Base Class: Fighter
Subclass created by sentrydown
Gallants are charismatic fighters who pride themselves in their daring and courageous actions. Their bracado in turns inspires allies to act bravely themselves, while at the same time demoralizing their enemies. With a quick wit and a sharp tongue, others find it difficult to persuade a Gallant to abandon her cause and may find themselves joining the Gallant instead.
En Garde
When you take this archetype at 3rd level, you can use your bonus action to taunt an opponent within 20 feet that can hear you into attacking you. The creature makes a Wisdom saving throw against your En Garde DC. If it fails, you and the creature have disadvantage on attack roles against targets other than each other. If it fails, you and the creature have disadvantage on attack rolls on targets other than each other.
Only one creature can be affected by En Garde at any time. Using En Garde on another creature ends the effect on the old target. This effect lasts for 1 minute, until one of your allies attacks the target, or until you and the target are more than 30 feet apart.
You can use this feature a number of times per short rest equal to 1 + your Charisma modifier (minimum once).
En Garde save DC = 8 + your proficiency bonus + your charisma modifier.
Dashing Persona
Beginning at 7th level, your dashing personality and charisma allow you to turn the tables on those who would try to sway you. When you are subjected to an effect that would charm you and allows you to make a wisdom saving throw to negate the effects and you succeed, you can use your reaction in an attempt to charm the creature in return. The creature makes a Wisdom saving throw against your En Garde DC. On a failed save, the creature is charmed by you for one minute or until the creature takes any damage.
You can use this feature twice. You regain all spent uses after a long rest.
Bravado
Starting at 10th level, as long as a hostile creature is taunted with En Garde, other creatures have disadvantage on attack rolls against you and the taunted creature.
Dauntless Vitality
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability you can't use it again until you finish a long rest.
Bravery Default
At 18th level, your inspirational prowess has reached its peak and can inspire allies to press onwards, even in the face of insurmountable challenges. At the start of each of your turns, you can choose two allies within 15 feet that can hear you to regain hit points equal to 2 + your charisma modifier if they have no more than half their hit points left. Allies cannot benefit from this if they have 0 hit points.
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