Fighter
Base Class: Fighter

Through the years of your existence, you have seen death left and right, seen wars happen, and seen much destruction and learned of the histories of war. You have decided to finally embrace this ideal. You are the Flame Bearer a fighter that is capable of inspiring those to get harder and giving them more amounts of strength and power to keep hitting and to keep on striking. You fear no man nor death as survival is your best friend and only the strongest shall now survive against you. As of the words of war “it’s kill or be killed”.

Inspiration of War

You’ve begun your path to become a leader of war and to be known by your sword and mind but you must inspire those who stand beside you! Once per long rest as a Bonus Action you can choose two of any member of the users party(users self included) to become inspired by a speech to give those the will to strike with more power, whoever the two that are chosen will get a 1d8 damage die on they’re next successful attack and give the first enemy to attack them disadvantage.

This ability will increase by 1 each time you lvl up, and at lvl 8 will at an extra d8 to your damage die and another d8 at lvl 14

Adrenaline of Combat

The rages of war truly fill your mind and veins, your blood boils for combat! You wish to transfer this fury of battle to another! As a Bonus Action once per long rest you will scream in a mighty war cry, choosing 1 Ally within 15ft of you they will gain on extra action on they’re turn.

This ability can be used twice at lvl 12.

Banner of Victory

You harness the powers of war now summoning a banner to power all around you, once per long rest as a Special action you can summon this banner and slam it upon the ground causing a magical 15ft radius of magic to appear doing this you can choose from 1-3 targets of your choice to heal. Using this ability it will stay in affect for 1min before its effect wears off. Depending on how many you choose depends on how many you heal.

choices of effect 

Banner Choices Banners affects

1 Person

 Choosing one person you temporarily give 3d8 healing plus they’re lvl.

2 People

Choosing 2 people you temporarily give both 2d8 healing die plus they’re lvl.

3 People

Choosing 3 people you temporarily give each person 1d8 healing die plus they’re lvl.

Horns of War

You’ve done it, what every warrior needs to fight onward to place fear and placement upon their enemies! You’ve gained a magical War horn with affects that shall help you and your ally’s strike all who oppose you! Twice per long rest as a Special Action the user can grab their magical war horn and blow air into it to make a loud noise that can be heard 200ft but it’s affects go 90ft when used. When this is used 1 out of 4 affects could happen by rolling a d4 die on the War Horn affect table

War Callers Horn Affects

 

War Horn Horn Affects

D1: Call of Battle

 For each Ally that hears this horn they will gain Advantage on each of they’re attacks on an enemy.

D2: Call of Valor

 For each Ally that hears this horn they will temporarily heal 1d10 healing die plus they’re lvl.

D3: Call of Fear

All enemies within 90ft must make a CHA saving throws, on a failed saving throw they become Intimidated by the party.

D4: Call of Power

You blow the horn with all your force making a mass shockwave, all enemies within 90ft must make a DEX saving throw, on a failed saving throw the enemy will become prone.

Passing Torch

True war has come, and you have truly brought it. It is time to bring the torch to all to give them a burning passion of battle. As a Special action once per long rest all ally’s weapons within 20ft of you will suddenly burn with flames now adding 2d8 fire damage to every attack you and your ally’s hit, this affect will last for 1 min or until the flames are extinguished.

Previous Versions

Name Date Modified Views Adds Version Actions
9/17/2023 1:34:51 AM
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9/22/2023 1:27:40 AM
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