Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
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
.

IMPLEMENTATION: 
Rules as Written.  Watch your hotbar for the Action after you use Second Wind.

Royal Envoy
Knights of high standing are expected to conduct themselves with grace.
At 7th level, 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.
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.

IMPLEMENTATION:  Rules as Written. 

Inspiring Surge
Starting at 10th level, 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.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

IMPLEMENTATION:  Rules as Written.  Watch your hotbar for the Inspiring Surge icons after each step:  Use Action Surge, choose your ally, choose your ally's target, Ally will use their reaction to make an attack with their active weapon

NOTES:  Your ally attacks with whatever weapon they have active when you declare the target for them.  That means they must be in the proper weapon range of the target or they will not make the attack

Bulwark
Beginning at 15th level, 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.

IMPLEMENTATION:  Modified from RAW to fit the timing of the game.  When you use Indomitable for a mental Saving Throw, you will then be able to trigger the same reaction for an ally within range if they fail a mental Saving Throw before the start of your next turn.  

NOTES:  Your Level 20 unlock mod needs to use the ability names Indomitable_2 / Indomitable_3 or this will not work.

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