Fighter
Base Class: Fighter

An old Dwarven Warrior, camped alongside his allies in the treacherous mountains, calls upon soldiers wielding spears to keep watch as his party rests among the wilderness.

A young Elven Archer, waits among the shadows of the forest, eyes studying the caravan as it travels along the road. She issues a silent call, and soon several other archers appear from the surrounding brush. Together they ambush the merchant caravan, and take them by surprise.

A Human on the brink of death, makes his last stand against the encroaching Goblins. He pulls out his war horn, and issues a deafening cry for aid. Soon, a great host of warriors appear with swords and shields- and with greater numbers they push back the hoard and win the day.

Harbingers are Fighters who call upon the aid of others to succeed in battle and conquer their enemies. Each Harbinger wields a powerful artifact known as The Harbinger's Horn, which allows them to call for aid. You may have acquired this horn as a means of your birthright, or perhaps it was found in an ancient ruin or you had taken it from the corpse of a fallen enemy. Some say the Horn can summon spirits from the Ethereal Plane, while others denote that it merely teleport allies to the field of battle.

Master Tactician

When you choose this archetype at 3rd level, you can outfit the Commoner's you summon into battle with better gear, weapons, and buffs. Below is the Harbinger's Table, you can choose one feature when you choose this subclass at 3rd level, 7th, 10th, 15th, and two features at 18th level

 

Call Commoner's

At 3rd level, as an action you can summon 1d4 Commoner's to fight alongside you and your party by blowing into your Harbinger's Warhorn. Roll initiative for the group, they obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.. You cannot use this feature again until all Commoner's have been dismissed or their hit points have been reduced to 0. 

While staying in town with your Commoner's, they require sufficient lodging and food (10 sp), while in the wilderness they require 1 ration of food and water. 

Harbinger's Table

The following are permanent buffs that are applied to your summoned Commoners.

Advanced Archery

(Prerequisite Basic Archery) Your Commoner's can now wield Longbows or any other Ranged Martial Weapons. This feature replaces Basic Archery.

Arcane Foundry

Your Commoner's weapon attacks are now considered magical.

Basic Archery

Your Commoners now can exclusively wield shortbows or any other ranged simple weapon.

Basic Weapons Training

Your Commoner's can now wield any Simple Weapon instead of a club.

Bulwark

Your Commoner's now wield shields. Their AC is permanently increased by 2.

Combat Medics

Trained in the art of surgery and basic medicine, your Commoner's can stabilize an ally with a Medicine kit as an action.

Entourage

You gain a bonus on your Intimidation rolls equal to the number of Commoner's currently in your party, summoned by you.

Forged in Silver

Your Commoner's weapons attacks are now silvered, for the purpose of overcoming non-magical resistance.

Heavily Armored

(Prerequisite: Moderately Armored) Your Commoner's can now wear Scale Armor. Their AC is permanently increased to 14. This feature replaces Moderately Armored.

Keen Senses

Your Commoner's now have advantage on Wisdom (Perception) checks that rely on hearing or sight as well as Darkvision up to 60ft.

Martial Weapons Training

(Prerequisite: Basic Weapon's Training) Your Commoner's can now wield Martial Weapons instead of Simple Weapons. This feature replaces Basic Weapon's Training.

Mobile Tactics

Your Commoner's gain +5ft extra movement, and cannot provoke opportunity attacks from nearby enemies.

Moderately Armored

Your Commoner's are now adorned in Studded Leather Armor, their AC is increased by 2.

Mystical Calling

Your Commoner's are now considered Undead, Fey, Celestials, Constructs, or Fiends instead of Humanoids.

Silent Ambush

Your Commoner's gain +2 to Stealth and Survival, as well as a +3 to damage rolls to enemies whenever they are hidden/successfully stealth.

Silent Summons

You can summon your Commoner's as a free action, so long as you are already Hiding or successfully Stealth. Summoning Commoner's does not alert nearby enemies when you use your War Horn.

Strength in Numbers

Your Commoner's gain the feature Pack Tactics: and gain advantage on attack rolls against a creature so long as you are within 5ft of the enemy and are not incapacitated.

Call to Arms

Starting at 7th level, you can add your Charisma bonus to the number of Commoner's summoned. Also, choose one additional feature from the Harbinger's table.

Inspired Assault

At 10th level, whenever one of your Commoner's make an attack, you can add your Charisma modifier to their attack as bonus damage. Additionally, choose one feature from the Harbinger's table.

General's Intuition

At level 15, your Commoner's Maximum HP is increased by your Proficiency Bonus. Choose one additional feature from the Harbinger's table.

Artisan of War

At 18th level, you can choose any two features from the Harbinger's table.

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