Fighter Archetype: The Conqueror

Hello, everyone! Today’s playtest draft is the Conqueror, a fighter Archetype who uses bends their defeated foes to their will.

Fighter Archetype

Conqueror

It takes a trained eye to distinguish between any given warrior and a true conqueror. Conquest has many forms, from the brutal warlord who relies on physical coercion, to the silver-tongued demagogue, to the veteran who allows their experience to speak for itself. Fighters who emulate the Conqueror archetype can come from noble or humble origins, but regardless of these beginnings, a fire rests in their eyes, and it’s only a matter of time before their ambitions allow a Conqueror to make their mark on the world.

New Fighting Style

When a class would allow you to take a Fighting Style class feature, you may choose Countermeasured.

Countermeasured

When a hostile creature within 5 feet of you makes an attack against a target it has attacked before, you may add your wisdom modifier to attack and damage rolls against that creature until the end of your next turn.

Coercive Strike

Starting when you choose this archetype at 3rd level, you have learned to leverage a threat of violence as much as the results of any violent action you could take. When you hit a creature with a melee weapon attack, instead of dealing damage, you can feint, causing your target to cower. That target is frightened by you for the next minute. While frightened in this way, you can issue general commands to the creature so long as it can see or hear you. You can specify a simple and general course of action, such as “Attack that creature,” or “Run over there.”

You may use an action to take total and precise control of the target. Until the start of your next turn, the target takes only the actions you choose and won’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it may make a DC 10 Wisdom saving throw. If the saving throw succeeds, this effect ends.

You can use this feature a number of times equal to your Wisdom modifier(minimum 1).  When you finish a long rest, you regain all expended uses.

Spared Servant

Starting at 7th level, your reputation precedes you – your willingness to spare a foe is seen as an act of mercy. When you reduce a creature to 0 hit points with a weapon attack and decide to spare the creature’s life, instead of falling unconscious, the creature is charmed by you for a number of days equal to your Wisdom modifier(minimum 1).  During that time, the charmed creature is docile. You cannot order the creature to attack, force someone to make a saving throw, or cause damage to itself or others. This effect ends early if the creature is attacked, takes damage, or is forced to make a saving throw.

You can use this feature a number of times equal to your Wisdom modifier(minimum 1).  When you finish a long rest, you regain all expended uses.

Preparative Style

Starting at level 10, you recognize the value of preparedness in the ways of war. When you finish a long rest, you may select an additional Fighting Style class feature. The effects of this additional Fighting Style end when you begin a long rest.

Ravager

By 15th level, you have honed your weapon skills to deal devastating blows. When you roll the maximum result on a weapon die from a heavy weapon, you may roll the damage die again and add it to the damage dealt.

If you roll the maximum result on this die, you may continue to roll additional damage dice in this way until you do not roll the maximum.

Delegation of Conquest

At 18th level, your guidance allows your allies to act on your behalf. At the start of your turn, before you take any action, bonus action, or movement, you may have an ally who can see or hear you take an additional turn instead.

 

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