Base Class: Fighter
No warrior fights in isolation. Cooperation, teamwork, and leadership can give two warriors the strength of five, and five warriors the strength of twenty. The student of the White Raven masters maneuvers that combine the strengths of two or more allies against a common foe. Shouts and battle-cries infused with ki are the signature maneuvers of the White Raven discipline.
Leading Attack
This technique is granted at 3rd level.
When you initiate this technique as an action, you make a melee weapon attack against a creature that causes your allies to take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies’ hearts, you inspire them to greater heroics. If the attack hits, the attacks your allies make against the target have advantage until the start of your next turn. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a long rest.
Battle Charge
This technique is granted at 3rd level.
When you initiate this technique as an action, your speed is doubled until the end of your turn, your movement does not provoke opportunity attacks, and you can make one melee weapon attack. If it hits, the melee weapon attack deals an extra 1d6 damage. This technique may be used a number of times equal to your Fighter level, and uses are restored on a long rest.
Tactical Strike
This technique is granted at 3rd level.
When you initiate this technique as a bonus action, your next melee weapon attack that hits a creature before the end of your turn deals an extra 1d6 damage, and allies within 5 feet of the target can immediately move 5 feet without provoking opportunity attacks. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a short or long rest.
Power Absorption
This technique is granted at 7th level.
As a bonus action, you can activate a state of power absorption. Until you attack, you have resistance to all damage except psychic, and each time you are hit, you gain a +1 to accuracy and damage for your next attack roll. All bonuses provided by this feature end when you make an attack roll, and cannot exceed +8. This technique may be used a number of times equal to half your proficiency bonus, rounded down, and uses are restored on a short or long rest.
White Raven Strike
This technique is granted at 7th level.
When you initiate this technique as a bonus action, your next melee weapon attack that hits a creature before the end of your turn deals an extra 4d6 damage. Also, on a hit, the ranged and melee weapon attacks of your allies have advantage against the creature until the start of your next turn. This technique may be used once per short or long rest.
Covering Strikes
This technique is granted at 7th level.
When you initiate this technique as a bonus action, any creature you hit with a melee weapon attack this turn may not take reactions until the start of your next turn. This technique may be used a number of times equal to half your proficiency bonus, rounded down, and uses are restored on a short or long rest.
Order Forged From Chaos
This technique is granted at 10th level.
When you initiate this technique as a bonus action, your direction helps reorganize allies within range that can hear you. Any number of creatures you choose within 30 feet of you that can hear you, excluding yourself, may immediately use their reaction to move up to their speed. This movement does not provoke opportunity attacks. This technique may be used once per short or long rest.
Swarming Assault
This technique is granted at 10th level.
When you initiate this technique as an action, you make a single melee weapon attack against a creature. On a hit, if the creature is within reach of any number of your allies, each ally within range may use their reaction to make a melee weapon attack against the creature. You choose the order in which your allies’ attacks resolve. This technique may be used once per short or long rest.
White Raven Hammer
This technique is granted at 15th level.
When you initiate this technique as an action, you make a single melee weapon attack against a creature. On a hit, the creature takes an extra 11d6 damage and the creature must make a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or become stunned until the end of their next turn. This technique may be used once per short or long rest.
War Master's Charge
This technique is granted at 18th level.
When you initiate this technique as an action, you call forth a mighty charge to rout the enemy. You move up to twice your speed towards a creature, and allies within range 30 feet of you may also use their reaction to move up to twice their speed towards the same creature. This movement does not provoke opportunity attacks. You and your allies may then each make a single melee weapon attack against the creature. On a hit, the attacks deal extra damage equal to your level.
If the creature is hit by at least two of the attacks, the creature must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or become incapacitated until the end of their next turn.
You decide in what order you and your allies move and attack. This technique may be used once per short or long rest.
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