Warrior Poet (5A)
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This is a Fighter subclass for 5A
A warrior poet is a warrior that channels the conflicting emotions of a fighting man into art. This art carries a deep meaning for other warriors, making the warrior poet a leader of men.
Bonus Proficiencies
At 3rd level when you choose this martial archetype, you gain proficiency with the Perform skill and a musical instrument of your choice.
Warrior Inspiration
At 3rd level, you can inspire others through stirring words or music. This is a variant of the bard's Bardic Inspiration ability. To use this ability, you use a bonus action on your turn. You and one creature other than yourself within 60 feet of you who can hear you become inspired, gaining one Bardic Inspiration die, a d4.
Once within the next 10 minutes, each of you can roll your die and add the number rolled to one ability check, attack roll, or saving throw you make. You can wait until after you roll the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Warrior's Rest
Beginning at 3rd level, you can use soothing music or oration to revitalize your ´allies during a short rest. You and any friendly creatures recover hit points equal to your Charisma bonus at the end of a short rest. This is in addition to healing gained by spending hit dice.
Enduring Inspiration
Starting at 7th level, you regain all of your expended uses of Warrior Inspiration when you finish a long or short rest.
Greater Inspiration
At 7th level, your bardic inspiration die turn into d6s. At 10th level, they turn into d8s. At 18th level, they turn into d10s.
Everlasting Fame
At 15th level, you have developed a certain style of clothing and fighting that makes you a distinctive symbol of valor and endurance in a fight. When you clearly identify yourself by using weapons, your special style of clothing, and your heraldic mark if you have one, you and allies who end their turn within 10 ft. of you gain 4 temporary hit point at the end of each of your individual turns. This increases to 6 temporary hit points at level 15, and 8 temporary hit points at level 18.
A downside to this is that you are easily identified when dressed like this. Any Intelligence (History) check to identify you and remember information about you have advantage.