White Raven Disciple

The White Raven discipline teaches that the combined effort of several warriors working together far exceeds the efforts of those same warriors working individually. Adherents of this tradition serve as leaders and inspiring figures on the battlefield. Fighters who follow this path lead by example, choosing to fight in the first lines of battle and commanding their men utilizing a wide array of tactics.

Clarion Commander You are a figure of authority on any battlefield. With a stern gaze and a firm grasp of tactics, you serve as a natural leader for your compatriots. Starting at 3rd level, you gain proficiency in the Intimidate and Persuasion skills. Furthermore, you have advantage on any Intelligence (History) check you make to remember a famous battle, a tactical maneuver or an important decision made in a war or conflict that you might be aware of.

Press the Advantage You attack an opponent with brutal force, ruining his defenses. As you strike, you call out sharp commands to your allies, spurring them to action and allowing them to take advantage of the opening. Beginning at 3rd level, when you hit a creature with a melee weapon attack, you may immediately use a bonus action to initiate one of the following maneuvers: Covering Strike. The movement of allies within your melee weapons reach doesn't provoke opportunity attacks until the start of your next turn.

Swarming Assault. One ally adjacent to the target of your attack has advantage on the first melee weapon attack he makes on his next turn, providing that he targets the same creature you just hit.

Leading the Charge. One ally within 30 feet of you can immediately use his reaction to move up to his speed, providing that this movement takes him closer to the creature you just hit. Your allies can benefit from these features only if they can see or hear you when you initiate them.

Bolstering Voice You unleash a sudden battle roar as your mighty blow fells your enemy. Inspired by your example, your allies fight with renewed energy and determination. Starting at 7th level, you and all friendly creatures within 30 feet of you have advantage on Charisma saving throws. Additionally, whenever you reduce an enemy to 0 hit points or score a critical hit, you may use your reaction to grant one creature within 30 feet of you a number of temporary hit points equal to 1d10 + half your Fighter level. These hit points last for 10 minutes or until they are depleted, which ever comes first. While these temporary hit points are active, the target has advantage on saving throws against being frightened. Creatures can benefit from these effects only if they can see or hear you.

Order forged from Chaos You bark a series of austere orders, directing your comrades to shift formation. The power of your presence is such that they obey without consciously thinking about it. Beginning at 10th level, you and allies within 30 feet of you that can see or hear you can't be surprised while you are conscious. Furthermore, you and all allies that can see or hear you at the time when Initiative is rolled, may add your Intelligence modifier as a bonus on their Initiative checks.

Flanking Maneuver Your quick directions enable close teamwork between yourself and your allies. At your urging, your allies seize the initiative and work in close coordination to defeat an enemy. Starting at at 15th level, when you and an ally are adjacent to the same enemy, and on opposite sides or corners of the enemy's space, both of you may add half your respective proficiency modifiers (rounded down) on all melee weapon damage rolls you make against that enemy.