Fearless Leader (5e Subclass)
Fearless Leader[edit]
Fighter Archetype
“ | "Every choice we make allows us to manipulate the future." | ” |
—Captain Jean-Luc Picard, Human, Fearless Leader, Enterprise Transcripts |
In any group situation, there are those who follow, and those who lead. To be a great leader, one must have the respect of his peers, as well as the wisdom to make the right choices in any situation. A strong leader can propel a party to greatness, and a weak leader can drive a party into the ground. A Fearless Leader is someone who leads her allies - whether it be a small team or an entire army - towards victory with her daring wits, incredible might, and magnetic personality.
At the head of every great unit is a strong-willed leader willing to do whatever it takes to succeed. A Fearless Leader not only commands respect and admiration from her subordinates, but from all those she encounters on the battlefield. She lives to support her team, highlighting their strengths while covering up their weaknesses, despite the challenges at hand. Fearless Leaders tend to find themselves facing tremendous odds, but through sheer perseverance, they are able to rally their teams to victory. Through trial and error of many battles, a Fearless Leader knows what lies in the balance, and has the experience and confidence to face any and all challenges head-on.
To become a Fearless Leader is a selfless act; those with a natural talent to lead others often choose this path to perfect their talents and challenge themselves, while others see it as a path to greater power. Others are simply thrust into the role by others due to their strong leadership qualities.
(Note: Special thanks to Leziad as I drew inspiration for this class from his Tactician of Legend class [1].)
- Natural-Born Leader
Finally at 3rd level, a Fearless Leader's unrivaled strength and oozing charisma are recognized by all who encounter her. Choose either Strength or Charisma. This ability becomes your Leadership Score.
If you choose Strength, you can use your Strength modifier, instead of Charisma, for your Charisma checks. If you choose Charisma, you can use your Charisma, instead of Dexterity, for your AC, and instead of Strength or Dexterity, for attacks and damage rolls with weapons you are proficient with.
- Leadership Tactics
Also at 3rd level, you learn leadership tactics that are fueled by special dice called leadership dice.
- Range. When a leadership tactic affects another creature, the target must be able to hear you. Unless otherwise specified on the description of the tactic, the reach is 60 feet.
- Maneuvers. You learn two tactics of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional tactic of your choice at 7th, 10th, and 15th level. Each time you learn new tactic, you can also replace one tactic you know with a different one.
- Leadership Dice. You have four leadership dice, which are d8s. A leadership die is expended when you use it. You regain all of your expended leadership dice when you finish a short or long rest. You gain another leadership die at 7th level and one more at 15th level.
- Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Leadership Score modifier (chosen on the Natural Born Leader feature)
- Marching Orders
At 7th level, you can spend a Leadership die and use your bonus action to replicate the effect of command. Charisma is your spellcasting ability for this spell.
- Commanding Presence
The mere presence of a Fearless Leader can sometimes turn the tide of a situation. At 7th level, when an allied creature within 60 feet that is able to see you roll for damage of a weapon attack, you can use your reaction to reroll that die. The creature must use the new roll.
- Great Commanding Presence
At 10th level, when you use your Commanding Presence, you can force an enemy within the same range to reroll one die roll. The target must use the result of the reroll even if it is higher than the original roll.
- Improved Marching Orders
A 15th level Fearless Leader now speaks with even more authority. When you roll initiative and have no Leadership Dice left, you regain one die.
- Legendary Commanding Presence
A 18th level, when you use your Commanding Presence, you can add or subtract a value equal to your Charisma modifier to the dice rolled.
Leadership Tactics[edit]
- Communication Link
You can replicate the effects of the sending cantrip, without requiring material components. In addition, you can spend a Leadership die to cast sending as a bonus action. When you do so, roll the die and add to the next ability check made by that creature until the end of its next turn.
- Demoralizing Blow
When a creature within 60 feet hit a creature with an attack, you can spend one Leadership die as a reaction to make a Charisma (Intimidation) check, contested by the target's Strength (Insight). On a success, the target is frightened of the attacker until the end of your next turn.
In addition, roll the Leadership die and add it to the damage of that attack.
- Larger Than Life
The Fearless Leader's confidence is enhanced by her ability to lead effectively. When you make an check with the Persuasion, Investigation, Deception, Insight or Intimidation skills, you can roll the Leadership die and add it to the result.
On a contested check, you can roll an additional die and reduce it from the result of your contestant.
- Thunderous Battlecry
As an action, a Fearless Leader may spend one leadership die and let out a booming roar, targeting all hostile and friendly creatures in a 30-foot cone. Roll the leadership die. Friendly creatures in the area add the number rolled to their attack rolls, ability checks and saving throws until the end of your next turn, while hostile creatures in the area subtract that amount from their ability checks, attack rolls or saving throws.
- Truly Fearless
You can roll a Leadership die to negate or end the effects of the frightened condition on you. In addition, whenever you make a Wisdom or Charisma saving throw, you can spend a leadership die and add the number rolled to the result of the check.
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