Fighter
Base Class: Fighter

Be it captain of a ship or small town garrison.

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

Whenever you use your Second Wind feature, you and up to your Charisma modifier (min 1) of your allies within 60 feet regain HP equal to 1d10 + your fighter level + your Charisma modifier. 

How to Talk the Talk

You are the captain of men and so you know how to talk the talk and walk the walk. Be it directing your crew or talking to the ladies (or gents) you know how to persuade people as well as how to inspire them. 

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

In addition starting at 7th level, you become a master of battle tactics and learn how to best direct allies and distract foes in combat. You may use the help action as a bonus action and you may do so from a range of 60 feet instead of 5 feet provided they can see and hear you.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose a number of creatures equal to Charisma modifier (min of 1) within 60 feet of you that is allied with you. They can make one melee or ranged weapon attack with their reaction, provided that they can see or hear you. Or instead these same allies can use their reaction to move up to half their movement speed without provoking attacks of opportunity.

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally(s). When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose a number of allies up to your Charisma modifier (min 1) within 60 feet of you that also failed their saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Bring me my red shirt

At 18th level you fight for your allies and will not let them fall. All allies that can see or hear you within 60 feet may add your Charisma modifier (min 1) to their death saving throws as long as you are not incapacitated. You have have advantage on death saving throws and treat an 18 or 19 as if you rolled a 20 as long as you can see or hear at least 1 ally within 60 feet.

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