Fighter
Base Class: Fighter

Battle Leader

At third level, when you take this archetype, you begin to lift up those around you.

As a bonus action, you can remove the frightened, charmed, and stunned conditions from one creature, within ten feet.

As a bonus action, you can direct an ally's attacks, giving them advantage on attacks until your next turn.

Silver Tongue

Starting at 7th level, you become proficient in Persuasion, and receive a +2 bonus to charisma.

As a bonus action, you can give up to three creatures advantage against being Charmed, Frightened, or Stunned, which lasts for 10 minutes.

 Rally

At 10th level, you are able to push your allies to persevere past their limits.

As an action you rally your allies.  Any allied creature who can hear you regains hit points equal to 1d10 plus your charisma modifier.

 Defensive Formation

At 15th level, you've learned how to make the most of a battle formation.  Allies who are within 10 feet of you gain +2 to AC.  

Masterful Rally

At 18th level, you are able to shift the tides of battle.  Twice per short rest, as an action you call out to your allies, or blow a horn.  All allies who can hear you regain hit points equal to 2d10 plus your Charisma modifier.

All allies who hear you have advantage on their next attack.

Enemies who hear you must succeed a DC 5 wisdom saving throw, or they become Frightened for five minutes.

Battle Leader

When you take this archetype, you begin to lift up those around you.

As a bonus action, you can remove the frightened, charmed, and stunned conditions from one creature, within ten feet.

As a bonus action, you can direct an ally's attacks, giving them advantage on attacks until your next turn.

Silver Tongue

Starting at 7th level, you become proficient in Persuasion, and receive a +2 bonus to charisma.

As a bonus action, you can give up to three creatures advantage against being Charmed, Frightened, or Stunned, which lasts for 10 minutes.

Rally

At 10th level, you are able to push your allies to perservere past their limits.

As an action you rally your allies.  Any allied creature who can hear you regains hit points equal to 1d10 plus your charisma modifier.

Defensive Formation

.At 15th level, you've learned how to make the most of a battle formation.  Allies who are within 10 feet of you gain +2 to AC.  

Masterful Rally

At 18th level, you are able to shift the tides of battle.  Twice per short rest, as an action you call out to your allies, or blow a horn.  All allies who can hear you regain hit points equal to 2d10 plus your Charisma modifier.

All allies who hear you have advantage on their next attack.

Enemies who hear you must succeed a DC 5 wisdom saving throw, or they become Frightened for five minutes.

 

 

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