Base Class: Fighter
'Lo, and ye shall tell the stories which uplift, calling your allies to greater strength, and lifting their hearts unto the rafters.' -Father Horatios Dolan
Warcaller
Beginning at third level, once you choose this archetype, you gain, and may use the cantrip Guidance to greater effect. Once per turn, you may take a free action to recite an uplifting tale or speech granting the effects of guidance to yourself and one other who can hear you, you must select this person upon taking this action. You are no longer required to touch them, but the player must instead perform 6 sec of an inspiring story or speech. If your concentration is broken before the designated targets have a chance to take its effects, the spell is broken, they lose the effects of those die, and you cannot use your War-Call until after the end of your next turn.
Guidance's effects, are also extended to anything that can be impacted by inspiration.
Your Guidance die increases to 1d8 at 7th level.
Using Inspiration
If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.
Call of Glory
Beginning at 7th level, the targets of your War-Call may gain more benefits as long as the spell is maintained. You may choose 2 at 7th level; and then 1 more at 10th, 15th, and 18th levels.
Call of the Elusive
Enemies within 5 feet of targets affected by your War-Call have disadvantage on attack rolls made against those targets. You are not affected by this.
Concentrative Call
Targets of your War-Call may, as a reaction, expend their inspiration die gained from your Warcaller class feature for the chance to maintain a concentration spell. To do so, they must use the die, and if the result is at higher than ½ of the possible roll, their spell is maintained.
Hard Target
Targets affected by your War-Call may add ½ your proficiency bonus (rounded up) to their AC.
Interdictive Call
You may select an enemy as the target of your Warcall. You may, as a reaction, use the inspiration die placed on them (rather than your own) to subtract the result of that die from a roll that would be affected by Guidance, or inspiration.
Once you use your War-Call in this way, you cannot use it again until the end of combat.
Toughened
Once per combat, a target affected by your War-Call may choose to expend their inspiration gained from it, for a chance to negate the effects of a Critical Strike. To do so, they must roll the Guidance die. If the result is at least half of the total possible, the critical is negated.
If any targets of your War-Call use their Guidance die this way, no one may use it to do so again until the end of combat.
Call to Action
At 10th level, you may allow a third target to benefit from your Warcaller class ability. Doing so causes rolls made to maintain concentration on your War-Call to be done at disadvantage.
Superior Grit
Using your War-Call to affect more than one person that isn't yourself, no longer imposes disadvantage on rolls made to maintain that roll.
The Elusive Warcaller
At 18th level, you maintain discipline, no matter the personal cost. Concentration rolls made to maintain your War-Call are made with advantage, even if they would otherwise be done at disadvantage. Also, attack rolls made against you while your War-Call is active are done at disadvantage as long as the target is within 10 feet.
Lastly, if you drop to 0 hit points while your War-Call is active, you do not become unconscious. You still roll death saves as you would normally, and once you break concentration on your War-Call, you immediately drop into unconsciousness while under 1-hit point. Successfully maintaining your concentration on your War-Call until the end of combat awards you with 1 hit-point.
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