Base Class: Fighter
Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.
A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Rallying cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
As a bonus action, you can grant up to 3 creatures (can be yourself) temporary hit points equal to your fighter level + your charisma modifier. The creatures must hear you, and must be within 60 feet radius (centered on yourself). Aditionally, when you use your second wind feature, you can remove one condition on yourself.
royal envoy
A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.
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.
Aslo, when you use your rallying cry feature, you can provide yourself and the creatures afected by your rallying cry, a +2 bonus to their AC or +2 to any saving throw it makes until start of your turn
Inspiring surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee, ranged weapon attack or spell that has 1 action with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one. They aslo has advatage on their attack weapon roll.
Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its 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. If you succed the saving throw, you regain one use of your second wind
Inspiring surge 2
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one. Now, it doesnt consume their reaction.
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