Fighter
Base Class: Fighter

The King's Guard is an ancient and honorable organization tasked with protecting the King and the Realm. The highest ranking member is the Captain. As Captain you are to organize the rest of the King's Guard and ensure the safety of the King and his Realm. You have learned to talk to other and give commands. Once you have gained others trust they will continue to follow your orders. While you are a trained fighter and can handle your weapons well the Captain of the King's Guard must know when it is time to fight and when it is not. 

Series of Orders

As Captain of the King's Guard you are no stranger to giving orders. After succeeding an ability check with Advantage against a target that target is Under Your Orders.  When you make an ability check against a target Under Your Orders you can add to your roll based on your level (level 3-5: 1d4 6-10: 2d4 11-15+: 3d4 16+4d4). Targets are no longer Under Your Orders if you fail a roll, they make a roll against another target or another player makes a roll against the target.

Join a Faction

Your travels have made you well liked among many factions. At the 7th level, and again at the 15th level, you can select any faction you have encountered that is friendly towards you to join. Soldiers loyal to this faction recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. You have Advantage on Intimidation, Performance, Deception, and Persuasion on checks against any of these factions.

Commanding Presence

At 10th Level, the Captain of the Gaurd may make a threat at an opponent and roll against 10 + the number of targets (Max of 5) and add his Charisma Modifier to the roll. On success, all targets suffer 3d4 psychic damage and the Commander has Advantage on all Charisma or Charisma related skill checks against those targets for 7 turns. On a failure, he has disadvantage on all Charisma checks, skills, or any other of his class features that use Charisma for the next 7 turns.

Follow the Leader

At the 10th level, your self-confidence and leadership inspire others to follow you. You can now ask any character Under Your Orders to become Your Follower. Friendly characters will immediately follow you. Non-Hostile characters must make a Constitution saving throw beating 15 +  Your Charisma Modifier. Against Hostile characters, they must perform a Constitution saving throw beating 5+ Your Charisma Modifier. On a failed throw they will become Your Follower.  You can only have 1 follower at a time.

Leading the Followers

When attempting any check against a follower roll a d20. If you roll a less than 5 your check fails and your follower leaves you. If you roll 6+ your check succeeds.

Call Army

At the 18th level, you have made many friends along your journey. You can now call an army from any faction that you have Military Rank. You can only call one army per long rest and cannot call the same army twice without waiting 7 long rest. The called army has (1d10 * your current health) health.

Command Army

Your army gets 1 attack per your Charisma Modifier. This attack, if it hits, does 1d10 * (the armies health/your Charisma Modifier). Your army has your inspiration-( 5 - your charisma modifier)

Leading the Followers II

Your roll against your followers now has an advantage.

Leadership

At 3rd level, and again at the 10th and 18th levels, your ability to instill fear, love, or awe in your comrades reaches new heights. Choose Intimidation, Performance, or Persuasion. You gain proficiency in the chosen skill, if you are already proficient you gain expertise with it. You have Advantage on ability checks using this skill outside of combat on non-hostile
characters.

Intimidation Expertise

You gain proficiency in Intimidation, if you are already proficient you gain expertise with it.

Intimidation Proficiency

You gain proficiency in Intimidation, if you are already proficient you gain expertise with it.

Performance Expertise

You gain proficiency in Performance, if you are already proficient you gain expertise with it.

Performance Proficiency

You gain proficiency in Performance, if you are already proficient you gain expertise with it.

Persuasion Expertise

You gain proficiency in Persuasion, if you are already proficient you gain expertise with it.

Persuasion Proficiency

You gain proficiency in Persuasion, if you are already proficient you gain expertise with it.

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