Fighter
Base Class: Fighter

As shrouded Triton looks out over his flock. She speaks of the great power they may all share in, if they but heed her sermon.

A drunken Leonin towers above the fool that just imputed his honor. With a nod his loyal goons proceed to knock some respect into the would-be satirist.

From their office built in the gap between two inns a half-elf burns hastily read reports from their agents in the city. They have eyes and ears in every corner reporting back to them.

A Dwarf smiles to themselves as they look out over her work floor. She controls the most powerful tradesguild under the mountain, and she intends to use it to crush all who oppose her.

There is a power in groups of individuals coming together for a common cause that exceeds the sum of its parts. When properly guided by the right individuals even mountains tremble before the might of a well lead organization. Leaders use the strength and synergy of those that follow them to overcome obstacles, defeat the enemies, and achieve more than any individual could do on their own. While perhaps not the strongest or smartest on their own Leaders surround themselves with competent people whose expertise they can leverage to shake the world.

On the battlefield Leaders shout orders, give instruction, and offer aid. Conducting the chaos of conflict like an orchestra, a good Leader guides their friends and followers toward victory. Some leaders proudly lead from the front setting a shining example, while others stand back so that they can see the whole board at once.

Leadership Style

You have developed a particular style of leading as your specialty. Choose one of the following options. You can’t take a Leadership Style option more than once, even if you later get to choose again:

Protection: When another creature within 5 feet of you is attacked, you may use your reaction to impose disadvantage on the attack roll. thrice Thrice per long rest.

Exploitative: When you are attacked, you may use your reaction to force the attack to target a non-hostile creature within 5 feet of you. Cannot use if no target is available.

Lead from the Front: Allied ranged weapon attacks targeting creatures within 5 feet of you gain a bonus equal to half your proficiency modifier to hit(rounded down).

Insightful: You may use a bonus action to gain advantage on the next Wisdom(insight), Wisdom(perception), or Intelligence(Investigation) ability check you make within 1 minute. Once per long rest

Observant: You and your retainers gain a +3 bonus to passive perception.

Demeaning: When another creature within 30 feet fails an ability check or misses an attack roll you may use your reaction to roll a d4 and add the result to their roll, they then lose the same amount of hit points as the result. Twice per long rest.

Charismatic: You may use a bonus action to gain advantage on the next Charisma skill check you make within 1 minute. Once per long rest.

Cooperative: While at least 2 allied creatures are within 5ft of you, and are not incapacitated, you are considered to have half cover. If at least 4 ally creatures are within 5ft of you you are considered to have three-quarters cover.

Guide from the Rear: When an ally within 15 feet deals damage with an attack you may use your reaction to force them to reroll the damage, using the new result. Once per long rest.

Player and Retainer usage is shared not for each retainer.

You gain an additional Leadership Style at 6th Level.

Charismatic

You may use a bonus action to gain advantage on the next Charisma skill check you make within 1 minute. Once per long rest.

Cooperative

While at least 2 allied creatures are within 5ft of you, and are not incapacitated, you are considered to have half cover. If at least 4 ally creatures are within 5ft of you you are considered to have three-quarters cover.

Demeaning

When another creature within 30 feet fails an ability check or misses an attack roll you may use your reaction to roll a d4 and add the result to their roll, they then lose the same amount of hit points as the result. Twice per long rest.

Exploitative

When you are attacked, you may use your reaction to force the attack to target a non-hostile creature within 5 feet of you. Cannot use if no target is available.

Guide from the Rear

When an ally within 15 feet deals damage with an attack you may use your reaction to force them to reroll the damage, using the new result. Once per long rest.

Insightful

You may use a bonus action to gain advantage on the next Wisdom(insight), Wisdom(perception), or Intelligence(Investigation) ability check you make within 1 minute. Once per long rest

Lead from the Front

Allied ranged weapon attacks targeting creatures within 5 feet of you gain a bonus equal to half your proficiency modifier to hit(rounded down).

Observant

You and your retainers gain a +3 bonus to your passive perception.

Protection

When another creature within 5 feet of you is attacked, you may use your reaction to impose disadvantage on the attack roll. Thrice per long rest.

Martial Training

Once you reach 7th level, you and your followers adopt a particular style of fighting. Both you and your Retainers share  Fighting Styles.

Hired Muscle/Retainers

Beginning at 3rd level, you begin to understand the way to organize and lead other's onto battle or other such ventures. You can gather troops to lead equal to Cha modifier with a CR total equal to or less then class level.

Each retainer requires 3 days to hire, train and equip. hiring cost 50gp per retainer and a weekly upkeep there after at the cost of 25gp per week. equipment, food and lodgings all come at the expense of there commander.

Retainers are also able to use if given magical item but have no attunements slots so consider the items would give them. item rarity for retainers is limited to rare and below.

The Troops

Commanders have a variety of possible troop to hire from the people whom live about looking to make a living. better options become available at higher levels.

3rd level, CR1 - CR 3 retainers for hire.

8th level, CR 4 - CR 6 retainers for hire.

17th level, CR 7 - CR 8 retainers for hire.

 17th level, Retainers of Cr7-8 are limited to one at any given time

 

In combat, your retainers shares your initiative count, but they take there turn immediately after yours. They can move and use there reaction on there own, but the only action they take on there turn is the Dodge action, unless you take a bonus action on your turn to command them to take another action. Retainers will follow this command until completed or commanded to do sonething different. That action can be one in its stat block or some other action. If you are incapacitated, the retainers can take any action of there choice, not just Dodge.

General Commands, simple orders all retainers can follow like move, attack.

Target commands, orders given for a retainer to make more individual actions like casting a spell

Hired Muscle/Retainers

Beginning at 3rd level, you begin to understand the way to organize and lead other's onto battle or other such ventures. You gain a gathering of troops to lead equal to Cha modifier.

Each retainer requires 3 days to hire, train and equip. hiring cost 50gp per retainer and a weekly upkeep there after at the cost of 25gp per week. equipment, food and lodgings all come at the expense of there commander.

Superior Combatants

At 10th level, choose one maneuvers of your choice from among those available to the Battle Master archetype, both you and your Followers learn the maneuver. 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 + the character’s Strength or Dexterity modifier (your choice.)

Superior Combatants Dice

You gain 4 Superiority Dice, which are d8 (this dice are added to any superiority dice you have from another source). This dice are used to fuel your maneuvers, if one of your Retainers uses a maneuver, expend your Superiority Die. You regain your expended superiority dice when you finish a short rest or long rest.

additionally, the number of superiority dice increases by 1 at 13th and 17th level. to a max of 6 superiority dice.

Maneuvers

The maneuvers are presented in alphabetical order.

Retainers use your pool of superiority dice when using a maneuver.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace

When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Instructive Attack

Beginning at 15th level, when you take the attack action you may use your bonus action to issue instructions to one ally creature.

Choose from, Attack, dodge, dash or disengage only.

Legendary Taghmata

Starting at 18th level, when you or one of your followers hits a creature, its speed becomes 0 for the rest of the turn. Creatures provoke opportunity attack from you and your followers even if they take the Disengage action before leaving their reach. When a creature within 5 ft. of you or one of your followers targets a creature other than them, they may use their reaction to make a melee weapon attack against the attacking creature.

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