Fighter: Difference between revisions

485 bytes added ,  17:34, 20 November 2022
Line 216: Line 216:
''3rd Level Banneret's League Feature''<br>
''3rd Level Banneret's League Feature''<br>
You learn how to inspire your allies to fight on past their injuries.<br>
You learn how to inspire your allies to fight on past their injuries.<br>
When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
When you use your Second Wind, all creatures of your choice within 60ft of you regain a number of Hit Points equal to your Fighter Level + your Charisma Modifier and have Advantage on their next Attack Roll before the end of your next turn.
<br><br>
<br><br>


==== Royal Envoy ====
==== Royal Envoy ====
''3rd Level Banneret's League Feature''<br>
A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. You gain Proficiency and Expertise in the Persuasion Skill as well as one of the following Skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
<br><br>
==== Resolute Will ====
''7th Level Banneret's League Feature''<br>
''7th Level Banneret's League Feature''<br>
A Banneret serves as an envoy of the crown. Knights of high standing are expected to conduct themselves with grace. You gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.<br>
You are a steadfast rock in the face of danger. While you are not Incapacitated, you and all creatures of your choice within 30ft of you have Advantage on Saving Throws against and on ending the Frightened Condition. Additionally, you can use an Action to end the Frightened Condition on yourself or a creature within 30ft of you. When you attempt to end the Frightened Condition on a creature other than yourself, you must make a Charisma (Persuasion) Check against the DC of the initial Save made to resist the Frightened Condition.
Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
<br><br>


==== Inspiring Surge ====
==== Inspiring Surge ====
''10th Level Banneret's League Feature''<br>
''10th Level Banneret's League Feature''<br>
When you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.<br>
When you use your Action Surge, you can choose up to two creatures of your choice within 60ft of you that can see or hear you. Each of those creatures can use their Reaction to immediately move up to their Speed and take the Attack Action.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
<br><br>
<br><br>


==== Bulwark ====
==== Bulwark ====
''15th Level Banneret's League Feature''<br>
''15th Level Banneret's League Feature''<br>
You can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
When friendly creatures within 30ft of you are forced to make a Saving Throw, you can use your Reaction to grant that creature Advantage on the Saving Throw. You can give this benefit to a number of creatures equal to your Charisma modifier. If a creature would take Damage from failing the Save and half as much from succeeding the Save, the creature's you give Advantage only take half Damage on a failed Save and take no Damage on a successful Save. Once you use this feature you cannot use it again until you finish a Long Rest.
<br><br>
<br><br>


==== Lead the Charge ====
==== Lead the Charge ====
''18th Level Banneret's League Feature''<br>
''18th Level Banneret's League Feature''<br>
You become the leader of the charge in battle. When you score a Critical Hit or roll a Natural 20 on a Saving Throw or Ability Check, you and up to five other creatures of your choice gain a number of Temporary Hit Points equal to your Fighter Level.
You are a leader from the front lines, inspiring your allies to continue the fight. You can use a Bonus Action on your turn to grant a creature within 60ft of you that can see or hear you Temporary Hit Points equal to 5 + your Charisma Modifier and Advantage on their next Attack Roll.
<br><br><br>
<br><br><br>