Base Class: Fighter
You have been a favoured member of a military, whether it by government run or a private company. This led to you being assigned a ceremonial position, as a bodyguard, example of the quality of soldier they fielded, or just as a military representative.
Depending on the culture you originated from , you could have also been a gladiator that became incredibly successful, being granted titles, wealth, fame, and a place in the royal court.
However you got here, you tread between worlds. You are a master of combat, both alone and assisting your allies. While also being well versed in the functioning of upper class society. This gives you a unique perspective, allowing you to persuade people to see your perspective on the situation. Conversely you can also figure out what every person values and use it to intimidate them into doing what you want.
(I made this after my friend mentioned that if you combined Purple Dragon Knight and Champion you would have a full subclass)
Battlefield Prowess
When you first take this archetype at level 3 you gain 2 benefits.
Rallying Cry:
When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Improved Critical:
Your weapon attacks score a critical hit on a roll of 19 or 20.
Additionally, when you land a critical hit, one creature of your choice that can see you gains advantage on their next attack roll. At 15th level you can choose 2 creatures.
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Varied Experience
At 7th level after continued training you are now approaching the peak of of social and physical prowess.
Royal Envoy:
You gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
Remarkable Athlete:
You can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Astonishing Fighting
When you reach level 10 your fighting melds with your charismatic nature to inspire great feats in your allies.
Inspiring Surge:
When you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Additional Fighting Style:
You can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extensive Experience
At 15th level you have further developed the skills that have already made you and your allies formidable.
Superior Critical:
Your weapon attacks score a critical hit on a roll of 18-20.
Additionally when you land a critical you can now choose 2 allies to gain advantage on their next attack roll.
Bulwark:
You can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Master of Both Fields
At 18th level you have reached the peak of social and physical prowess.
Survivor:
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Words of Action:
When you take the attack action on your turn, you can yell words of encouragement at one of your allies. The next time they take the attack action they can make a second attack as part of the same action.
Additionally your Inspiring Surge ability can now extend to 2 of your allies.
Previous Versions
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8/26/2024 11:08:32 PM
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6/5/2025 4:35:32 AM
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