Base Class: Fighter
Inspire and Command Your Allies
Lionhearts are fearless warriors that inspire those around them to greatness. A Lionheart leads from the front, awakening a sense of shared conviction and courage in their allies to spur them to victory.
Level 3: Bonus Proficiency
You gain proficiency in the Intimidation or Persuasion skill.
Level 3: Call to Glory
Your presence and will can inspire others to great deeds, awakening the heart of a hero within them.
Once on each of your turns, you can choose one willing ally within 30 feet of yourself that can see or hear you and issue a single command if you don’t have the Incapacitated condition. You know the following commands:
- Keep An Eye Out. The chosen ally can immediately take a Reaction to take the Search or Study action and adds your Charisma modifier (minimum of 1) to their ability check.
- Maintain Formation. The chosen ally can immediately take a Reaction to move up to its Speed without provoking opportunity attacks.
Level 3: Shared Resolve
When you push yourself to press on, you also inspire those around you to do the same. You can additionally use your Second Wind feature in the following ways.
Rallying Cry. When you activate your Second Wind with a Bonus Action, you can choose a number of allies up to your Charisma modifier (minimum of 1) within 60 feet of yourself that can see or hear you to regain a number of Hit Points equal to your Fighter level plus your Charisma modifier (minimum of 1).
Voice of Victory. If you don’t have the Incapacitated condition and an ally within 30 feet of yourself that can see or hear you fails an ability check, you can expend a use of your Second Wind to inspire them to success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ally’s ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
Level 7: Call to Glory : Additional Commands
You learn the following new commands you can use with Call to Glory:
- Stand as One. The chosen ally gains an amount of Temporary Hit Points equal to your Fighter level plus your Charisma modifier (minimum of 1). These Temporary Hit Points vanish at the start of your next turn.
- Strike as One. The chosen ally can immediately take a Reaction to make one melee or ranged weapon attack. Starting at level 9 in this class, if the ally’s weapon attack targets a creature you attacked this turn, the attack benefits from the Push, Sap, or Slow masterty property (your choice).
- Unleash Arcana. The chosen ally can immediately take a Reaction to cast a cantrip that has a casting time of 1 action. Starting at level 15 in this class, the chosen ally can choose to instead cast a level 3 or lower spell that has a casting time of 1 action. The next time the chosen ally benefits from this command again to cast a level 1+ spell before finishing a Short or Long Rest, they gain 1 level of Exhaustion.
Level 7: Into the Fray
If you roll Initiative and don’t have the Incapacitated condition, you can choose a number of willing allies up to your Proficiency Bonus within 30 feet of yourself that can see or hear you that also rolled Initiative. You and the chosen allies gain a bonus to your Initiative rolls equal to your Charisma modifier (minimum of 1).
Level 10: Improved Call to Glory
You can now issue a single command with Call to Glory to a number of allies up to your Charisma modifier (minimum of 1). You also learn the following new commands:
- Focus Fire. The chosen ally has Advantage on attack rolls against a creature you can see within 10 feet of yourself until the start of your next turn.
- Watch Out! The chosen ally can immediately take a Reaction to gain the benefit of the Dodge action until the start of your next turn.
Level 15: Lead By Example
When you issue a command with Call to Glory, you can also gain the command’s effect as if you were a chosen ally. You can only benefit from one command in this way at a time on a turn and you ignore any requirement of needing to take a Reaction. You also learn the following new command to use with Call to Glory:
- Take Heart. Until the start of your next turn, the chosen ally is immune to the Charmed and Frightened condition and has Advantage on Intelligence, Wisdom, and Charisma saving throws. If the chosen ally already has the Charmed or Frightened condition, the condition is suppressed until the start of your next turn.
Level 18: Clarion Call
You can now issue commands with Call to Glory twice on each of your turns, but you can’t issue a command to the same ally in a turn. Additionally, an ally that takes a Reaction as a part of a command from Call to Glory regains the use of their Reaction at the end of your turn.
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