Base Class: Fighter
Some fighters were driven to their craft by the desire of personal wealth, some preferred the blood, the drive of battle, some wanted the honor, the glory. But a revolutionary? Oh, he's different... Because a real revolutionary really wants a lot. His family has been under the boot of a filthy noble for a long time, he had to spend your days working tirelessly in the fields while your lord was relaxing in his castle. But one day, he said "enough".
The Revolutionary differentiates himself from other fighters by involving himself in "public affairs", so useful to the success of the revolution. He works well with a team, quickly turning it into a mob. Striking fear into the hearts of his enemies, he heads an angry crowd into battle, to bash in with a shovel the heads of capitalists, nobles, merchants, intelligentsia, and just about anyone who stands out. Revolutionary's abilities are focused on control, buffing, and taking damage. He doesn't bother himself with battlemasters' pesky tactics, rather preferring more primitive, but primitive methods of mob rule.
People's Weapons
At 3rd level, when you chose this Archetype, you learn to use the weapons, available to a simple farmhead with the greatest efficiency. In your trained (or not so much) hands they become as deadly as actual instruments of war, used by the wealthier folk. When using one of the following weapons, you gain a +1 bonus to all attacks and damage with them, as well as apply the following stats (if they are already an in-game weapon, their stats change):
-Rake: 1d10 piercing damage, heavy, reach, two-handed
-Shovel: Either 1d10 bludgeoning damage, two-handed, or 1d6 bludgeoning damage1d, light.
-Sickle: 1d6 slashing damage, light.
-Light hammer: 1d6 bludgeoning damage, light, thrown (range 20/60).
-Axe: 1d8 slashing, versatile (1d10).
Your bonus to attack and damage with those weapons increases to +2 at level 11, and +3 at level 17
Mob Rule
Your experience with crowds grew to great levels, enough to know how to gain advantage from a mob, organize into a truly terrifying force. With a few words, you can fill your allies' hearts with anger, turning them If 4 or more of your teammates (including yourself) or friendly NPCs are within a 30-foot radius around you, they, under your supervision, become a mob. As your bonus action, until the start of your next turn, they gain advantage on all attacks, as long as they stay within the radius around you. In addition, all hostile creatures within 60 feet of you have to make a Wisdom saving throw, with DC equaling 8 + your proficiency bonus + your charisma modifier, against being frightened for one minute. A creature automatically suceeds this saving throw if it's immune to being frightened. The enemies, however, are only frightened of mob as a whole. If your allies move out of the radius, the effects of frightened condition stop. You can use this feature once per long rest.
Viva la Revolution
At 10th level, you learn to imbue your strength of will into your comrades to empower the Revolution. When you use your "Second Wind" ability, you can add your Charisma score (not Charisma modifier), but you have to distribute all of your gained hitpoints between your allies, standing at least within 30ft of you (3 including you at the least).
Hammer and Sickle
At 15th level, your commitment to the revolution has gone a long way, now giving you unique powers. As a bonus action, you can summon into your hands a hammer and a sickle, glowing with golden energy. This weapon's damage is considered magical, in addition to the fact that it deals an additional 1d6 radiant damage on a hit. Your "People's Weapon" bonus still applies to this weapon, and automatically increases by 1 for each weapon.
Avatar of the People
At 18th level, you gather inside yourself all of the great power of the Revolution. As a bonus action, you double in size (same as the effects of the enlarge spell). Your body now looks like a metal statue. You gain temporary hitpoints, equal to twice your Fighter level + your Charisma modifier. Moreover, all of your allies within 60 feet gain advantage on all of their attacks for as long as your form lasts. Every one of your attacks deals an additional 1d8 radiant damage. This form lasts for one minute. After you use this feature, you can't use it again until you finish a short rest.
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