“They say that a veteran never forgets how to fight. They say the memory just lives in their soul somewhere.”

Level 3 features:
Warrior spirit:
You have been trained to defend others so well that under no circumstances can you be charmed frightened or manipulated to harm or permit harm to befall your adventuring party.
* Additionally, you may take this subclass as an ultra class, meaning its subclass for two or more classes in this case, both fighters and rogues alike.
Stay in Formation:
* Whenever you get to select an ability score bonus of feat, you may also select a prestige bonus for staying in clock work format ( see Angie’s tips for eas dungeon running)
Level 7 features:
One spirit with my weapon:

* You get a number of proficiencies with items or other nouns that can weild so well you gain the following benifits to them.
* You can rebuild and repair no matter what condition their in. When you take a long or short rest, they get back the same hp
* You can select one prestige bonus (relevant to your chosen noun) per proficiency bonus to add to your knowledge of how that nown operates.
* You can build one version of that noun in the tenth tenth time, and it would normally take somebody else.

The Fixer:
* You can give a voice to any noun forged for battle so that they will sing a song of liberty and justice for all across the battlefield.
* From now on, whenever you take a feat relevant to one specific type of weapon, you can take a bonus feat relevant to a different kind of weapon system.

* For example, you can get a feat relevant to a sword and a feat relevant to a crossbow instead of just one or the other.
* You are considered to be a wizard of half your level for building, maintaining, and operating magical equipment. You are also considered to be a wizard, one half your level.

* Everybody in your party gets a number of proficiencys and feats identical your own equal to your proficiency modifier.
* Habitats, bases, and vehicles always get their own initiative to do something aggressive on initiative 20 and defensive on initiative 1 as long as you spend one day setting up combat systems in this battle field.
Level 10 features:
Heros Never Die.
No matter what else happens to you, you always have the option to of reincarnation as long as their is something worth fighting for.
*You can cast reincarnation on yourself asana instant reaction in a way that costs no money to come back alive should you ever need it. This process takes a wee, and it requires undertaking a small quest in the realm of the mistwalk to find the Shadow Express. But its always possible.
*Whenever the party is beneath half its hit point reserve, you can send out a powerful relying cry that has the impact of a mass cur wounds spell once per short rest.
Remember the name.
You can choose to make a signiture attack against en evil foe so powerful that bards will sing tales of it for years to come. With this, you gain the following advantages.
Once per short rest, you may make one of your atacks a stunning strike, and you do this at a monk level equal half your own.

Once per short rest, you may make a single attack, and if it hits, you get to so smite damage as if you were a paladin of half your level using your best spell slot.
Level 12 features:
All For One and One For all.
From now on, you can select any one signiture item of large size or smaller, and you can build coppies of that item for each member of your party.

Level 14 features:
On Mission.
Once per weak, when every member of your party comes back alive after completing a hard mission, they get to automatically level up anyway after several days of training and planning at camp anyway.
Level 16 features:
True Glory.
You know how to build back something better when the mission is over
After any large combat in adition to any equipment handed out buy the DM you know how to find a number of base recourses in your environment that will let you build objects from this sight or the DMG worth at least 1000gp per level for every member of the party.
Thusly at level 16, everyone in the party could select a number of magic items equal to 16,000 gold in value for themselves. The party then would need to spend at least three days time building this equipment for themselves after the fight.

