##### Phalanx has been reworked. The top page has the new, reworked version, while the second page has the old version. As always, remember to PM me, u/Mkirshnikov on Reddit to let me know what you think!


## Phalanx
Skilled Juggernauts that have trained for survival for their whole lives, Phalanx seem to shrug off decimating blows with their mighty shields. They never seem to let up, even in the biggest, bloodiest battles, they are always the last ones standing.
### Praetorian Bond
At Level 3, over a short rest, you can change the form of your bonded shield into a massive version that can be as tall as you, if not larger. If you wield a greatshield in one hand, treat it the same as a normal bonded shield. 

If you use a greatshield in two hands, you have the same +2 to your AC, your shield attacks with it deal 3d4 Bludgeoning damage, and all shove attacks deal damage equal to your Strength modifier.

The two handed effect for a greatshield is affected by Jotungrip.

### Unbreakable
At Level 7, while you are wielding a bonded shield, all damage that you take is reduced by your proficiency bonus. 

 Additionally, at level 11 this ability is improved to all damage being reduced by your proficiency bonus + your Constitution modifier.  

###### This damage reduction does not affect falling damage.

### Punish
At Level 11, when you take damage from an attack or spell that you can see while you are holding a bonded shield, you can use your reaction to halve the attack or spell's damage against you. If you halve the damage from a melee attack, the attacker takes half of the damage as well.

### Regenerate
At Level 15, at the start of each of your turns, you regain 1d10 hit points if you have no more than three times your level of your hit points left. You don't gain this benefit if you have 0 hit points. 

<img 
  src='https://i.pinimg.com/originals/aa/93/85/aa938546cbed53e717ee54dbe80ffa3e.png' 
  style='position:absolute; top:8px; right:-6px; width:400px;mix-blend-mode:darken' />
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br>
 Credit: Seok-Jae Jang
 <br> 
 <br>
 <br>
 > If one hasn't fought a Phalanx before, they can be very jarring. If you hit them with weapons or magic, their large shield always seems to interpose itself between you and them. Sometimes, the greatest injuries sustained from fighting a Phalanx don't even come from them, but from your own attacks being used against you. Phalanx are usually cool and stoic.
\page



## Phalanx
Skilled Juggernauts that have trained for survival for their whole lives, Phalanx seem to shrug off decimating blows with their mighty shields. They never seem to let up, even in the biggest, bloodiest battles, they are always the last ones standing.
### Praetorian
At Level 3, while you are wielding a bonded shield, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by your proficiency bonus. 

This ability increases at level 7 to all damage recieved being reduced by your proficiency bonus, and at level 11 to your proficiency bonus + your Constitution modifier.  

This damage reduction does not affect falling damage.

### Infragible
At Level 7, you may take the Dodge action as a bonus action, and while you have less than or equal to three times your level in hit points, you regenerate 1d6 hp at the end of each of your turns. This ability increases to 1d8 at level 11, and 1d10 at level 15. This ability can't regrow missing limbs, and you don't gain this benefit if you have 0 hit points.

### Testudo
At Level 11, all allies within 5 feet of you gain +2 to their AC, and if an ally is damaged within 5 feet of you, you can choose to halve the damage the ally takes and take the other half yourself. This damage can't be reduced or prevented in any way.

### Repercutio
At Level 15, when you take damage from an attack or spell that you can see while you are holding a shield, you can use your reaction to halve the attack or spell's damage against you, and the attacker takes half of the damage as well. 

<img 
  src='https://i.pinimg.com/originals/aa/93/85/aa938546cbed53e717ee54dbe80ffa3e.png' 
  style='position:absolute; top:8px; right:-6px; width:400px;mix-blend-mode:darken' />
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br> 
 <br>
 Credit: Need Artist Name
 <br> 
 <br>
 <br>
 > Phalanx are generally hard to predict during battle. If one hasn't fought a Phalanx before, they can be very jarring. You swing wide when you were sure you were going to make contact, and even if you do hit, their large shield always seems to softens your blows. Even magic seems to bounce off of their shields. Phalanx are usually cool and stoic.