Exemplar

Fighters of this archetype, while not a formal group, are known by how they lead those around them. Those who observe them might say they’re the team’s commander, but they often see themselves more as facilitators among able peers. They know the skills of those with which they work, and always have the right trick to keep their team running long after others have fallen by the wayside. The cohesion they create among their comrades is rarely paralleled.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Professional Wingman

Starting at 3rd level, whenever you use the Help action to help an ally with a Deception, Intimidation, or Persuasion skill check with which you are proficient, they may add half your Charisma modifier, rounded up (minimum 0), to their roll. This is on top of the advantage granted from when you use the Help action.

Inspiring Rejuvenation

At 3rd level, when using your Second Wind feature, you inspire your allies and they find their own strength returning. Choose a number of allies equal to your Charisma modifier within 60 feet of you that can see or hear you. Those allies heal hit points equal to your Fighter class level, and gain temporary hit points equal to twice your Charisma modifier.

A Call to Action

At 7th level, you have learned how to better synchronize with your team in the heat of the moment. Whenever you use your Action Surge, you may choose a number of allies equal to your Charisma modifier within 30 feet of you. Those allies may use their reaction to gain one of the following benefits:

Make a melee attack against a creature within their melee attack range;

Move up to half their speed without provoking opportunity attacks.

Exemplar is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”

Indomitable Spirit

At 10th level, you gain proficiency with Charisma saving throws. If you already have proficiency with Charisma saving throws, you gain proficiency with your choice of either Wisdom or Intelligence saving throws instead.











Instinctive Support

Upon reaching 15th level, your team's cohension at the sound of your battlecry has been perfected. The range of A Call to Action increases to 60 feet, Additionally, your allies gain may choose one of the following benefits as an alternative when they spend their reaction:

Cast a cantrip with a casting time of 1 action or 1 bonus action;

Make a ranged attack against a creature within their ranged attack range.

Unstoppable Presence

At 18th level you have an unmistakable presence that emboldens those around you to stave off even death. Your telltale sounds: shouts, commands, even footsteps in battle comfort your allies, and hinder your foes. Once you have reached 18th level in this class and are conscious, this sound creates an aura with a distance equal to 10 feet plus your Charisma modifier times 5 feet (minimum 0).

Allies within the aura have advantage on death saving throws, and when hitpoints are regained by allies within the aura, the amount of hitpoints recovered increases by your Charisma modifier (minimum 1).

Enemies within your aura cannot gain temporary hitpoints, and when an enemy recovers hitpoints within your aura, it the amount of hitpoints recovered is decreased by your Charisma modifier (minimum 0).

Made in Homebrewery

Visit homebrewery.naturalcrit.com to make your own homebrew!