Base Class: Fighter
Some fighters fight with a manipulative strategy. They use their words and mannerisms to weaken their enemies. Fighters like this can see and use their entire battlefield.
Distracting Vocabulary
At 3rd level, when you become a great leader, you learn to disturb your foes. Your attacks are not always true. When your opponents are worthy, you know how to turn the tides back to your favor. You learn the Vicious Mockery cantrip. Charisma is your spellcasting ability for it.
Battlefield Control
At 3rd level, when you become a great leader, you start to think and move with your surroundings in mind. When you take the attack action on your turn, you can forgo one or more of your attacks to move objects around you instead. As you do so, for every forgone attack, you can manipulate your surroundings worth an entire main action. Flipping a table, sliding a chair, slamming a door, spreading the contents of a bag, pulling a plant out of the ground, helping another creature knocking shelves over, or attacking an object are examples of what you could do instead of attacking. Any action that requires both of your hands takes too much time to be completed in this manner.
The Dungeon Master could enforce conditions to your success, such as at least one free hand or an ability check. Sometimes your actions could be considered attacks with improvised weapons or a cause of an envirnmental hazard. You cannot ready an action granted by this feature, if you have started using your main action.
Strategic Attacker
At 7th level, you learn to take the leadership position while attacking an enemy. You have learned the ways your comrades fight and know how to improve the team's performance. You learn a new technique. After a long rest, a short strategic meeting with your team is enough to switch to the other one.
Finishing Blow. It is the leader's duty to finish off the most threatening target in the battlefield. When you take the Attack action against a target your allies have attacked after your last turn, you can choose to use the Finishing Blow special attack. If the attack hits the target, it is considered a critical hit regardless of the actual roll and you can add one extra die to the damage. You cannot use this feature again until you finish a short rest.
Leader's Strike. Leaders need to pave the way to their teammates. When you hit a target with a weapon attack, you can choose to use the Leader's Strike special attack. After you use this special attack, all attacks against that creature have advantage until the start of your next turn. You cannot use this feature again until you finish a short rest.
Finishing Blow
It is the leader's duty to finish off the most threatening target in the battlefield. When you make a weapon attack against a target your allies have attacked after your last turn, you can choose to use the Finishing Blow special attack. If the attack hits the target, it is considered a critical hit regardless of the actual roll and you can add one extra die to the damage. You cannot use this feature again until you finish a short rest.
Leader's Strike
Leaders need to pave the way to their teammates. When you hit a target with a weapon attack, you can choose to use the Leader's Strike special attack. After you use this special attack, all attacks against that creature have advantage until the start of your next turn. You cannot use this feature again until you finish a short rest.
Strategic Instructions
At 10th level you learn to give instructions to your fellow teammates. Your voice bears strategic commands and instructions for your allies. As a bonus action, you can choose to grant your allies within 60 feet of you with one of these benefits:
- increase of +1 to their Armor Class
- increase of +1 to their attack rolls
- increase of +1 to all their saving throws
- advantage to their skill checks you are proficient in
To receive the benefit you have chosen, your allies need to use their reaction and must be able to hear you. These benefits last until the end of your next turn. You can use this features a number of times equal to your proficiency bonus and you recover all uses after finishing a short rest.
Leader's Sacrifice
At 15th level, you can trust your allies so much you could intentionally put yourself in harms way as a part of your plan. As a bonus action, you can take the undivided attention of one creature of your choice within 20 feet of you. This creature has advantage on all attack rolls against you but disadvantage on attack rolls against any other target. This creature cannot make any opportunity attacks against creatures other than you, unless they have special reactions to do so. This effect ends at the start of your next turn or if the distance between you and the target creature ever becomes more than 20 feet before that.
Ultimate Payback
At 18th level, your Leader's Sacrifice becomes the end of your foes. You can take even more of your target's attention by your imposition. While a creature is under the effect of your Leader's Sacrifice, all attacks against the target creature have advantage.
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