Base Class: Fighter
The Valour Guard is a specialized subclass that Fighters can choose to become a natural leader and a skilled warrior. These fighters inspire their troops with their unwavering bravery and charismatic presence. The Valour Guard is dedicated to protecting important figures and locations and follows a strict code of honor that obliges them to act with integrity and never betray their allies.
Through their exceptional combat skills and ability to lead with charisma, the Valour Guard embodies the highest standards of honour, becoming a powerful and respected force in the battlefield. They possess a unique ability to unite their forces and rally them through sheer force of personality. As natural tacticians, Fighters who take this subclass have the opportunity to develop their natural leadership skills and inspire those around them to fight strategically to ensure victory.
Rallying Cry
3rd level feature
When you use your Second Wind feature, you may choose a number of allies up to your Charisma Modifier(minimum 1) within 60 feet of you, they gain hit points equal to your fighter level, provided they can see and hear you.
Additionally the chosen allies may use their reaction to rally to your position up to their full movement.
You gain an additional use of your Second Wind feature at 7th level and again at 15th level.
Emissary of Peace
3rd level Feature
You gain proficiency in one of the following skills: Animal Handling, Insight, Performance, or Persuasion.
Your proficiency bonus is doubled for any ability check you make that uses this skill.
Animal Handling
You gain proficiency and expertise in Animal Handling,
Insight
you gain proficiency and expertise in Insight.
Performance
you gain proficiency and expertise in Performance.
Persuasion
you gain proficiency and expertise in Persuasion.
Master Tactician
Starting at 7th level, you can use the Help action as a bonus action.
When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 60 feet of you, rather than 5 feet of you, provided that the chosen ally can see or hear you.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you may choose a number of allies equal to your Charisma modifier (minimum 1) within 60 feet of you. Those allies can make one melee or ranged weapon attack as a reaction, provided that they can see or hear you.
Bulwark
Beginning at 15th level, when an ally within 60 feet of you fails a saving throw, you can use your reaction to allow them to re-roll that saving throw with a bonus equal to your Charisma modifier. You can use this feature a number of times equal to your Charisma Modifier(minimum 1) per long rest.
Additionally, when you use your Indomitable feature, you may add your Charisma Modifier to the re-rolled saving throw.
Relentless Undying
18th level feature
Your heroism and bravery extends to your allies even beyond death. When an ally falls to 0hp within 60 feet of you, as a reaction you may move in a straight line to a space within 5 feet of the downed ally. This movement doesn't provoke any attacks of opportunity. If you are within 5 feet of an ally at any point during this movement, they regain 1d10 HP and temporary HP equal to your fighter level + Chr modifier.
You can use this feature twice per long rest.
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Posted Mar 17, 2023Creator note; this was an attempt to make PDK better, using some inspiration from a video I've since forgotten. I am still unsure if I made the class properly, but with playtesting and tips I hope I can make it the way I intended. If you know the video I'll gladly give credit to the creator who inspired some of these features/traits. Any and all comments are appreciated!