attuned. These abilities are meant to empower the Legionnaire. and can only be used while particular Legion Crests are attuned. Unlike Assist and Summon, the Legionnaire can use Enchantments at any level granted they have unlocked the required level to use that Enchantment. Legion Leveling All Legion in your possession are always equal to your Legionnaire class level. When gaining a Legionnaire class level, all Legion also level and gain a pre-determined amount of attribute points laid out in the Legionnaire class table, as well as Hit Points and Hit dice. Attribute Points can be used to level different attributes giving the Legion new abilities or higher stats.

Legionnaire's Gauntlet This magical piece of armor is worn by every Legionnaire. Gauntlets are not only decorated with Glyphs to Symbolize past achievements as well as Glyphs of spells they can cast, but also act as the Legionnaire's Holy Symbol and Arcane Focus. Gauntlets vary in size, shape, and color, and are either designed by the Legionnaire, or passed down through families. The only requirement for a Legionnaire's Gauntlet is to include two indentations where Legion Crests can be placed to channel their Legion. Creation of Legion Crests For one to craft a Legion, one must first have knowledge of that Legion's sacred Glyph. As the Legionnaire levels, they can learn a new Glyph of their choice so they may craft new Legion (laid out in the Legionnaire Class Table) After they learn this Glyph, they can go through the following process To get started, the Legionnaire must have gemstone containing a soul which is small enough to fit into the indentations of their Gauntlet. They carve the a Glyph for a Legion they do not posess into it and Spectral arms rise from the Gauntlet, reaching into the gem, forging the soul to the Legion's form. The crafting process requires a total of 40 hours of work and can be stopped and started again at any point. Every 20 hours the Legionnaire makes one Crafting (Religion or Arcana) Check and records the rolls. At the end of the 40 hours if the total of the recorded rolls equals or exceeds 25, the craft is successful. A successfully crafted Legion gains the total attribute points up to the current level. Hit Points and Attribute points can be allocated and rolled at that time. If both Crafting checks fail, the gem crumbles to dust. Repair If a Legion is reduced to 0 Hit Points, That Legion Crest cracks and the Legionnaire must repair it before any of its functions can be used again. To do so, the Legionnaire must spend 30 minutes to try and repair the Crest by making a DC15 Crafting (Religion, Arcana) check. Upon a success, the Legion crest is repaired and stabilizes at 1 Hit Point. If the Repair check fails, the Legionnaire must wait 24 hours to attempt the repair again. The Legionnaire can enlist the services of someone who is adept in repairing Magical items to repair the crest as well. The DC for the repair check increases by 1 each time the Legionnaire obtains an ability score increase. Attribute leveling Each time the Legion levels, they gain a determined amount of Attribute points which are outlined in the Legionnaire's Class table. These points can be used to increase different attributes outlined in Legion Attribute Table. While the Legion attributes of Enchant, Attack, and Defense can be increased at every level; Force and Assist have level restrictions. Level 2 Force and Assist can only be leveled after attaining Legionnaire level 5. Level 3 Force and Assist can be leveled after attaining Legionnaire level 10, and Force and Assist level 4 can be leveled after attaining Legionnaire level 15. - Legion Attribute Table Level Force Assist Enchant Attack Defense 1st Initial Initial Initial Initial Initial 2nd 4 Points 4 Points 4 Points 2 Points 2 Points 3rd 8 Points 8 Points 6 Points 2 Points 2 Points 4th 12 Points 12 Points 10 Points 3 Points 3 Points 5th — — — 3 Points 3 Points 6th — — — 4 Points 4 Points 7th — — — 4 Points 4 Points 8th — — — 6 Points 6 Points 9th — — — 7 Points 7 Points 10th — — — 7 Points 7 Points Legion Tables explained Points can be allocated to different Attributes within the Legion's attribute table. Attributes do different things depending on the Different Legion; Force - Upgrading this increases the number of Legion summoned into battle, or gives summoned Legion special abilities while summoned

- Upgrading this increases the number of Legion summoned into battle, or gives summoned Legion special abilities while summoned Assist - Upgrading this increases amount of power behind each assist but also increases its cost to use.

- Upgrading this increases amount of power behind each assist but also increases its cost to use. Enchant - Upgrading this gives the player the benefits of special attacks and abilities granted by a Legion.

- Upgrading this gives the player the benefits of special attacks and abilities granted by a Legion. Attack - Increases Offensive stats for the Legion

- Increases Offensive stats for the Legion Defense- Increases Defensive stats for the Legion

Knight of the Dark Glyph At 1st level, using the Glyph carved into your body and the gauntlet on your arm, you are able to channel your Legion. The Legionnaire's soul emits a 15ft Aura referred to as their Sphere of Influence. Legion cannot move outside the Sphere of Influence, unless stated otherwise. You can Attune to 1 Legion Crest and use the powers of that Legion, gaining access to the Summoning, Assist, and Enchantment features. Attuned Crests are stored in indentations on the Legionnaire's Gauntlet, and Attuned Legion Crests do not add towards your attuned to items. You can attune to a new Legion crest on a long rest. At 7th level you can attune 1 additional Legion crests and may use the Summon, Assist, and Enchantment features of Both Legion. One Legion is designated your Primary upon attunement for determining your saving throws, and you can switch your Primary Legion to your second attuned Legion Crest on a short rest. You can also attune up to 2 new Legion crests on a Long rest Syphoning Strike At 1st level, Glyphs have been carved into your Gauntlet and skin, allowing you to absorb souls to feed your Legion. Using the gauntlet as an Arcane Focus, If the Legionnaire strikes the killing blow against a creature that has a soul, roll a DC14 Religion Check. On a success, one of your attuned Legion regains that Weapon damage as Hit Points and 2 Hit Die If a Legion strikes a Killing blow, the health and hit die returned are halved. If the Creature was affected by Legionnaire's Mark, you can store the drained soul inside 1 gemstone worth about 100gp instead of Healing your Legion. Legionnaire's Targets During your time in the Order, you trained in multiple ways to dispatch enemies that invade this plane. Starting at 1st level, choose one kind of enemy; Aberration, Celestial, Elemental, Ooze, Fey or Fiend. You gain advantage on Intelligence checks to recall information on that enemy, Wisdom (Survival) checks to track a targeted enemy and can add your Intelligence Modifier to attack rolls against targeted enemies. You gain additional Targets at 6th and 14th levels and cannot choose the same target again. Each time you choose a new Target, learn 1 language associated with that enemy type. Fighting Style At 2nd level, you adopt a particular style of fighting to compliment your Legion, helping you better fight alongside them. Choose a fighting style from the list of optional features. If you have the option to choose this feature again, you cannot choose the same option. Brawler Unarmed attacks with your gauntlet deal an extra 1d4 bludgeoning damage. If you are attacking an enemy for the first time during this combat, you can make 1 unarmed attack as a free action if you have a free hand. Two Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. Archery You gain a +2 bonus to Attack rolls you make with Ranged Weapons. 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. Two Handed Familiarity Two handed weapons you wield gain the versatile property. Wielding two handed weapons given the versatile property through this feature in 1 hand decreases all that weapons base damage dice by 1 size. d12 becomes d10. d10 become d8. d8 become d6. d6 become d4. d4s or lower, no damage dice are rolled. This does not apply to Short, or Longbows Close Quarters Shooter Making Ranged weapon attacks against hostile creatures within 5ft does not impose disadvantage on attack rolls. Ranged Weapon attacks ignore half and three-quarters cover against creatures within 30 feet. Tactical Defense You may use your Intelligence modifier instead of your Dexterity modifier in calculation of your AC. Legionnaire's Mark Starting at 2nd level, as a bonus action, the Legionnaire thrust lightning from their gauntlet, marking one creature they can see within 60ft for one hour. Weapon attacks you make deal an extra 1d6 lightning damage to marked creatures. Legion ordered to attack the marked creature can travel outside the Sphere of Influence as long as they are moving towards the creature. You can use this feature a number of times per day equal to your Intelligence Modifier. If the Marked creature is one of your Targets and is not within your line of sight, you can roll an Arcana check to determine their location. 10+ you know the general direction of the target, 15+ you also learn the distance the target is from you, and 20+ you also learn the speed it is moving Legionnaire’s Dichotomy Through the time you've spent with your Legion, you've come to realize they are reflections of yourself. You either grow to resent them or embrace them. Starting at 3rd level, choose between being Devout to your legion, or to Forsake their presence. Choosing a Dichotomy grants you new features at 6th, 9th, 13th, 17th, and 20th levels. Spellcasting When you reach 3rd level, your soul has grown strong enough to bear the weight of manipulating the weave. You carve the Glyphs for your spells into your Gauntlet or flesh, making your spells an extension of yourself.

See Chapter 10 in the players handbook for general rules of spellcasting, and the Legionnaire Spell List for list of Legionnaire spells. Spell Slots the Legionnaire 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. For example, if you know the 1st-level spell cure wounds and have a 1st level and 2nd level spell slot available, you can cast cure wounds using either slot. Spells Known at 3rd Level and Higher You know three first-level spells of your choice from the Legionnaire spell list. The Spells Known Column of the Legionnaire table shows when you learn more Legionnaire spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st and 2nd level. Additionally, when you gain a level in this class, you can choose one of your Legionnaire spells you know and replace it with another spell from the Legionnaire spell list, which also must be of a level for which you have spell slots. Spellcasting ability Charisma is your spellcasting ability for your Legionnaire spells. Your magic comes from your activation of your Glyphs and your soul bearing the stress of the weave. 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 Legionnaire spells you cast and when making an attack roll with one. Spell Save DC = 8 + your Proficiency bonus + your Intelligence Modifier

= 8 + your Proficiency bonus + your Intelligence Modifier Spell attack modifier = your proficiency bonus + your Intelligence Modifier Spellcasting Focus You can use the Legionnaire's Gauntlet as a spellcasting focus for your Legionnaire spells. Ability Score Improvement 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. You cannot increase an ability score above 20 using this feature. Alternatively, you can choose a feat. All Legion in your possession also gain this feature but cannot gain feats. Soul Adaptation At 5th level, your experiences are slowly shaping your soul, developing your connection with your Legion in strange ways. Choose an adaptation from the list of optional features. You gain another choice of soul adaptation at 15th level, and cannot choose the same option again

Legions Armament When you choose this feature, choose one Legion in your Possession. For one minute as an action, you can summon to your Gauntlet hand one weapon representative of that Legion. The weapon uses your Ability Scores but is the same as the Legion's weapon. If the weapon leaves your Gauntlet hand it disappears. You gain the following weapons depending on your choice; Guilt: Guilt's Broadsword

Guilt's Broadsword Malice: Malice's Heavy Crossbow

Malice's Heavy Crossbow Blasphemy: A Flaming Brass Knuckle. Attacks with this uses the Blasphemy Detonate Action.

A Flaming Brass Knuckle. Attacks with this uses the Blasphemy Action. Arrogance: You gain a large shield. While this shield is in your grasp, you are proficient with it and you gain the Guardian Reaction and On Guard Action

You gain a large shield. While this shield is in your grasp, you are proficient with it and you gain the Reaction and Action Flawed: Flawed's Claw

Flawed's Claw Hatred: Hatred's Gauntlet for Unarmed Strike You can use this feature a number of times per day equal to your Intelligence Modifier Soul Surge Once per long or short rest as a bonus action, expend 1 hit dice. You can take one additional action on top of your regular action. Soul Pacifist Three times per day when you cast a spell that does not increase or decrease Hit Points, you can relinquish hit die from one attuned Legion equal to that spells level instead of expending a spell slot. Simulacrum When you use the Summon feature, you can summon an amount of Illusions equal to your Intelligence modifier, of that Legion. These Illusions act as Legion and are almost identical copies but disappear after taking damage. Any attacks made by Illusions feel real but deal no damage. A perception check against your spell DC can identify the Illusions You can use this feature a number of times per day equal to your Intelligence Modifier Soul Exchange As a bonus action, you can reduce your current Hit points and Hit Die by half (rounded down). Add those Hit Points and Hit Die to one attuned Legion's Hit Point and Hit Die pools Last Stand When a Legionnaire with a summon Legion is knocked unconscious, Legion will stay summoned for 1 round before being unsummoned, acting with the last order given. Legionnaire's Telepathy You gain a telepathic link with your attuned Legion. Quick Summon Summoning your Legion now only requires a Bonus Action instead of an Action. Glyph of Plane Shifting Your fights with extraplanar entities have given you a reason to shift between the planes to hunt your foes. You carve the Plane Shift Glyph into your gauntlet and skin. At 11th level you can cast the Plane Shift spell on yourself and one creature you can touch. After you use this feature, you cannot use it again until your next long rest. You can also carve the same glyph on a ground or wall made of hard material such as stone, dirt, or wood with a diameter of up to 15ft. This takes up to 5 minutes to carve. The Legionnaire can activate a Plane Shifting Glyph to cast the Plane Shift spell on All allies touching the Glyph. The Glyph becomes scorched onto the surface on both planes for 1d8+2 days, allowing travel between them. You can only use this Glyph once per long rest, and if you do, cannot use this feature again until you finish a long rest, but you can continue to carve new glyphs Dichotomy Paths Devout You've chosen to embrace your Legion, allowing them to fight at your side and advance your bond with them, working through your own faults. Once per day, when a Legion would hit 0 Hit Points, you can roll a DC15 Religion check. On a successful save, the Legion is unsummoned, and stabilizes at 1 Hit Point. you can choose to summon any number of constructs into battle up to that Legion's max force. If you have constructs currently summoned, you may use a bonus action to summon more constructs as long as you do not exceed that Legion's max force. Legion Freedom At 6th and 13th level Increase your Sphere of Influence by 10ft. Legion's Barrier Also, at 6th level, you have learned to Protect your Legion with your own soul. when an attack or spell would damage 2 or more Legion, as a reaction you can expend 1 hit die to cause all Legion with your Sphere of Influence to take half the total damage. You can use this a number of times per day equal to your Intelligence Modifier (Minimum 1). Sacrifice Strength At 9th level, as an action, remove 1 point from one of your ability modifiers and add it to the same ability modifier of 1 attuned Legion for 10 minutes. You can use this a number of times per day equal to half your Proficiency Modifier Expansive Summoning At 17th level, when you summon your Legion, you can summon each construct anywhere within your Sphere of Influence instead of just within 5ft of yourself. Additionally, if you summon a Legion next to an enemy, it can use it's reaction to make 1 weapon attack.

Harmonizing Souls At 20th level, your adventures with your Legion have allowed both you and your Legion to evolve. You use the powers given to you by the gods to connect on a deeper level for a brief time. Once per day for 1 hour, you can channel this power into your being. Shadow, flame, and lightning begin to trail off your body as you connect with your Legion on a Spiritual level. You gain resistance to Necrotic damage. Additionally, you and your Legion share any Resistances, Immunities, or Vulnerabilities. Due to your Souls connection to one another, Whenever you would cast a spell, you can have one of your constructs cast the spell from their position on your turn. Additionally, Summoned Legion gain the damage benefits of Legionnaire's Mark and are also no longer bound by your Sphere of Influence Forsaken You've grown to resent your Legion's presence in battle, for gazing unto them is gazing at your own downfalls. Due to your disconnect from your Legion, your Legion have made their soul more resilient, regaining all spent hit die after a long rest. Due to your disdane for your Legion, they will take your power and use it in their place. If you have at least 1 hit die remaining when you use the Assist action, one of your hit die will be expended in place of one from the Legion. The result of that die is subtracted from your hit points. Strengthen Soul At 6th and again at 13th level, increase your, and your Legion's maximum hit die by 2. When rolling hit die for an assist, you may reroll 1 die and must use the new result. You can re-roll a second hit die at 13th level Extra Attack Also, at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn Stolen Power At 9th level, you’ve learned how to draw power from your Legion to strengthen yourself. As a bonus action, you can subtract 1 from any ability score of 1 attuned Legion, to increase that same ability score of yours by 1 for 10 minutes. You can use this a number of times per day equal to half your proficiency modifier Quick Shift At 17th level, you can now cycle through your Legion even quicker than before. Once per long rest as an action, you can change your Primary Legion to the second Legion you have attuned. Also, once per long rest, during a short rest, you can change out up to 1 Legion you have attuned with one which is not attuned. Aegis of the Legion At 20th level, even though you have forsaken your Legion, they still respected you as their Legionnaire. Yet only on the precipice of death do you willingly accept their help. Once per day, when you would fail a death saving throw, you can sacrifice all Hit Points and Hit Die from 1 Attuned Legion, stabilizing at 1 Hit Point and if you are prone, you are brought to your feet. For 1 hour you gain temporary hit points equal to the sacrificed Legion's hit points and regain a number of hit die equal to the expended hit dice from the Legion. Your appearance also becomes almost Legion like as Flame bursts from your feet and wounds. You gain the Legion's Flame and Hover Abilities for the duration, as well as the Living Construct typing. You gain 5 Fate Points while in this form. When a Die roll is made, you can expend 1 fate point to roll a 1d10. You can choose to add or subtract the result from that die roll. Additionally, you can still utulize the Assist feature of the Sacrificed Legion, acting as both the Legion and Legionnaire. Your hit dice and hit points will be expended in place of the Legions. Legion Stat Blocks All stats for Legion are based upon level 1 Legion. All Legion have a max level of 20 and are always equal to your Legionnaire Class level. Legion gain Hit Point and Hit Die as they level, as well as gaining the Ability Score Improvement feature when the you do.

Guilt Medium, Living Construct Armor Class 13 Chain shirt + Dex (Max +2)

13 Chain shirt + Dex (Max +2) Hit Points 12 (1d10 + Con every level after 1st)

12 (1d10 + Con every level after 1st) Speed 25ft.

25ft. Force 1 STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 14 (+2) 12 (+1) 15 (+2) 8 (-1) Saving Throws: Strength, Wisdom

Strength, Wisdom Spellcasting Modifier: Wisdom Actions Broadsword. Melee Weapon Attack: Reach 5ft., one target. Hit +3 (2d4 + 1) Slashing Abilities Hover: Hovers just above the ground and is unaffected by Difficult Terrain Legion's Flame: The Legion's feet is covered in the Continual Flame spell and cannot be dispelled Force Levels 2 and 4 Increase Guilt's force by 1

Increase Guilt's force by 1 Level 3 Each round, 1 Guilt construct can use the Extra Attack Feature Assist Midnight Punisher : 1 Hit Die: The Legionnaire makes one Melee weapon attack against a creature within range. 2 Guilt Constructs then appear beside the enemy, each making 1 weapon attack before disappearing. Each attack deals +1 damage for each successful attack before it. Increases Legion used in Assist by 1 at all levels. Hit die requirement increase by +1 at Assist levels 2 and 3 Enchant Level 1 - Lasso: As a Bonus Action, you can cause one creature effected by Legionnaire's Mark to make a Strength Saving throw or be pulled 10ft towards you Level 2 - Blazing Strike:- Three Times per Long Rest, as a bonus action, your weapon ignites, shedding bright light within 10ft for 1 minute or until a successful attack. On the next successful attack the creature must make a Dexterity saving throw or begin to burn taking 1d4 fire damage at the start of each turn until extinguished using 1 bonus action or half its movement. - Level 3 - Battle Harmony: Once per round, when you use an action to cast a spell, you may make an attack as part of the same action. Level 4 - Blazing Phoenix: Once Per Long Rest, as an action the Legionnaire can make a large cleaving swing in front of them. Enemies within a 5ft long by 15ft wide area in front of you must succeed a Dexterity saving throw or take weapon damage. If Blazing Strike is active, creatures failing the save also begin to burn. Attack Levels 2,5,8 Increase Guilt's Strength, Dexterity, or Intelligence Ability Score by 1. You can only choose the same option twice

Increase Guilt's Strength, Dexterity, or Intelligence Ability Score by 1. You can only choose the same option twice Levels 3,6,9 Guilt's Broadsword gains +1 to hit

Guilt's Broadsword gains +1 to hit Level 4 Guilt's Broadsword is now considered a magical weapon

Guilt's Broadsword is now considered a magical weapon Level 7 Broadsword damage die is now 2d6.

Broadsword damage die is now 2d6. Level 10 When Guilt rolls a 1 on damage dice, you can reroll the die and must use the new roll Defense Levels 2,5,8 Increase Guilt's Constitution, Wisdom, or Charisma Ability Score by 1. You can only choose the same option twice

Increase Guilt's Constitution, Wisdom, or Charisma Ability Score by 1. You can only choose the same option twice Levels 3,6,9 Guilt gains +1 to its Armor class

Guilt gains +1 to its Armor class Level 4 Guilt Gains the Missile Snare Reaction. When a Ranged missile attack hits Guilt, using Guilt's Reaction, it can attempt to catch the missile in its hand, it can reduce the damage by 1d8 + Dexterity Modifier. If damage reduced becomes 0, Guilt holds the projectile in its hand

Guilt Gains the Reaction. When a Ranged missile attack hits Guilt, using Guilt's Reaction, it can attempt to catch the missile in its hand, it can reduce the damage by 1d8 + Dexterity Modifier. If damage reduced becomes 0, Guilt holds the projectile in its hand Level 7 Guild gains Wise Defense: Guilt uses it's Wisdom to calculate AC instead of Dexterity.

Guild gains Guilt uses it's Wisdom to calculate AC instead of Dexterity. Level 10 Guilt gains Advantageous Parry: When a Melee Weapon or Spell attack misses Guilt, Guilt can make an attack of opportunity at advantage using it's Wisdom modifier to calculate attack and damage.

Malice Medium, Living Construct Armor Class 13 Leather Armor + Dex

13 Leather Armor + Dex Hit Points 9 (1d8 + Con every level after 1st)

9 (1d8 + Con every level after 1st) Speed 25ft

25ft Force 1 STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 13 (+1) 15 (+2) 10 (+0) 12 (+1) Saving Throws: Intelligence, Dexterity

Intelligence, Dexterity Spellcasting Modifier: Intelligence Actions Crossbow. Range: 30-150 ft. 2 Handed Ranged Weapon Attack: Hit +4 (1d6 + 2) Piercing Abilities Hover: Hovers just above the ground and is unaffected by Difficult Terrain Legion's Flame: The Legion's feet is covered in the Continual Flame spell and cannot be dispelled Force Levels 2 and 4 Increase Malice's force by 1

Increase Malice's force by 1 Level 3 Once per round, one Malice construct can use the Sharpshooter Feat. Assist Enfeebling Arrow: 1 Hit Die: Malice appears making one Spell attack against a creature within 60ft dealing 1d4 psychic damage before vanishing. The creature must make an Intelligence Saving Throw against 5 + Malice's Int Modifier + Damage dealt. On a failure, choose one of the following options to apply for 1 minute. Creatures can make a saving throw at the end of each round to end this effect. Strength: Disadvantage on Strength based attack rolls

Disadvantage on Strength based attack rolls Dexterity: A creature using more than half its movement in a round must make a Dexterity Saving Throw, falling prone on a failure.

A creature using more than half its movement in a round must make a Dexterity Saving Throw, falling prone on a failure. Intelligence: Creatures must make an Arcana check against 10 + a Spells level to remember any spell they wish to cast, forgetting on a failure

Creatures must make an Arcana check against 10 + a Spells level to remember any spell they wish to cast, forgetting on a failure Wisdom: Perception checks are at disadvantage.

Perception checks are at disadvantage. Charisma: The creature loses one language proficiency.

Increase damage by 1d4 per Assist level. Decrease chosen ability score by Malice's Intelligence Modifier at assist level 3. Increase max hit die used by +1 at Assist levels 2 and 3. - Enchant Level 1 - Push: As a Bonus Action, you can cause one creature effected by Legionnaire's Mark to make a Strength Saving throw or be pushed 10ft from you Level 2 - Lock on: As an action, you can target one creature within 100ft. You have +5 on all ranged weapon attacks against that creature but -5 against other creatures until that creature ends it's turn out of your line of sight, or you attack another creature. Level 3 - Holy Ambassador When dealing with noblemen, or members of a holy order, use your Intelligence in place of Charisma when making Charisma based skill checks. Level 4 - Prisoner: Large or smaller creatures affected by Legionnaire's mark must make a DC15 Constitution save at the start of each turn or be stunned for that round. If the creature succeeds, they are unaffected by Prisoner for 24 hours. Attack Levels 2,5,8 Increase Malice's Strength, Dexterity, or Intelligence Ability Score by 1. You can only choose the same option twice

Increase Malice's Strength, Dexterity, or Intelligence Ability Score by 1. You can only choose the same option twice Levels 3,6,9 Malice's Crossbow gains +1 to hit

Malice's Crossbow gains +1 to hit Level 4 Once per long rest, declare 1 damage type. Crossbow now deals that damage type instead of piercing and is considered magical

Once per long rest, declare 1 damage type. Crossbow now deals that damage type instead of piercing and is considered magical Level 7 Crossbow damage die is now 1d10

Crossbow damage die is now 1d10 Level 10 When Malice rolls a 1 or 2 on a damage die for a weapon attack, you can reroll the die and must use the new roll. Defense Levels 2,5,8 Increase Malice's Constitution, Wisdom, or Charisma Ability Score by 1. You can only choose the same option twice

Increase Malice's Constitution, Wisdom, or Charisma Ability Score by 1. You can only choose the same option twice Levels 3,6,9 Increase Malice's Armor Class by 1

Increase Malice's Armor Class by 1 Level 4 Malice Gains the Blade Snare Reaction. When a Melee attack hits Malice can use its reaction to guard with its bow, reducing damage by 1d8 + Strength Modifier. If the damage is reduced to 0, Malice and the attacker are grappled

Malice Gains the Reaction. When a Melee attack hits Malice can use its reaction to guard with its bow, reducing damage by 1d8 + Strength Modifier. If the damage is reduced to 0, Malice and the attacker are grappled Level 7 Increase Malice's movement by 10ft

Increase Malice's movement by 10ft Level 10 Once per day, Malice can use an action to cast Spike Growth and Entangle spells using Malice's Intelligence as the spellcasting modifier.

Blasphemy Small, Living Construct Armor Class 11 No Armor + Dex + Size

11 No Armor + Dex + Size Hit Points 8 (1d6 + Con every level after 1st)

8 (1d6 + Con every level after 1st) Speed 15ft.

15ft. Force 1 STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 14 (+2) 12 (+1) 13 (+1) 15 (+2) Saving Throws: Charisma, Constitution

Charisma, Constitution Spellcasting Modifier: Charisma Actions Detonate: As an action Blasphemy explodes in a giant conflagration. Creatures within 5ft of the explosion must make a Dexterity saving throw, or take 4d6 Fire damage, half damage on successful save. Blasphemy also deals double its Constitution modifier as damage to itself which cannot be reduced. That Construct then reappears next to the Legionnaire. Detonate Damage increased by 1d6 for every point in Constitution after 14. Abilities Burrow: While summoned, Blasphemy can burrow beneath the ground. Its back changes color and texture with its surroundings. Creatures actively looking for traps can make an Investigation check against Blasphemy's Spell Save DC to see it. Blasphemy's movement is 0 while burrowed and can unborrow as an action. When a creature steps on Blasphemy, it Detonates. Hover: Hovers just above the ground and is unaffected by Difficult Terrain Legion's Flame: The Legion's feet is covered in the Continual Flame spell and cannot be dispelled. This disappears when Burrowed Force Levels 2 and 4 Increase Blasphemy's force by 1

Increase Blasphemy's force by 1 Level 3 Increase Blasphemy's speed by 10ft. You may reroll up to 3 Detonate damage dice Assist Crimson Carnage: 1 Hit Die: Blasphemy appears in front of the Legionnaire; The Legionnaire then kicks the legion as if it were a ball towards an area within 30ft. Once it reaches the destination, it detonates Blasphemy can be kicked 10 more ft. per level. Hit die increases by 1 at Assist levels 2 and 3. Takes half Constitution damage from Detonate at level 4 - Enchant Level 1 - Airblaze: Three times per long rest, as an action, the Legionnaire can strike the ground with their gauntlet. All creatures within a 5ft radius must make a Strength saving throw or be knocked back 10ft. Level 2 - Blasphemous Speech: When making a Charisma (Deception) Skill check, you can use your Religion Skill instead if you invoke religion in some way. Level 3 - Airblaze Improvement: Airblaze I now deals 2d6 fire damage on a failed save, pushing enemies back an additional 5ft. Level 4 - Arching Mark: Three times per long rest, when you make a weapon attack against a creature under Legionnaire's Mark, up to 2 other creatures within 10ft also Legionnaire's Mark damage Attack Levels 2,5,8 Increase Blasphemy's Strength, Constitution, or Charisma Ability Score by 1.You can only choose the same option twice

Increase Blasphemy's Strength, Constitution, or Charisma Ability Score by 1.You can only choose the same option twice Levels 3,6,9 Increase Detonate radius by 5ft

Increase Detonate radius by 5ft Level 4 Detonate also gains Siege Breaker Deals double damage to walls and structures

Detonate also gains Deals double damage to walls and structures level 7 Blasphemy gains Bolster: when leveling up Blasphemy, reroll any 1s and 2s when rolling for Hit Points. You must use the new Result

Blasphemy gains when leveling up Blasphemy, reroll any 1s and 2s when rolling for Hit Points. You must use the new Result Level 10 Increase Blasphemy's Constitution and Charisma Ability Scores by 2. the Ability Score max is now 24 Defense Levels 2,5,8 Increase Blasphemy's Dexterity, Intelligence, or Wisdom Ability score by 1. You can only choose the same option twice

Increase Blasphemy's Dexterity, Intelligence, or Wisdom Ability score by 1. You can only choose the same option twice Levels 3,6,9 Blasphemy gains +1 AC

Blasphemy gains +1 AC Levels 4 Increase Blasphemy's Movement by 10

Increase Blasphemy's Movement by 10 Level 7 Blasphemy moves as though it is affected by the Spider Climb spell

Blasphemy moves as though it is affected by the spell Level 10 Blasphemy gains Unarmored Defense Blasphemy's Armor Class equals 10 + it's Dexterity modifier + it's Constitution modifier.

Arrogance Medium, Living Construct Armor Class 13 Scale Mail + Dex (Max 2)

13 Scale Mail + Dex (Max 2) Hit Points 14 (1d12 + Con every level after 1st)

14 (1d12 + Con every level after 1st) Speed 25ft.

25ft. Force 1 STR DEX CON INT WIS CHA 10 (+0) 8 (-1) 15 (+2) 12 (+1) 14 (+2) 13 (+1) Saving Throws: Constitution, Wisdom

Constitution, Wisdom Spellcasting Modifier: Wisdom Actions Retaliate One construct releases all built up energy in a 5ft long beam of piercing light. Creatures in the path must make a Dexterity Saving throw or take 1d4 Radiant damage. You can expend all Retaliate Charges to increase the range by 5ft and damage by 1d8 per charge expended. On Guard Arrogance spreads it's arms, forming a barrier and anchoring itself in place. Until the end of Arrogance's Next turn it's movement is reduced to 0, fails all Dexterity saving throws, takes half damage, can't be prone, grants three-quarters cover, and gains double Retaliate Charges on hit Abilities Retaliate Charge As Arrogance Takes damage, the Glyph on its back turns more red. When Arrogance takes damage, it gains 1 Charge (max 5). Arrogance loses all charges on a long or short rest. Hover: Arrogance hovers just above the ground, ignoring Difficult Terrain Legion's Flame: The Legion's feet is covered in the Continual Flame spell and cannot be dispelled Reaction Guardian When an attack is made against an ally within 5ft, Arrogance can use it's reaction to swap places with that ally, changing the target to itself. Force Levels 2 and 3 Increase Arrogance's force by 1

Increase Arrogance's force by 1 Level 4 Arrogance gains 2 reactions per round. Assist Rampage: X Hit Die: Arrogance appears above the Legionnaire, weaving a barrier around them. Expend any number of Arrogance's remaining hit dice and roll them to gain temporary hit points equaled to the rolled amount until the end of your next turn. - Increases Rampage duration by 1 round at all Assist levels. Enchant Level 1 - Avenger: As a reaction to a weapon or spell attack against you, you can make 1 weapon attack against the source within range. Level 2 - Improved Defense: Three Times per long rest, you can expend up to 2 of your own hit dice to grant someone other than yourself temporary Hit Points equal to those rolled hit dice for 8 hours. Level 3 - Avenger Improvement: When you use Avenger, decrease the damage you took by 1d8 Level 4 - Legion's Protection You, and those within your Sphere of Influence have resistance to Diseases, and the Poison and Fear conditions Attack Levels 2,5,8 Increase Arrogance's Dexterity, Constitution, or Wisdom Ability Score by 1. You can only choose the same option twice

Increase Arrogance's Dexterity, Constitution, or Wisdom Ability Score by 1. You can only choose the same option twice Levels 3,6,9 Max Retaliate Charges increased by 1

Max Retaliate Charges increased by 1 Level 4 Gain 1 additional Retaliate Charge for every 10 damage after the initial 10

Gain 1 additional Retaliate Charge for every 10 damage after the initial 10 Level 7 Retaliate Damage Die increased to 1d10

Retaliate Damage Die increased to 1d10 Level 10 When using Retaliate, all constructs will release a beam of light, all dealing the same damage and having the same range. Creatures hit by multiple beams take half damage for each beam beyond the first Defense Levels 2,5,8 Increase Arrogance's Strength, Intelligence, or Charisma Ability Score by 1. You can only choose the same option twice

Increase Arrogance's Strength, Intelligence, or Charisma Ability Score by 1. You can only choose the same option twice Levels 3,6,9 Arrogance gains +1 AC

Arrogance gains +1 AC Level 4 If an attack misses Arrogance by 5 or less, gain 1 retaliate charge as the attack glances off Arrogance's hide

If an attack misses Arrogance by 5 or less, gain 1 retaliate charge as the attack glances off Arrogance's hide Level 7 Arrogance regains hit points equal to its Constitution modifier at the start of each turn

Arrogance regains hit points equal to its Constitution modifier at the start of each turn Level 10 If you have temporary Hit Points granted by Rampage, you have advantage on saving throws against being stunned, feared, paralyzed, or petrified.

Flawed Medium, Living Construct Armor Class 13 Leather + Dex

13 Leather + Dex Hit Points 7 (1d8 + Con every level after 1st)

7 (1d8 + Con every level after 1st) Speed 35ft.

35ft. Force 1 STR DEX CON INT WIS CHA 10 (0) 15 (+2) 8 (-1) 13 (+1) 12 (+1) 14 (+2) Saving Throws: Dexterity, Charisma

Dexterity, Charisma Spellcasting Modifier: Charisma Actions Claw. Melee Weapon Attack: Reach 5ft., Hit +4 (1d4 + 2 Slashing (Finesse) Crit (19/20) Pounce: Flawed leaps at one creature 20ft outside of your Sphere of Influence, making a ranged weapon attack. Upon a success Flawed lands on the creatures shoulders. Claw attacks like this are at advantage and deal an extra 2d4 damage. If Flawed is hit with an attack, it must make a Dexterity Saving Throw of 10 or half the damage (whichever is higher) to remain where it is, falling prone on a failure. Abilities Light Footed: Flawed can disengage or dash as a bonus action Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Hover: Hovers just above the ground and is unaffected by Difficult Terrain Legion's Flame: The Legion's feet is covered in the Continual Flame spell and cannot be dispelled Force Levels 2 and 4 Increase Flawed's force by 1

Increase Flawed's force by 1 Level 3 Flawed gains the Extra attack feature. Assist Laughing Stock: 1 Hit Die: The Legionnaire emblazons a Glyph on the ground with a touch for 10 minutes. Enemies can make an Investigation check against Flawed's Spell save DC to see it. Enemies stepping on the Glyph are attacked with a spinning uppercut taking 4d4 Piercing damage. Medium or smaller Creatures must make a Dexterity Save or be knocked prone. Damage increased by 2d4 per assist level. Hit die increased by 1 at assist level 3. - Enchant Level 1 - High Jump: The Jump spell is now in your list of prepared spells and can be cast on yourself as a bonus action without expending a spell slot. Level 2 - Air Hike: Twice per long rest, the Legionnaire can summon a mystic glyph below them once until they touch the ground again, allowing them to jump off of it. You can jump again in the air as a free action. Level 3 - Despise: As a reaction to being hit by a Melee weapon or spell attack, you can kick off the attacker, jumping 10ft away, and dealing 1d6 bludgeoning Damage. If you're under the effect of the Jump spell, double the damage and distance Level 4 - Intelligent Reflexes Three times per day, you can use your Intelligence modifier for Dexterity saving throws, or Dexterity skill checks. You must choose before you roll. Attack Levels 2,5,8 Increase Flawed's Dexterity, Intelligence, or Charisma Ability Score by 1. You can only choose the same option twice

Increase Flawed's Dexterity, Intelligence, or Charisma Ability Score by 1. You can only choose the same option twice Levels 3,6,9 Flawed's Claws gain +1 to hit

Flawed's Claws gain +1 to hit Level 4 Claws are now considered magical weapons

Claws are now considered magical weapons Level 7 Claw damage die is now 2d4

Claw damage die is now 2d4 Level 10 If Flawed Critically Strikes, it can attack one more time as part of the same action. Defense Levels 2,5,8 Increase Flawed's Strength, Constitution, or Wisdom Ability Score by 1. You can only choose the same option twice

Increase Flawed's Strength, Constitution, or Wisdom Ability Score by 1. You can only choose the same option twice Levels 3,6,9 Flawed Gains +1 AC

Flawed Gains +1 AC Level 4 Flawed gains Hit and Run: If Flawed rolls a 4 on their damage die (7 or 8 if Attack is level 8 or higher), that Flawed construct can disengage as a free action.

Flawed gains If Flawed rolls a 4 on their damage die (7 or 8 if Attack is level 8 or higher), that Flawed construct can disengage as a free action. Level 7 Flawed's armor is made of Adamantine

Flawed's armor is made of Adamantine Level 10 Flawed gains the Rogue's Evasion feature

Hatred Large, Living Construct Armor Class 11 Con + Dex + Size

11 Con + Dex + Size Hit Points 12 (1d10 + Con every level after 1st)

12 (1d10 + Con every level after 1st) Speed 25ft.

25ft. Force 1 STR DEX CON INT WIS CHA 15 (+2) 10 (0) 14 (+2) 8 (-1) 12 (+1) 13 (+1) Saving Throws: Strength, Constitution

Strength, Constitution Spellcasting Modifier: Charisma Actions Unarmed Strike: Melee Attack: Reach 10ft., Hit +4 (1d10 + 4 Bludgeoning) Crush: As an action Hatred and a creature it is grappling make opposing grapple check. If Hatred is successful, the creature takes 2d6+Strength Bludgeoning damage. If the creature succeeds, it is freed from the grapple and takes no damage. Clothesline: Hatred runs 15ft at an enemy with its arm out stretched making 1 attack. Enemies must make a Strength Saving Throw or be knocked prone. Abilities Hands on: Hatred gains proficiency in Athletics Hover: Hovers just above the ground and is unaffected by Difficult Terrain Legion's Flame: The Legion's feet is covered in the Continual Flame spell and cannot be dispelled Unarmored Defense: Hatred's Armor Class is equal to its Dexterity modifier + it's Constitution modifier Force Levels 2 and 4 Increase Hatred's force by 1

Increase Hatred's force by 1 Level 3 Hatred can attempt a grapple check as a bonus action when it hits with Unarmed Strike. Assist Bad Karma: 1 Hit Die: One Hatred construct appears in front of the Legionnaire, spreading its arms wide before disappearing. until the end of your second turn, the next attack which targets the Legionnaire will results in Hatred appearing behind the attacker and attempt to grapple them. Hatred lingers until the Grapple is broken of it fails the grapple Increases Athletics by +1 at assist levels 2 and 3. At assist level 4, Hatred will perform a Crush action after a successful Grapple. Increases hit die used by 1 hit die per assist level - Enchant Level 1 - Breakdown: Once per Short Rest as an action, The Legionnaire shoulder tackles all enemies in a 15ft line. Creatures must make a Strength Saving throw or take 1d6+Strength Bludgeoning damage and are knocked back 5ft. You stop at the first creature that succeeds. Level 2 - Frightening Display: Once per Long Rest, as an action, make an intimidation check contested by the Wisdom Saving throw of a creature within 30ft. Upon success, the creature is feared for the next round. If the creature failed by 5 or more, the Fear lasts for 1 minute. Level 3 - Breakdown Improvement: Breakdown's range is increased by 10ft and creatures begin to burn on a failed save taking 1d4 fire damage per round until it is doused with 1 action of half their movement Level 4 - Physical Prowess Three times per day when you hit with a Strength based attack, You and the target roll opposing Strength checks, dealing the difference if you succeed, and taking the difference if you fail. Attack Levels 2,5,8 Increase Hatred's Strength, Intelligence, or Charisma Ability Score by 1. You can only choose the same option twice

Increase Hatred's Strength, Intelligence, or Charisma Ability Score by 1. You can only choose the same option twice Levels 3,6,9 Unarmed Strike gains +1 to hit

Unarmed Strike gains +1 to hit Level 4 Hatred's movement is not halved when moving with a grappled creature

Hatred's movement is not halved when moving with a grappled creature Level 7 Hatred's Crush damage becomes 2d10 and Unarmed Strike is now 2d8

Hatred's Crush damage becomes 2d10 and Unarmed Strike is now 2d8 Level 10 Hatred's Strength and Constitution scores increase by 2. Hatred's maximum for those scores is now 24. Defense Levels 2,5,8 Increase Hatred's Dexterity, Constitution, or Wisdom Ability Score by 1. You can only choose the same option twice

Increase Hatred's Dexterity, Constitution, or Wisdom Ability Score by 1. You can only choose the same option twice Levels 3,6,9 Unarmed Strike gains +1 to AC

Unarmed Strike gains +1 to AC Level 4 If hatred critically strikes, it gains Hit Points equal to half the damage dealt.

If hatred critically strikes, it gains Hit Points equal to half the damage dealt. Level 7 Hatred gains +1 HP per level

Hatred gains +1 HP per level Level 10 Once per long rest for 1 minute, Hatred can gain resistance to Fire and Lightning damage