Crucibleborn

Crucibleborn are towering gene-wrought soldiers forged in sealed sky-fortresses and mountain crucibles. Their flesh holds secondary hearts, acid glands, and bone denser than steel. They speak little, move with practiced economy, and measure worth in completed oaths. Each belongs to an eternal legion that remembers wars older than kingdoms. They are not born; they are made—taken as aspirants, broken, rebuilt, and sworn. In peace they stand as living walls. In war they are the tip of the spear against horrors that crawl from the void between stars, the deep earth, and the sins of mortals who would unmake creation.

Class Features

Hit Die d10
Primary Ability Strength, Constitution
Saving Throws Strength, Constitution
Archetype Martial
Ability Categories martial_abilities
Caster Progression None

Proficiencies

Armor Light armor, Medium armor, Heavy armor, Shields
Weapons Simple weapons, Martial weapons
Tools Smith's tools
Skills Choose 2 from Athletics, History, Insight, Intimidation, Perception, Religion, Survival

Starting Equipment

• Crucible Harness war-plate (Heavy armor equivalent to Splint; when sealed counts as sealed environment for 1 hour as per feature) or (Chain Mail and a Shield)
• A martial melee weapon and a martial ranged weapon with 20 bolts/arrows or a greatweapon and a sidearm simple weapon
• Smith's tools and an explorer's pack or a dungeoneer's pack
• A legion oath-token (holy symbol equivalent for roleplay), 10 days of dense ration bricks, and 15 gp

Class Resources

Surge Max 12 (All Surge restored after a Long Rest; partial recovery on Short Rest)

Surge represents emergency output from secondary hearts, catalytic glands, and trained battle-focus. It fuels Doctrine Techniques, Secondary Heart, Indomitable Flesh, and several subclass powers. Maximum Surge equals the value on the class progression table for your level (2 at 1st, scaling to 12 at 20th).

Spending Spend Surge only when a feature or Doctrine Technique explicitly allows it. You cannot spend Surge if the cost exceeds your current remaining Surge. Spending is declared when the feature requires it (often before the attack roll or as part of the action). Multiple spends can occur in the same turn if costs are paid separately.
Recovery Finish a Long Rest: regain all expended Surge. Finish a Short Rest: regain Surge equal to your Proficiency Bonus (you may do this only if you spend at least 30 minutes maintaining armor rites or meditative breathing). Secondary Heart and certain once-per-rest features recover independently as stated. Living Weapon Apex and specific techniques may grant temporary Surge regain as written.

Class Abilities

Martial Abilities

Bolter Barrage
Action 0 or 1 Surge Level 1
Range Weapon range
Target One creature, or two creatures within 10 feet of each other
Duration Instantaneous
Movement None
Attack / Save Ranged weapon attack roll

You unleash a rapid series of shots from a ranged martial weapon, simulating mass-reactive fire discipline.

Rules Text:

Action. Range: weapon range. Target: one creature within range, plus you may choose a second creature within 10 feet of the first if both are within the weapon's long range. Make a separate ranged weapon attack against each chosen target. On a hit, deal the weapon's normal damage. If you spend 1 Surge before rolling, each hit deals +1d6 thunder damage and the target's speed is reduced by 10 feet until the start of your next turn. Movement: None. Duration: Instantaneous. Attack or save: Ranged weapon attack rolls. Defense: None. Scaling: +1d6 thunder becomes +2d6 at level 11 and +3d6 at level 17 when Surge is spent. Resource cost: 0 or 1 Surge.

Prerequisites:

Ranged martial weapon loaded and in hand

Damage Effect
Attack: Ranged weapon attack
Range: Weapon range
Target: Creatures hit
Damage: weapon + optional 1d6 weapon type and thunder (+1d6 thunder at 11, +2d6 at 17 when Surge spent (base optional die is 1d6))
Duration: Speed reduction until start of your next turn
Resource: 0 or 1 Surge
Chain-Rend
Part of Attack action (on hit) 1 Surge Level 1
Range Melee reach
Target One creature hit by your melee weapon attack
Duration Instantaneous; residual damage at start of target's next turn
Movement None
Attack / Save Requires hit; Constitution save for residual

A roaring melee technique that chews through armor and flesh with grinding force.

Rules Text:

When you take the Attack action and hit with a melee weapon attack, you can expend 1 Surge (no extra action) to deal extra 2d6 slashing damage and force the target to make a Constitution saving throw (DC = Doctrine DC). On a failure the target takes an additional 1d6 slashing damage at the start of its next turn as residual trauma. Movement: None. Duration: Instantaneous plus residual. Scaling: Extra damage becomes 3d6 at level 5, 4d6 at level 11, 5d6 at level 17. Residual die becomes 2d6 at level 11.

Prerequisites:

Melee weapon attack hit

Damage Effect
Saving Throw: Constitution save vs Doctrine DC for residual
Attack: Requires successful melee weapon attack
Range: Melee
Target: Creature hit
Damage: 2d6 slashing (3d6 L5 / 4d6 L11 / 5d6 L17; residual 1d6 then 2d6 at L11)
Duration: Residual to start of target next turn
Resource: 1 Surge
Crushing Charge
Action 1 Surge Level 1
Range Self (move up to speed) then melee reach
Target One creature at end of charge
Duration Instantaneous
Movement Up to walking speed straight line toward target; no OA from target
Attack / Save Melee weapon attack; Strength save

You surge forward with enhanced musculature, slamming into a foe.

Rules Text:

Action. Movement: Move up to your walking speed in a straight line toward a creature. If you end within melee reach you make one melee weapon attack with Advantage. On a hit deal weapon damage + 1d8 bludgeoning and the target must succeed on a Strength saving throw (Doctrine DC) or be knocked Prone. You do not provoke opportunity attacks from the target of this charge during the move. Resource: 1 Surge. Scaling: Bonus damage 2d8 at level 5, 3d8 at level 11, 4d8 at level 17. If you move at least 20 feet before the attack, add +1 to the save DC.

Damage Effect
Saving Throw: Strength save vs Doctrine DC or Prone
Attack: Melee weapon attack with Advantage
Range: Melee after move
Target: One creature
Damage: weapon + 1d8 weapon and bludgeoning (Bonus 2d8 L5 / 3d8 L11 / 4d8 L17)
Conditions: prone
Duration: Prone until target stands
Movement: Charge movement up to speed
Resource: 1 Surge
Aegis Guard
Reaction 0 or 1 Surge Level 2
Range 5 feet
Target One creature within 5 feet being attacked
Duration Instantaneous
Movement None
Attack / Save None
Defense +5 AC or Disadvantage on attack vs protected creature

You plant yourself and angle armor plates to protect an ally.

Rules Text:

Reaction, when a creature within 5 feet of you is hit by an attack. You impose Disadvantage on the attack roll if it has not yet resolved, or if already rolled and hits, the target gains +5 AC against that attack (potentially turning hit to miss). You must be wielding a shield or wearing heavy armor. Resource: 0 Surge once per round free; additional uses in the same round cost 1 Surge each. Duration: Instantaneous. Movement: None. Defense: +5 AC or Disadvantage on attack against ally.

Prerequisites:

Shield or heavy armor

Buff Effect
Range: 5 feet
Target: Ally within 5 feet
Duration: Against triggering attack
Defense: Disadvantage on attack or +5 AC vs that attack
Resource: 0 first use/round; 1 Surge subsequent
Suppressive Fire
Action 1 Surge Level 2
Range 60 feet (20-foot-radius sphere)
Target Creatures of your choice in area
Duration Until start of your next turn
Movement None
Attack / Save Wisdom saving throw (Doctrine DC)

You force enemies to keep their heads down with disciplined volleys.

Rules Text:

Action. Choose a 20-foot-radius sphere centered on a point within 60 feet that you can see. Each creature of your choice in the area must succeed on a Wisdom saving throw (Doctrine DC) or become suppressed until the start of your next turn. A suppressed creature has Disadvantage on attack rolls and cannot take opportunity attacks. You must be holding a ranged weapon. Resource: 1 Surge. Movement: None. Damage: None. Scaling: At level 9 radius becomes 30 feet; at level 15 suppressed creatures also have their speed halved.

Prerequisites:

Ranged weapon in hand

Control Effect
Saving Throw: Wisdom save vs Doctrine DC
Range: 60 feet
Target: Chosen creatures in sphere
Conditions: Disadvantage on attacks, no opportunity attacks
Duration: Until start of your next turn
Movement: Speed halved at level 15 on failure
Resource: 1 Surge
Thunderous Counter
Reaction 1 Surge Level 3
Range 5 feet
Target Creature that hit you with a melee attack
Duration Instantaneous
Movement Target pushed 5 feet on hit
Attack / Save Melee weapon attack

You answer a blow with overwhelming retaliatory force.

Rules Text:

Reaction, when you are hit by a melee attack from a creature within 5 feet. After damage is resolved make one melee weapon attack against the attacker. On a hit deal weapon damage + 1d10 force damage and the attacker is pushed 5 feet away from you. Resource: 1 Surge. Scaling: Bonus damage 2d10 at level 10, 3d10 at level 16. Movement: Target pushed 5 feet on hit.

Prerequisites:

Hit by melee attack

Damage Effect
Attack: Melee weapon attack
Range: 5 feet
Target: Triggering attacker
Damage: weapon + 1d10 weapon and force (2d10 L10 / 3d10 L16)
Duration: Instantaneous
Movement: Push 5 feet
Resource: 1 Surge
Linebreaker
Action 1 Surge Level 5
Range Self path up to half speed
Target Enemies whose spaces you enter, then one melee target
Duration Instantaneous
Movement Up to half walking speed through enemy spaces; failed saves shoved 5 feet aside
Attack / Save Strength saving throw; melee weapon attack

You smash through enemy formations, opening a path for allies.

Rules Text:

Action. Movement: Move up to half your speed through enemy spaces (they are not difficult terrain to you during this move). Each enemy whose space you enter must succeed on a Strength saving throw (Doctrine DC) or take 2d6 bludgeoning damage and be shoved 5 feet to either side of your path (your choice). You then make one melee weapon attack at the end of the move. Resource: 1 Surge. You provoke opportunity attacks as normal except from creatures that failed the save. Scaling: Damage 3d6 L8, 4d6 L14.

Damage Effect
Saving Throw: Strength save vs Doctrine DC
Attack: One melee weapon attack at end
Range: Path
Target: Enemies in path
Damage: 2d6 bludgeoning (3d6 L8 / 4d6 L14)
Duration: Instantaneous
Movement: Shove 5 feet aside on failed save
Resource: 1 Surge
Vital Override
Bonus Action 1 or 2 Surge Level 5
Range Self
Target Self
Duration Instantaneous
Movement None
Attack / Save None
Defense Healing or condition removal

You force damaged organs into emergency performance.

Rules Text:

Bonus Action. Expend 1 Surge and regain Hit Points equal to 1d10 + your Constitution modifier + your Proficiency Bonus. Alternatively expend 2 Surge to end one of the following conditions on yourself: Blinded, Deafened, Paralyzed, or Poisoned. Duration: Instantaneous. Movement: None. Attack or save: None. Defense: Healing or condition removal. Scaling: Healing die becomes 2d10 at level 9 and 3d10 at level 15.

Healing Effect
Range: Self
Target: Self
Duration: Instantaneous
Defense: Regain HP or remove listed condition
Resource: 1 Surge (heal) or 2 Surge (condition)
Execution Protocol
Free (on hit) 1 Surge Level 6
Range Weapon range/reach
Target One creature below half HP hit by your weapon attack
Duration Instantaneous
Movement None
Attack / Save Requires weapon attack hit
Defense Temporary Hit Points on kill

You focus lethal precision on a weakened foe.

Rules Text:

When you hit a creature that is below half its Hit Point maximum with a weapon attack, you can expend 1 Surge to deal extra damage equal to 2d8 + your Strength modifier (same damage type as the weapon). If this reduces the creature to 0 Hit Points, you gain temporary Hit Points equal to your Crucibleborn level. Scaling: Extra dice 3d8 at level 12, 4d8 at level 18. Action economy: free on hit. Movement: None.

Prerequisites:

Target below half Hit Points

Damage Effect
Attack: Requires successful weapon attack
Range: Weapon
Target: Bloodied target
Damage: 2d8 + STR weapon type (3d8 L12 / 4d8 L18)
Duration: Instantaneous
Defense: Temp HP equal to level if kill
Resource: 1 Surge
Fortress Stance
Bonus Action 1 Surge Level 7
Range Self
Target Self
Duration 1 minute (ends if you move more than 5 feet on a turn)
Movement Restricted: moving more than 5 feet on a turn ends stance
Attack / Save None
Defense +2 AC (scales), Advantage STR/CON saves

You lock joints and armor into an unyielding defensive posture.

Rules Text:

Bonus Action. For 1 minute or until you move more than 5 feet on a turn, you gain +2 AC, Advantage on Strength and Constitution saving throws, and opportunity attacks you make deal extra damage equal to your Proficiency Bonus. Resource: 1 Surge. You can end the stance early (no action). If you are forced to move, the stance ends. Scaling: +3 AC at level 13 instead of +2.

Buff Effect
Attack: OA extra damage = PB
Range: Self
Target: Self
Duration: 1 minute
Movement: Ends if >5 ft movement on a turn
Defense: +2 AC (+3 at 13); Advantage on STR/CON saves
Resource: 1 Surge
Grav-Slam
Action 2 Surge Level 9
Range 15-foot cone (20-foot at 12)
Target Creatures on ground in cone
Duration Speed 0 until end of your next turn on failure
Movement None (targets may fall Prone)
Attack / Save Strength saving throw (Doctrine DC)

You create a localized gravity pulse with gene-augmented stomping force or gauntlet discharge.

Rules Text:

Action. Target: each creature on the ground in a 15-foot cone originating from you. Strength saving throw vs Doctrine DC. Failure: 3d8 force damage, speed 0 until end of your next turn, and knocked Prone. Success: half damage, no other effects. Resource: 2 Surge. Movement: None from you; targets Prone. Scaling: 4d8 at level 12, 5d8 at level 18. Cone becomes 20 feet at level 12.

Damage Effect
Saving Throw: Strength save vs Doctrine DC
Range: 15-ft cone
Target: Grounded creatures in cone
Damage: 3d8 force (4d8 L12 / 5d8 L18)
Conditions: prone, speed 0
Duration: Until end of your next turn (speed 0)
Movement: Prone on failure
Resource: 2 Surge
Interceptor Leap
Reaction 1 Surge Level 10
Range 30 feet (40 at 14)
Target Triggering attacker or space near ally
Duration Instantaneous
Movement Jump up to 30 feet to unoccupied space; no OAs
Attack / Save Optional melee weapon attack
Defense Optional Disadvantage on attack vs ally

You launch yourself through the air to intercept a threat.

Rules Text:

Reaction, when a creature you can see within 30 feet makes an attack against an ally. Movement: Jump up to 30 feet to an unoccupied space adjacent to the attacker or the ally without provoking opportunity attacks. You can then either impose Disadvantage on the triggering attack or make one melee weapon attack against the attacker if in reach. Resource: 1 Surge. Duration: Instantaneous. Scaling: Jump distance 40 feet at level 14.

Control Effect
Attack: Optional melee weapon attack
Range: 30 feet
Target: Attacker or ally protection
Duration: Against triggering attack
Movement: Jump up to 30 ft
Defense: Disadvantage on triggering attack optional
Resource: 1 Surge
Siege Breaker
Action 2 Surge Level 11
Range Melee reach
Target One object, structure, or creature
Duration Stun until end of your next turn on failed save
Movement None
Attack / Save Melee weapon attack; Constitution save

You channel full power into destroying structures, constructs, and hardened foes.

Rules Text:

Action. Make one melee weapon attack against an object, structure, or creature. On a hit deal weapon damage + 4d12 force damage. Objects and structures take maximum force damage from the bonus dice (treat dice as max). Creatures must succeed on a Constitution save (Doctrine DC) or be Stunned until the end of your next turn. Resource: 2 Surge. Once per Short Rest free of the Stun rider without extra cost if you already spent the Surge for damage. Scaling: Bonus 5d12 at level 16, 6d12 at level 20.

Damage Effect
Saving Throw: Constitution save vs Doctrine DC or Stunned
Attack: Melee weapon attack
Range: Melee
Target: One target
Damage: weapon + 4d12 weapon and force (5d12 L16 / 6d12 L20)
Conditions: stunned
Duration: Until end of your next turn
Resource: 2 Surge
Overwatch Protocol
Action (setup); Reaction (shots) 1 Surge Level 13
Range 10-ft wide, 30-ft long line
Target Creatures entering or attacking from the line
Duration Until start of your next turn
Movement None
Attack / Save Ranged weapon attack

You ready lethal covering fire across a kill zone.

Rules Text:

Action. Choose a 10-foot-wide, 30-foot-long line originating from you. Until the start of your next turn, when a creature first enters the line or attacks while in the line, you can use your Reaction to make one ranged weapon attack against it with Advantage. You may make a number of such Reaction attacks equal to your Dexterity modifier (minimum 1) before the protocol ends. Resource: 1 Surge. Movement: None. Scaling: Line length 40 feet at level 15; Advantage becomes automatic critical threat range 19–20 on these shots at level 18.

Prerequisites:

Ranged weapon

Damage Effect
Attack: Ranged weapon attack with Advantage (Reaction)
Range: Line
Target: Creatures in kill line
Damage: weapon weapon type (Line 40 ft at 15; crit 19–20 at 18 on overwatch shots)
Duration: Until start of next turn
Resource: 1 Surge
Last Stand Protocol
Bonus Action (or free at 0 HP start of turn) 1+ Surge (all remaining recommended) Level 17
Range Self
Target Self
Duration 1 minute resistance; immediate Attack action
Movement None
Attack / Save None
Defense Resistance all damage; emergency HP

When death closes in, your gene-forges burn every reserve.

Rules Text:

Bonus Action or free when you start your turn at 0 Hit Points but stable/unstable. Expend any number of remaining Surge (minimum 1). You regain consciousness with Hit Points equal to 5 × Surge spent, gain resistance to all damage for 1 minute, and can immediately take one Attack action as part of this activation. For the duration you automatically fail death saves if reduced to 0 again after this activation until the minute ends. Usable once per Long Rest. Movement: None. Attack or save: None for activation.

Buff Effect
Attack: Immediate Attack action granted
Range: Self
Target: Self
Duration: 1 minute
Defense: Resistance to all damage; HP = 5 × Surge spent
Resource: All Surge spent (min 1); once per Long Rest
Chapter Master's Strike
Action 3 Surge Level 19
Range Melee or 30 feet ranged
Target One creature
Duration Instantaneous
Movement Up to half speed without OAs before attack
Attack / Save Weapon attack; Constitution save for execute

The ultimate expression of legion combat doctrine—one perfect, war-ending blow.

Rules Text:

Action. Expend 3 Surge. Move up to half your speed without provoking opportunity attacks, then make one weapon attack (melee or ranged within 30 feet) with Advantage. On a hit deal weapon damage + 8d10 force damage. If the target has 150 Hit Points or fewer after the hit it must succeed on a Constitution saving throw (Doctrine DC) or drop to 0 Hit Points. On a miss you still deal half the bonus force damage. Once per Long Rest; if you have not used it, you can expend 5 Surge during a Short Rest to regain it. Scaling: Already apex; at level 20 bonus becomes 10d10 and HP threshold 200.

Damage Effect
Saving Throw: Constitution save or drop to 0 if at/below threshold after damage
Attack: Weapon attack with Advantage
Range: Melee or 30 ft
Target: One creature
Damage: weapon + 8d10 weapon and force (10d10 and 200 HP threshold at L20)
Duration: Instantaneous
Movement: Half speed no OA
Resource: 3 Surge; 1/Long Rest

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes Benchmarked against Fighter (weapon mastery/extra attacks), Paladin (durability without full spell list), and Barbarian (survivability). d10 HD plus flat HP per level and Surge-based self-heals/second wind effects place it slightly above Fighter toughness and below full caster utility. Doctrine Techniques occupy the design space of Battle Master maneuvers and limited ki-like spends. No spellcasting keeps multiclass and nova damage in check. Compatible with both 5.5 and classic 5e action economy; Fighting Style references 5.5 feat structure but works with 5e fighting style list without core mechanic changes.
Level Prof. Features Resources Spell Slots
1 +2 Gene-Wrought Physique, Crucible Harness, Doctrine Techniques Surge: 2 Doctrine Techniques Known: 2 -
2 +2 Secondary Heart, Fighting Style, Doctrine Techniques (additional) Surge: 3 Doctrine Techniques Known: 3 -
3 +2 Legion Specialization, Subclass feature (3rd level) Surge: 3 Doctrine Techniques Known: 3 -
4 +2 Ability Score Improvement or Feat Surge: 4 Doctrine Techniques Known: 4 -
5 +3 Extra Attack Surge: 4 Doctrine Techniques Known: 4 -
6 +3 Indomitable Flesh Surge: 5 Doctrine Techniques Known: 5 -
7 +3 Shock Assault, Subclass feature (7th level) Surge: 5 Doctrine Techniques Known: 5 -
8 +3 Ability Score Improvement or Feat Surge: 6 Doctrine Techniques Known: 6 -
9 +4 Enhanced Senses Surge: 6 Doctrine Techniques Known: 6 -
10 +4 Unbroken Advance Surge: 7 Doctrine Techniques Known: 7 -
11 +4 Extra Attack (3), Subclass feature (11th level) Surge: 7 Doctrine Techniques Known: 7 -
12 +4 Ability Score Improvement or Feat Surge: 8 Doctrine Techniques Known: 8 -
13 +5 Indomitable Flesh improvement Surge: 8 Doctrine Techniques Known: 8 -
14 +5 Legendary Endurance Surge: 9 Doctrine Techniques Known: 9 -
15 +5 Subclass feature (15th level) Surge: 9 Doctrine Techniques Known: 9 -
16 +5 Ability Score Improvement or Feat Surge: 10 Doctrine Techniques Known: 10 -
17 +6 Secondary Heart / Indomitable Flesh improvement Surge: 10 Doctrine Techniques Known: 10 -
18 +6 Titanic Resilience Surge: 11 Doctrine Techniques Known: 11 -
19 +6 Ability Score Improvement or Feat Surge: 11 Doctrine Techniques Known: 11 -
20 +6 Living Weapon Apex, Extra Attack (4) Surge: 12 Doctrine Techniques Known: 12 -

Class Features

Crucible Harness (Level 1)

You are trained to wear a sealed war-plate known as a Crucible Harness (functionally a suit of heavy armor). While wearing heavy armor you are proficient with, your speed is not reduced by the armor, and you ignore the Disadvantage on Dexterity (Stealth) checks imposed by that armor. As a Bonus Action you can seal or unseal environmental ports on the harness, granting yourself Advantage on saving throws against inhaled hazards and extreme temperatures for 1 hour. You can use this seal a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.

Doctrine Techniques (Level 1)

You learn special martial options called Doctrine Techniques that channel your enhanced physiology and legion training. You know two Doctrine Techniques of your choice from the class list. You learn additional techniques at higher levels as noted in the progression table. When you gain a level in this class you can replace one technique you know with another. Many techniques spend Surge (see resources). The save DC for your Doctrine Techniques equals 8 + your Proficiency Bonus + your Strength or Constitution modifier (your choice when you gain this feature).

Gene-Wrought Physique (Level 1)

Your body has been rewritten by sacred gene-forges. Your Hit Point maximum increases by 1 per Crucibleborn level. You count as one size larger when determining carrying capacity and the weight you can push, drag, or lift. You have Advantage on saving throws against disease and poison, and you are immune to the Poisoned condition from nonmagical sources. You do not need to sleep; instead you can enter a trance-like vigil for 4 hours to gain the benefits of a Long Rest.

Fighting Style (Level 2)

You gain a Fighting Style feat of your choice (Archery, Defense, Great Weapon Fighting, Protection, Two-Weapon Fighting, or Interception as appropriate to the ruleset).

Secondary Heart (Level 2)

When you are reduced to 0 Hit Points but not killed outright, you can expend 1 Surge (no action) to drop to 1 Hit Point instead. Once you use this feature, you can't use it again until you finish a Short or Long Rest. At 11th level you can use it twice between rests, and at 17th level three times between rests.

Resource Cost: 1 Surge

Legion Specialization (Level 3)

You choose a legion path (subclass) that forever shapes your gene-rite and battle doctrine. You gain features from that path at the levels listed in the subclass.

Extra Attack (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level and four at 20th level.

Indomitable Flesh (Level 6)

When you fail a saving throw, you can expend 1 Surge to reroll it. You must use the new roll. You can use this feature once per Short or Long Rest at 6th level, twice at 13th level, and three times at 17th level.

Resource Cost: 1 Surge

Shock Assault (Level 7)

When you hit a creature with a melee weapon attack, you can expend 1 Surge to force the target to make a Strength saving throw against your Doctrine Technique DC. On a failure the target is pushed 10 feet away from you and knocked Prone. Creatures two or more sizes larger than you automatically succeed.

Resource Cost: 1 Surge

Enhanced Senses (Level 9)

You gain Blindsight out to 10 feet and Advantage on Wisdom (Perception) checks that rely on hearing or smell. Magical darkness does not impede your Blindsight.

Unbroken Advance (Level 10)

Your walking speed increases by 10 feet. Difficult terrain of nonmagical origin does not cost you extra movement. When you use the Dash action you can make one melee weapon attack as part of that action (this attack does not benefit from Extra Attack).

Extra Attack (3) (Level 11)

You can attack three times whenever you take the Attack action on your turn.

Legendary Endurance (Level 14)

You gain resistance to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks. When you finish a Short Rest you can expend Hit Dice up to your Constitution modifier (minimum 1) without rolling them; you instead regain Hit Points equal to the maximum value of each die expended this way + your Constitution modifier per die.

Titanic Resilience (Level 18)

When you take damage, you can use your Reaction and expend 2 Surge to gain resistance to that damage instance (including the triggering damage) until the start of your next turn. Additionally, your Secondary Heart feature can now drop you to a number of Hit Points equal to 5 × your Constitution modifier (minimum 5) instead of 1.

Resource Cost: 2 Surge

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