Fighter
Base Class: Fighter

The Inspiring Warlord is a both a powerful warrior and an outstanding leader. Their very words inspire their companions to continue fighting against all odds.

Inspiring Word

Beginning when you choose this archetype at 3rd level, you may use a bonus action on your turn to shout Inspiring Words to a creature of your choice. If the creature can hear you, it gains temporary hit points equal to your fighter level plus your Charisma modifier. These temporary hit points last for up to 1 minute.

You can use this feature a number of times per long rest equal to 3 + your Charisma modifier.

Fearless Leader

Starting at 7th level, you become immune to the frightened condition.

In addition, any creature that benefits from your Inspiring Words have any fear effects, or any effect giving them the frightened condition, on them suspended for a number of rounds equal to your CHA modifier. If such conditions have a duration they continue to expire during this time, and the creature gains a bonus to saving throws against effects that cause the frightened equal to your CHA modifier and they can continue to save against such effects while they're suspended.
If a creature has the frightened condition suspended in this way, they gain advantage on their next attack roll before the condition is reapplied.

Combat Teamwork

At 10th level, when you hit an enemy creature with a melee weapon attack, all of your allies receive a bonus to melee weapon attack and damage rolls against the creature equal to your Charisma modifier until the start of your next turn. If you hit a creature with a ranged attack, you may grant a single ally that can hear you a bonus to any weapon attack and damage rolls against the creature equal to your CHA modifier until the start of your next turn.

Additionally, any creature you target with Inspiring Words may move 5ft as a free action without provoking attacks of opportunity.

Desperate Words

Starting at 15th level, whenever you roll initiative and have less than half (rounded down) of your maximum uses of Inspiring Words, you regain 2 uses. In addition, an unconscious creature with 0 hit points that gains temporary hit points as a result of your Inspiring Words immediately regains consciousness for as long as they still have temporary hit points. The creature is no longer considered dying and does not need to make death saving throws (it still retains any failures or successes until it receives healing), although it will fall unconscious and begin dying as soon as it loses all of those temporary hit points and has not received any healing.

Inspiring Battle Cry

At 18th level, you can cause your Inspiring Words to target any number of creatures that can hear you. Doing so requires you to expend 3 uses of Inspiring Words, and the amount of temporary hit points granted is halved.

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