DND/Legion: Level 10
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## Basic Information
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- **Name**: Legion
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- **Level**: 9
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- **Level**: 10
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- **Race**: Warforged
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- **Alignment**: Neutral Good
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- **Background**: Soldier (Infantry)
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- **Hit Points at 7th Level**: 40 + 6 (average of 1d10) + Constitution modifier (0) = **46**
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- **Hit Points at 8th Level**: 46 + 6 (average of 1d10) + Constitution modifier (0) = **52**
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- **Hit Points at 9th Level**: 52 + 6 (average of 1d10) + Constitution modifier (0) = **58**
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- **Total Hit Points**: **58** (10 + 6 + 6 + 6 + 6 + 6 + 6 + 6 + 6)
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- **Hit Dice**: 9d10 (1d10 per fighter level)
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- **Hit Points at 10th Level**: 58 + 6 (average of 1d10) + Constitution modifier (0) = **64**
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- **Total Hit Points**: **64** (10 + 6 + 6 + 6 + 6 + 6 + 6 + 6 + 6 + 6)
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- **Hit Dice**: 10d10 (1d10 per fighter level)
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- **Hit Points at Higher Levels**: 1d10 (or 6) + Constitution modifier (0) per fighter level after 1st
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## Features
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- **Reload:** Fire a number of times equal to the Reload score before needing to reload.
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- **Misfire:** If attack roll is ≤ Misfire score, the weapon misfires until repaired.
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- **Ammunition:** Requires specific ammo; can be crafted at half cost.
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- **Adept Marksman:** Choose four trick shots:
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- **Deadeye Shot:** Gain advantage on the attack roll.
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- **Forceful Shot:** Trip target on a hit.
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- **Indomitable**
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- You can reroll a failed saving throw. You must use the new roll and can’t use this feature again until after a long rest.
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- Starting at 13th level, you can use it twice per long rest; at 17th level, three times.
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### Level 10
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- **Rapid Repair**
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- You can spend a grit point to repair a misfired (but not broken) firearm as a bonus action.
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