Fighter
Base Class: Fighter

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.

Bonus Proficiency

You gain Proficiency in the Intimidation or Persuasion skill.

Call to Glory

Your presence can and will 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.
Improved Call to Glory - Upon reaching level 10 in this class, you can issue a single command with Call to Glory to a number of allies up to your Charisma modifier (minimum of 1).
Lead by Example - Upon reaching level 15 in this class, 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 on a turn and ignore any requirement of needing to take a Reaction.

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.

Additional Commands

You learn additional commands to use with Call to Glory.

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).

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 additional commands.

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 an additional command.

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 the command from Call to Glory regains the use of their Reaction at the end of your turn.

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