Fighter
Base Class: Fighter

A fighter subclass focusing on buffing yourself and allies. While potent on it's own, it really excels in working together with allies.

Warcries

When you choose this archetype at 3rd level, you learn warcries that can empower yourself and allies in combat.

As a bonus action you can use one of the following warcries and choose any number of creatures that can hear you, including yourself. Each warcry amplifies a number of attacks made by the chosen creatures until the start of your next turn. The number of amplified attacks increases by one at level 11 and again by one at level 18.

Empowering Cry: Amplifies the next two attacks. Amplified attacks have a +2 bonus to attack or damage rolls. Attackers choice for each attack.

Subduing Cry: Amplifies the next attack. When an amplified attack hits a creature, that creature has disadvantage on the next saving throw or ability check it makes before the end of the turn.

Surmounting Cry: Amplifies the next two attacks. If an amplified attack would be made with disadvantage it is made without disadvantage instead.

Whipping Cry: Amplifies the next attack. Amplified attacks have +5th reach. Amplified ranged attacks have +10ft range.

Deep Breaths

When you use your Action Surge you can also use one Warcry from your Warcries feature.

Bellowing Cries

Starting at 7th level you have learned to unleash more powerfull warcries.

As an action you can use one warcry from your warcries feature and choose one of the following options. When you do you, you can also make one attack as a bonus action.

If an option requires a saving throw, the save DC equals 8 + your proficiency bonus + your Constitution modifier.

Generals Cry: You command one of your allies to strike. Choose a friendly creature who can hear you. That creature can immediately use its reaction to make one weapon attack.

Thundering Cry: A wave of thunderous force sweeps out from you. Each creature in a 10ft radius must make a Constitution saving throw. On a failed save, a creature takes 3d10 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

Agitating Cry: You unleash a mighty roar forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw. A target automatically succeeds on the save if it can't hear you. On a failed save, a target becomes frightened of you until the end of your next turn. Additionaly each creature of your choice within 30 feet of you gains a number of temporary hit points equal to 1d10 + your constitution modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Lead by Example

Your walking speed increases by 10 feet.

As long as your aren't incapacitated, allies within 60 feet of you also gain the bonuses granted by your Fighting Styles.

Battlefield Presence

Your warcries amplify an additional attack, to a total of two additional attacks.

Attacks amplified by your warcries score a critical hit on a roll of 19 or 20 and deal an extra 1d6 damage.

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