Base Class: Fighter
A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Royal Envoy
Upon selecting this subclass at 3rd level, your knighthood has taught you how to perform with grace. You gain proficiency with the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Intimidation, or Performance.
Rallying Cry
Beginning at 3rd level, you learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Paragon's Mark
Starting at 7th level, your attacks gain the ability to marshal allies in their efforts. Whenever you deal damage to an enemy within 60 feet with an attack on your turn, you may mark them. You may only have one creature marked in this way at a time, and choosing to mark a new enemy removes the existing mark.
Attacks against marked creatures deal additional damage equal to your Charisma modifier. Marked creatures are immune to this effect until the end of their next turn after taking this bonus damage. Additionally, when an allied creature reduces a marked creature to 0 hit points, both you and them gain temporary Hit Points equal to your Proficiency Bonus. These temporary Hit Points expire after 1 minute.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you, adding your Charisma modifier to the attack roll.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Stand Righteous
Upon reaching 18th level, your virtuous tenacity in battle inspires others beyond death. When you or any ally within 30 feet of you rolls a death saving throw, they gain the benefits of having rolled a 20 on a roll of 17 or higher. You and any allies who benefit from this ability may immediately use their reaction to stand up from being prone.
Additionally, you gain proficiency in Charisma saving throws. If you already had proficiency in Charisma saving throws, you instead gain proficiency in your choice of either Intelligence or Wisdom saving throws.
Comments