Fighter
Base Class: Fighter

An Icon can be many things. A general, a skald, a tactician, a bandit captain. But they are always two things, remarkable fighters and even more impressive leaders. Someone whose very visage inspires greatness in their allies and strikes fear in their foes. Unlike a rank and file soldier, Icons rely on their intuition and experience as much as they do armor and weapons. Whether through wisdom, intellect, skill, personality, or more likely a combination of all 4, an Icon's presence controls the tides of battle.

Anticipation

You excel at directing the flow of battle. As a bonus action, you gain the following benefits, which last for 1 minute:

  • Once per turn, you may Raise Morale!
  • You must take the attack action on your turn if you have used Raise Morale! during the previous round, even if you cannot make any attacks. During this turn, you may make one weapon attack as a bonus action.

You cannot take reactions while Anticipating.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.

Ready to Learn

Whenever you finish a long rest, you can choose one skill or tool proficiency an ally possesses and gain it as they teach you the basics. You lose this proficiency when you use this feature to learn a different proficiency.

Raise Morale!

You can use Raise Morale! when you can see a morale’s trigger within 30 feet of you and the target can see or hear you.

You can use Raise Morale! a number of times equal to the number of attacks you make during the attack action per round (once at level 3, twice at level 5, three times at level 11, and 4 times at level 20). Each use of Raise Morale! reduces the number of attacks you can make next round by one, to a minimum of 0. 

At 3rd level, you learn two morales of your choice. Your morale options are detailed at the end of the class description. You learn two additional morales of your choice at 7th and 10th levels, and one additional morale at 15th and 18th levels. If a morale requires a saving throw, your morale save DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

If a morale has a level requirement, you must be at least that level in this class to learn it. When you gain a level in this class, you may replace a morale you know with morale you meet the prerequisites of.

Morales

The morales are presented in alphabetical order.

Action Over Words!

Twice per short or long rest you may expend a use of anticipation on your turn to gain an additional usage of [Tooltip Not Found].

Attention!

On your turn you may use an attack to force a target to make a wisdom saving throw. On a failure they are charmed or feared (your choice) by the closest hostile creature to them. You may expend additional attacks to force additional creatures to make the saving throw. Every 2nd attack adds a target (2 targets for 2 attacks, 3 targets for 4 attacks).

Behind Me!

When a creature within 5 feet of you is hit with a melee attack or fails a saving throw against an area of effect, you may take the damage for them, even if you would also take damage. Damage you take in this manner is reduced by half your fighter level (rounded up).

Catch Your Breath!

When a creature is targeted by a spell of 1st level or higher that heals hit points, they may spend up to a number of hit dice equal to the level of the spell and gain additional hit points equal to the amount rolled plus half your fighter level (rounded up).

Clear Your Head!

When a creature makes a repeat saving throw against an effect or spell that allows multiple saves like the slow spell, you may allow them to automatically succeed as long as they have failed at least one save already. The level of the spell must be less than or equal to the number of attacks you can make with the attack action to use this morale.

Fire At Will!

When you activate Anticipation, you may select a 20ft circle within 120 feet. While inside this area, hostile creatures cannot benefit from cover, they lose any resistances they have, any immunities they have become resistances, and each time they take damage they take additional damage equal to ½ your fighter level of the original damage’s type.

Focus!

When a creature makes an attack roll or is hit by an attack, you may add an amount equal to the number of attacks you can make with the attack action to the attack roll total or the creature's AC.

Get Back!

When a hostile creature deals damage that would reduce a creature to 0 hit points, you may interrupt them causing the creature to lose the attack or spell. Then, any hostile creatures of your choice within 10 feet of the attack’s target must make a strength saving throw. On a failure, they are pushed 20 feet directly away from the attack’s target and fall prone. On a save, they are only pushed 10 feet and do not fall prone.

Halt!

When a creature attempts to move using their movement, you may force them to make a charisma saving throw. On a failure, their movement is reduced to 0 for the turn. On a success, their speed is halved for the turn.

Hold The Perimeter!

When a hostile creature enters a space that is 5 feet further than a creature’s reach, you may increase the creature’s reach and allow them to make an attack of opportunity against the hostile creature.

Incoming!

When a hostile creature makes a ranged attack or forces a creature to make a saving throw and you are interposed between the two, you may become the target of the attack or effect.

Keep Going!

When a creature deals or takes damage, you may deal psychic damage equal to half your fighter level (rounded up) to the attack’s target or attacking creature respectively.

Not Them!

When a hostile creature makes an attack against another creature, you may force them to first make a Wisdom saving throw. On a failed save, the hostile creature loses the attack or spell. On a success nothing happens. This effect doesn't protect from area effects, such as the explosion of a fireball.

Onto The Next!

When a hostile creature succeeds a saving throw against an effect or spell targeting only them, you may select a different hostile creature within 5 feet of them to remake the saving throw, becoming the new target of the effect or spell.

Pour It On!

When a creature takes damage or deals damage to a creature, you may grant them a number of temporary hit points equal to half your fighter level (rounded up) until the start of your next turn.

Push The Line!

When a creature makes a ranged attack or creates an area of effect, you may increase or decrease the range of the attack by 30 ft, or the area of an effect by 5 ft.

Put Your Back Into It!

When a creature is affected by a condition another creature attempts to drag them, you may cause the creature to be moved without reducing the movement speed of the moving creature. Per usual, a hostile creature must be grappled to be moved.

Sacrifice Is Necessary!

On your turn, you may end anticipation as an action and restore up to 250 hit points, divided as you choose among any number of creatures that you can see within 60 feet.

Stay Down!

When a hostile creature would regain hit points, you may prevent them from doing so. If they are above half health when you do so, they also take necrotic damage equal to half the amount they would have healed.

Steady Your Stride!

When a creature moves, you may allow them to do so at half speed. If they do so, they cannot be targeted by attacks of opportunity, and are not affected by difficult terrain.

To Their Aid!

When a creature drops to 0 hit points, you may allow any creature of your choice within 30 feet of them to use their reaction to move directly next to the creature without provoking attacks of opportunity.

To Your Mark!

When a creature ends their movement or turn with no hostile creatures within 10 feet, you may allow them to move up to 10 feet directly towards a hostile creature.

Wait For Reinforcements!

When a creature critically strikes a target, you may allow them to instead paralyze the target until the start of your next turn or until the target takes any damage.

You Are No Match!

When a creature forces another creature to make a saving throw, you may increase or decrease their saving throw DC by the number of attacks you can make with the attack action.

You Must Act Now!

When you are forced to make a saving throw against a spell or effect, you may choose to automatically fail the saving throw. Doing so allows up to a number of creatures equal to the number of attacks you make with the attack action within 10 feet who must also make the saving throw to automatically succeed.

You Will Falter!

When a creature fails a saving throw against an effect or spell that requires the attacking creature to maintain concentration, you may deal one psychic damage to the attacking creature a number of times equal to the number of attacks you make with the attack action.

Your Effort Is Reckless!

When a creature is hit by a melee attack, you may reduce the damage by half your fighter level (rounded up). The creature then redirects 1/4 your fighter level (rounded up) of the attack's damage to any creature within 5 feet of them, including their attacker.

Expert Educator

When you finish a long rest, choose one skill, language or tool you are proficient in by any means. Your allies gain that proficiency until you use this feature to share a different proficiency.

Emboldening Surge

When you must take the attack action as a result of using Raise Morale!, you may use Action Surge to take a full attack action instead and then complete your Action Surge.


Additionally, when you Action Surge while Anticipating, each attack that hits during your turn allows you to increase an ally's maximum hit points by 5 and heals 5 hit points. Each hit point increase can be given to any creature of your choice within 60 feet. This increase lasts until the current use of Anticipation ends.

Group Study

When you use Expert Educator, you may forgo sharing one of your proficiencies to allow an ally to share one skill, language, or tool proficiency of their own. Additionally, the maximum number of proficiencies that can be granted to the party by you and your allies is two.

Battle Ready

When you roll initiative, you regain one use of Anticipation if you have less than your maximum number of uses.

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