Base Class: Fighter
Lionhearts are fearless warriors that inspire those around them to greatness. A Lionheart leads from the front, awakening a sense of shared conviction and courage in their allies to spur them to victory.
Level 3: Shared Resolve
When you push yourself to press on, you also inspire those around you to do the same. You can additionally use your Second Wind feature in the following ways.
Rallying Cry. When you activate your Second Wind with a Bonus Action, you can choose a number of allies up to your Proficiency Bonus within 60 feet of yourself that can see or hear you to regain a number of Hit Points equal to your Fighter level plus your Charisma modifier (minimum of 1). Starting at level 5 in this class, when you use this feature, the chosen allies can also take a Reaction to move up to half their Speed without provoking Opportunity Attacks.
Voice of Victory. If you don’t have the Incapacitated condition and an ally within 30 feet of yourself that can see or hear you fails an ability check, you can expend a use of your Second Wind to inspire them to success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ally’s ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
Level 3: Bonus Proficiency
You gain proficiency in the Persuasion skill. If you already have proficiency with the Persuasion skill, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. You have Expertise with Persuasion and receive this benefit regardless of the skill proficiency you gain from this feature.
Level 7: Call to Arms
If you roll Initiative and don’t have the Incapacitated condition, you can choose a number of willing allies up to your Proficiency Bonus within 30 feet of yourself that can see or hear you that also rolled Initiative. You and the chosen allies gain a bonus to your Initiative rolls equal to your Charisma modifier (minimum of 1).
Level 10: Inspiring Surge and Lead by Example
Inspiring Surge
When you activate your Action Surge, you can choose a number of allies up to your Proficiency Bonus within 60 feet of yourself that can see or hear you. The chosen allies can immediately take a Reaction to make one melee or ranged weapon attack. If an ally’s attack targets a creature you attacked this turn, the attack roll has Advantage.
Lead by Example
Once on each of your turns when you move or take the Attack action, you can choose one ally within 30 feet of yourself that can see or hear you and issue one of the following commands:
- Maintain Formation. If you moved, the chosen ally can immediately take a Reaction to move up to its Speed without provoking opportunity attacks.
- Strike as One. If you took the Attack action, the chosen ally can immediately take a Reaction to make one melee or ranged weapon attack. If the ally’s attack targets a creature you attacked this turn, the attack benefits from the Push, Sap, or Slow mastery property (your choice).
Level 15: United Front and Unyielding Will
United Front
Your leadership ensures that you and your allies can endure almost anything. You can additionally use your Indomitable feature in the following ways
- Hold Fast. If you don’t have the Incapacitated condition and an ally within 60 feet of yourself that can see or hear you fails a saving throw, you expend a use of your Indomitable feature for it to reroll its saving throw with a bonus equal to your Fighter level. It must use the new roll.
- Stand Together. If you use your Indomitable feature to reroll a failed saving throw and don’t have the Incapacitated condition, you can choose one ally within 60 feet of yourself that can see or hear you and that also failed its saving throw against the same effect. The chosen ally can reroll its saving throw with a bonus equal to your Fighter level and must use the new roll.
Unyielding Will
With you around, no enemy can break or subvert the will of you or your allies. If you or an ally within 30 feet of yourself that can see or hear you fails a saving throw made to avoid or end the Charmed or Frightened condition, you can take a Reaction for you or it to succeed instead.
Level 18: Final Stand
Your presence on the battlefield can move both you and your allies to defy death itself by using one of the following effects.
- If you would drop to 0 Hit Points, you can take a Reaction to instead change your Hit Points to a number equal to your Fighter level plus your Charisma modifier (minimum of 1) and you have Advantage on attack rolls and saving throws until the end of your next turn.
- If an ally within 60 feet of yourself that can see or hear you would drop to 0 Hit Points, you can take a Reaction to instead change its Hit Points to a number equal to twice your Fighter level plus your Charisma modifier (minimum of 1) and it has Advantage on attack rolls and saving throws until the end of its next turn.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Previous Versions
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