Base Class: Fighter
Some fighters see themselves as but a piece in the chess match of war. Those who model themselves after this archetype know that a keen mind for tactics is just as deadly as a blade.
Inspiring Word
Starting at 3rd level, your very words can rally and strengthen your allies.
Inspiration Dice. You gain a number of inspiration dice equal to your proficiency bonus, which are d6s. At 7th level, the die size increases to a d8, the d10 at 10th level, and d12 at 15th level. You regain all of your expended inspiration dice when you finish a short rest.
Inspiring Word. As a bonus action, choose one creature within 60 ft. that can hear you. The creature expends one hit die and gains temporary hit points equal to the hit die roll + the inspiration die roll + your proficiency bonus. If the target has no hit dice remaining, the target only receives temporary hit points equal to the inspiration die roll + your proficiency bonus.
Aura of Defense
Starting at 7th level, you can use your presence to help your allies. As an action, you can create an aura with a radius of 15 feet that lasts for 1 minute or until you lose concentration.
While in this aura, you and any creatures you choose gain a +1 bonus to AC and saving throws. In addition, if any ally is lightly obscured, they count as having half cover.
Tactical Mastery
Starting at 10th level, you gain the ability to sway the flow of any battle. As an action, you can choose one of the following effects:
- Reposition. You an each ally within 30 feet that can see or hear you can use their reaction to move a number of feet equal to 5 times your Charisma modifier. This movement does not provoke opportunity attacks.
- Rally. You and each ally within 30 feet that can see or hear you gain temporary hit points equal to 2d6 plus your Charisma modifier.
- Focus. You and each ally within 30 feet that can see or hear you gain advantage on the next attack roll they make before the end of your next turn. If the attack hits, it deals additional magic damage equal to your Charisma modifier.
Once you use this feature, you can't use it again until you finish a short or long rest.
Improved Recovery
Starting at 15th level, after a short rest, you can regain up to half of your maximum Inspiration Dice.
You can only benefit from this feature once per long rest.
Aura of Shielding
Starting at 18th level, you can use your expertise in combat to help protect your allies. As an action, you can create an aura with a radius of 15 feet that lasts for 1 minute or until you lose concentration.
While in the aura, when an ally is hit by an attack or fails a saving throw, you can use your reaction to give the ally temporary hit point equal to 2d8 plus your Charisma modifier.
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