Base Class: Fighter
You are called to lead, either you were a noble's child, or maybe you feel a burning in your soul to inspire and lead people. When you stride into battle people follow you, and they become inspired by your presence.
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Heroic Strike
You unleash a decisive strike, one that can slay tyrants and warlords in a single blow.
Starting at 3rd level, When you hit with a melee attack, you may declare that it is a heroic strike. If you do so, do 1d10 extra weapon damage. In addition, you and friendly creatures equal to your charisma modifier within 10ft of you gain temporary hit points equal to the extra damage done by Heroic Strike. You may do this a number of times equal to your proficiency bonus. You get all expended uses back on a short or long rest.
When you get to higher levels this damage increases,
At 7th level, this damage becomes 2d10
At 10th level, this damage becomes 3d10
At 15th level, this damage becomes 4d10
Inspiring Resolve
Whenever you recover from a condition you become invigorated and those around you become inspired by your resolve.
Starting at 3rd level, Whenever you recover from a condition, you and all friendly creatures within 10 feet of you gain your Charisma modifier in temporary hit points.
Lead by Example
At 7th level, if multiple creatures that include you must make a save for any reason and you pass the save, you may choose to give any friendly creatures within 10 feet of you advantage on the save as a reaction. You can do this a number of times equal to your proficiency bonus. You regain expended uses of this ability on a short or long rest.
Decapitating Strike
Starting at 10th level, your heroic strikes are so powerful and decisive that your foes will either fall or be disabled beyond the point of being a threat.
When you hit with a "Heroic Strike" the target must make a wisdom saving throw against your spellcasting modifier (Strength+proficiency+8). If the target fails choose one of the following effects to apply to the target.
- Amnesic Strike- The target cannot cast spells until the end of its next turn.
- Demoralizing Strike- The target becomes frightened of you until the end of its next turn.
- Disorienting Strike- The target cannot take reactions or make legendary actions actions until the end of its next turn.
In addition, any friendly creatures within 30 feet of you gain temporary hit points from Heroic Strike.
Heroic Charge
At 15th level, you are able to inspire your allies to charge with you into battle.
After you roll for initiative, you may choose one ally within 10 feet of you, their initiative is replace with yours until the end of the battle. You may do this a number of times equal to your proficiency bonus. You regain all expended uses on a short or long rest.
Paragon of Leadership
Even your very presence is enough to inspire those around you to action.
Starting at 18th level, whenever a battle begins, you and all friendly creatures within 30 feet of you gain your fighter level in temporary hit points.
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