Base Class: Fighter
Regal and mighty, the King is a crowned warrior who has taken to the battlefield themselves, instructing those they rule through the carnage of strife. Even if they have no throne to their name, they view the world as their kingdom and the people at their disposal, marching on with a monarch’s wisdom.
Loyal Subjects
When you choose this archetype at 3rd level, you learn to rally the peons around you to with your innate claim to rule. On your turn, as a bonus action, you call out to a creature within 30 feet of you to remind them of your greatness. So long as they can hear you, they gain temporary hit points equal to your Wisdom modifier + your Fighter level (minimum of 4). Creatures benefitting from this effect also gain advantage against being charmed or frightened. You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses of it when you finish a short or long rest.
Crown’s Intuition
Starting at 7th level, though you are a king, the crown is not the only hat you wear. You can add half your proficiency bonus (rounded up) to any Wisdom check you make that doesn't already use your proficiency bonus.
In addition, you also gain Advantage on Persuasion and Intimidation rolls.
Imperial Fighting Style
Starting at 10th level, your Fighting Style is compounded by your Noble training, and the benefits you gain from it are doubled or augmented.
Extended Blind Fighting
Your blindsight is increased by an additional 10 feet, for a total of 20 feet.
Extra Superior Technique
You learn an additional maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Fortified Defense
While you are wearing armor, you gain an additional +1 bonus to AC, for a total of +2.
In addition, half cover gives you a +5 to AC, and three-quarters cover is considered total cover.
Heavy-weight Great Weapon Fighting
When you reroll a die after initially rolling a 1 or 2 on damage for an attack made with a melee weapon that you are wielding with two hands, the damage from this roll is then doubled. The weapon must have the two-handed or versatile property for you to gain this benefit.
Improved Interception
You gain an additional d10 to your Interception reaction, for a total of 2d10 + your proficiency bonus.
Pinpoint Archery
You gain an additional +2 bonus to attack rolls you make with ranged weapons, for a total of +4.
Proficient Two-Weapon Fighting
When you engage in two-weapon fighting, you add an additional weapon die to the second attack.
Pugilist Unarmed Fighting
Your unarmed strikes become deadlier, and can deal bludgeoning damage equal to 2d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 2d4 bludgeoning damage to one creature grappled by you.
Scoped Thrown Weapon Fighting
You gain an additional +2 bonus to damage when you make a ranged attack with a thrown weapon, for a total of +4. Additionally, you no longer roll with disadvantage when making a ranged attack with a thrown weapon when within 5 feet of an enemy or against targets in your long range area.
Sharper Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain an additional +2 bonus to damage rolls with that weapon, for a total of +4.
Vigilant Protection
Your reach of protection is extended an extra 5 feet, and when you impose disadvantage on an attack roll, you also subtract a d4 from their roll. You must be wielding a shield.
Benevolent Leader
Starting at 15th level, your Loyal Subjects ability is improved by your experience on the Throne, and you grace those who follow you with this knowledge. You can now call out to creatures within 100 feet of you and the temporary hit points they gain now equals your Proficiency modifier + your Wisdom modifier + your Fighter Level. In addition, you can choose to end one effect afflicting the creature you target. The effect can be frightened, charmed, poisoned, grappled, and if a creature is in the process of being Petrified, they will gain advantage on saves to resist the effect.
Royal Senses
Starting at 18th level, the wisdom you’ve gained from your rule has surged and has spread to your physical readiness, and you can add your Wisdom modifier to any Constitution, Strength or Dexterity Save.
In addition, you gain Advantage on Wisdom Saves.
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