Fighter
Base Class: Fighter

Every fighter fights for a cause; maybe to defend somewhere or something they love, or maybe to seek revenge. Some may even just want wealth or fame. Some, however, fight for change, and dedicate every part of their being to bringing it about. Any system that lasts long enough is bound to provoke those who would change it, by force if necessary. They may be seen as courageous heroes or dangerous terrorists, but revolutionaries are not to be taken lightly by those in power.

Powerful Presence

Revolutionaries are figures with an air of importance, and often come across as larger than life. Starting at 3 level, when you make a Charisma-based ability check, you can add your proficiency bonus to the roll, even if you already have applied proficiency. You can use the feature a number of times equal to your Charisma modifier per day.

Sparks of Rebellion

Also at 3 level, you display great capabilities at convincing the common folk to rise up and giving them the means to do so. When you spend an hour in a populated area, you can roll a Charisma check to win the people to your cause. The DM determines the DC of this check and the effect of a success or failure. By spending eight hours, you can train people in warfare, and they become your followers. You choose to make each follower either a warrior, a skirmisher, or a disciple.

FOLLOWER

Medium/Small humanoid (any race), alignment the same as yours

Armor Class 12 (light armor) + half your proficiency bonus

Hit Points 10 + twice your fighter level

Speed 30 ft.

STR 12 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)

Saving Throws Dex +3 (Skirmisher only), Con +3 (Warrior only), Wis +2 (Disciple only)

Skills Athletics +3, Stealth +3 (Skirmisher only), Intimidation +2 (Warrior only), Insight +2 (Disciple only)

Senses passive Perception 10

Languages Common + any languages it knew before it became your follower

Pack Tactics. (Warrior only) The follower has advantage on an attack roll against a creature if at least one of the follower's allies is within 5 feet of the creature and the ally isn't incapacitated.

Devotion. (Disciple only) The follower has advantage on saving throws against being charmed or frightened.

Inspired Loyalty. When your proficiency bonus increases by 1, the follower’s bonuses to saving throws, skills, attack, and damage rolls also increase by 1.

Actions (Require your bonus action)

Blade. Melee Weapon Attack: +3 to hit, 1d6 +1 slashing damage.

Reactions

Parry. (Skirmisher only) The follower adds 2 to its AC against one melee attack that would hit it. To do so, the follower must see the attacker and be wielding a melee weapon.

You can establish a bond with up to three followers, and while in combat, they take their turn on your initiative. You can verbally command them to take the Dash, Disengage, Dodge, or Help actions as a bonus action, or anything from its list of actions as an action. One command suffices for all three followers. If any of your followers die, you can spend an hour in a populated area to train more.

Shake Off the Chains

Starting at 7 level, your revolutionary spirit inspires others to free themselves from oppression. As an action, you can make a powerful rallying cry. Until the start of your next turn, you and any allied creatures within 30 feet of you have advantage on ability checks and saving throws to escape being grappled, restrained, frightened, or charmed.

Loyalty to the Cause

At 10 level, you and your followers have developed a fierce sense of loyalty to all those sympathetic to your movement. When a creature within 10 feet of you or one of your followers takes damage, you or the follower can take half of the damage as a reaction. You and your followers can do this for each other as well.

Fires of Rebellion

By 15 level, the revolutionary spirit you’ve instilled in your followers has grown strong. You can promote one of your followers to serve as your right hand. Their charisma increases by two and they gain the following abilities/actions in addition to any they already had:

Reckless. (Warrior only) At the start of its turn, the follower can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions (Require your Bonus Action)

Improved Blade. Melee Weapon Attack: 1d8 slashing damage. (Attack and damage bonuses are still determined by Inspired Loyalty.)

Projectile. Ranged Weapon Attack: Range 30/60 feet, 1d4 piercing damage. (Attack and damage bonuses determined by Inspired Loyalty.)

Sneak Attack (Once per turn). (Skirmisher only) The follower deals an extra 2d6 damage when it hits a target with a weapon attack and has advantage on the attack roll , or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Spellcasting. (Disciple only) The follower has the following cantrips prepared: blade ward, sword burst, virtue. The follower’s spellcasting ability is Charisma (spell save DC 11).

Martyr

At 18 level, you have become such a symbol of the cause that your defeat only serves to motivate more change. When you are reduced to zero hit points, all allied creatures within 30 feet receive +3 to attack and damage rolls for the next ten minutes.

Variant: Revolutionary Tactics

Some may find the idea of having so many followers to manage on the battlefield daunting. This variant feature allows for similar flavor without clogging up the initiative order.

At 3 level, instead of gaining followers, you gain the ability to inspire and lead your fellow adventurers. You can use a bonus action to issue a command to an ally, or use your action to command up to three allies. That ally or allies can then immediately use their reaction to make a weapon attack, adding your proficiency bonus to their attack roll. You also choose one the following features to apply to yourself: Devotion, Pack Tactics, or Parry, as described in the Follower stat block.

At 15 level, if you use your action to command multiple allies, you can make a weapon attack as a bonus action. You also choose one of the following features to apply to yourself: Reckless, Sneak Attack, or Spellcasting, as described in the Fires of Rebellion feature.

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