Fighter
Base Class: Fighter

Swiftly dismounting from his heavy warhorse, a lordly Human general surveys his men, cowering and broken by the oppressive aura of fear and awe inspired by the black dragon circling overhead. "Be steady!" he commands, as he draws up his own heavy crossbow. Vollies of fire tear through the dragon as it flounders and falls to the ground sending a tremor through the earth. Cheers rise and the general immediately begins seeing to broken bones, hearts, and minds of his people.

In any age, where there is civilization there are those who step up to lead. A warlord is such a leader who takes that role into battles great and small. Turning even vile conflict into a majestic art, warlords forge their own destinies through acting as an bastion to those around them; often in the most dire and desperate of times.

Inspiring Word

You can inspire allies to press on even through moments of wavering resolve. You can spend your bonus action to allow an ally within 30 feet of you who can hear you to expend one of their Hit Dice and gain a number of temporary hit points equal to the roll plus their Constitution modifier. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expend uses of this feature when you complete a long rest

The number of Hit Dice which may be spent when using this feature increase to two dice at level 6th, three dice at level 13th, and four dice at level 17th.

Commanding Presence

Beginning at 7th level, your allies can attack at your command.  When you would make an attack on your turn, you can forgo making the attack to allow a friendly creature within 10 feet of you to make an attack instead.  If the target can hear you, it can use its reaction to make one weapon attack.

The range of your presence increases to 30 feet at 15th level.

Rouse the Troups

At 10th level, you can spend 1 minute speaking words of encouragement and support to help your companions shake off fatigue and injury.  Each friendly creature that can hear you can spend any number of Hit Dice to regain hit points without having to finish a short or long rest.

In addition, each creature that does spend at least one Hit Die in this way can remove one level of exhaustion if it has any levels of exhaustion. Once a creature has removed a level of exhaustion from your use of this class feature, the creature must finish a long rest before it can do so again.

Call to Arms

Starting at 15th level, you and each creature within your Commanding Presence roll initiative with advantage.

Advantageous Action

Starting at 18th level, your experience in battle lets you help your companions more easily. You can use the Help action as a bonus action. In addition, when you take the Help action, the target can benefit from any one of the following effects that you choose:

  • You end the frightened condition on one creature within 30 feet of you that can hear you.
  • You grant one creature within 5 feet of you temporary hit points equal to your Charisma modifier.
  • You touch a living creature that has 0 hit points. The creature regains 1 hit point.

Previous Versions

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1/19/2019 9:56:27 PM
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