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Lionheart

Class

Far from war rooms and strategy tables, some marshals lead by example, inspiring their crew with flashy maneuvers, cutting wordplay, and acts of courage. Their commitment to personal excellence compels people to follow them.


Level 3Inspiring Leader

At 3rd level when you choose this archetype, you gain the ability to inspire those around you. Once per round, when you make a successful melee attack roll , you can choose a number of creatures equal to half your Charisma modifier within your Commanding Presence. The chosen creatures gain an expertise die on their first attack until the start of your next turn.


Level 7Flair for the Dramatic

At 7th level, choose Intimidation, Performance, or Deception. You gain proficiency with the chosen skill and an expertise die on checks made with the chosen skill.


11th LevelDeadly Antics

Starting at 11th level, you and your allies train to work in sync to disorient your opponents. Any allies who have received this training—usually taking 10 minutes of discussion and practice—do not need to share a language with you to benefit from this feature. Choose one of the following options.

Foolery

On your turn, you may spend a bonus action to communicate that a foolery is afoot. This foolery requires you to maintain concentration , and you can do so for a number of rounds equal to your proficiency bonus. While the foolery is afoot, each allied creature within your Commanding Presence expands their critical range by 2 (maximum 17–20) for their first attack each round. Once you have used this ability, you cannot do so again until you take a long rest .

Shenanigans

On your turn, you may spend a bonus action to begin shenanigans. Shenanigans require you to maintain concentration , and you can do so for a number of rounds equal to your proficiency bonus. For each successful attack against an enemy creature that you or any ally within your Commanding Presence makes, the next ally may add 1 to their next attack roll, to a maximum equal to your Charisma modifier. If an ally misses, the bonus resets to zero. In addition, if an ally within your Commanding Presence makes a critical hit, they can add the current bonus to their damage roll as well. Once you have used this ability, you cannot do so again until you take a long rest .


Level 15Reliable Performance

At 15th level, your expertise die in the skill you selected at 7th level increases to 1d6. In addition, you can now use your Deadly Antics feature a number of times equal to half your proficiency bonus per long rest .


18th LevelDramatic Ideal

At 18th level, your inspiring presence urges your comrades to greatness. When you and at least one other friendly creature within range of your Commanding Presence would make a saving throw , you can spend your reaction to roll an Intimidation, Performance, or Deception check. If the result would equal or exceed the DC of the saving throw, you can grant any creatures of your choice within the area of your Commanding Presence a bonus equal to your Charisma modifier on the same saving throw.