Fighter
Base Class: Fighter

Whether you are someone who was trained by a mercenary captain, or you are of noble birth, you are a lord and this makes you important. Lords are champions on the battlefield who represent a plethora of ideals: expert swordsmanship, noble obligation, justice, the defense of one's country, and much more.

Nobility

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice:  History, Intimidation, Performance, Persuasion, and Religion. Additionally, you learn one language of your choice.

Dual Strike

Starting at 3rd level, your leadership in battle persuades your comrades to follow your example. When you make an attack with a melee weapon against a target you can see, you can select one friendly creature within 5 feet of you. That creature can use its reaction to make an opportunity attack against the same target.

Charm

At 7th level, your mere presence inspires your comrades to work twice as hard. As an action, you and any friendly creatures within 10 feet of you gain a bonus to attack rolls and ability checks equal to your Charisma modifier (min of 1) for the next hour. 

Once you use this feature, you cannot use it again until you finish a short or long rest.

Additionally, your royal stature grants you a aura of authority over those you encounter. You have advantage on any Charisma (Intimidation) or Charisma (Persuasion) checks made against creatures who are not hostile towards you.

Aether

At 10th level, you call upon the gods themselves to give you strength. Once per turn, you can use your action to make two separate attack rolls. The rolls are made in this order and have the following benefits upon landing a hit:

  • Sol: On the first strike, you regain a number of hit points equal to half of the damage dealt (rounded down, min of 1)
  • Luna: You can treat the creature you are attacking as being vulnerable to your attack.

You have one use of this feature, and you regain all expended uses after finishing a long rest.

Mercy

At 15th level, you can force your opponents to submit to your will. When you land an attack against a creature you can see, you can force the creature to make a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). On a failed save, the creature is knocked prone. If the attack would reduce the creature to 0 Hit Points, it is reduced to 1 Hit Point instead. While that creature is prone, all attack rolls made against it are made with disadvantage, even if the attacker is within 5 feet of the creature. 

Rightful King

At 18th level, you hone your skills to a level worthy of a leader. You gain the following benefits:

  • You can use Charm a number of times equal to your Charisma modifier.
  • When you use Mercy against a creature, that creature makes the saving throw with disadvantage.
  • You can now use Aether three times before taking a long rest. Additionally, you will not expend a use if you miss both attacks after activating this feature. This effect can only be applied once per combat.

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