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<blockquote data-quote="the Jester" data-source="post: 8103909" data-attributes="member: 1210"><p>All right, here's my last subclass (for the first draft)- the White Raven.</p><p></p><p><strong>WHITE RAVEN</strong></p><p><strong> </strong>Originally, the White Ravens were a noble house that founded a school of military tactics. After the noble house died out, the school remained. Even after the school passed out of history, the tactics and the school of thought taught there continued to be practiced by groups of soldiers, mercenaries, and even occasional bands of bandits or brigands. The White Ravens practice a method of leadership that focuses on maneuver, formation advance, and taking advantage of momentary lapses in the attention of adversaries. A White Raven can use either Intelligence or Charisma in directing his or her allies, and often but not always leads from the front.</p><p> <strong>WHITE RAVEN ADVANCE:</strong> Starting at 3rd level, when you or an ally you can see within 60’ hits a creature with a weapon attack, you can allow each willing ally that can see both you and the creature that was hit to move 10’ directly toward the hit creature without provoking opportunity attacks. You can use this feature a number of times equal to your Intelligence or Charisma bonus, then must complete a short or long rest before using it again.</p><p> <strong>REACH NEW HEIGHTS: </strong>At 6th level, you learn to enable your allies to reach new heights with their skills or tools. By urging your allies on, you can cajole them into exceeding their normal capacity. As an action, you can choose one willing ally that can hear or see you within 60’ and a skill or tool that it is proficient in. You deplete your leadership dice pool by one die, and for 10 minutes, that ally gains expertise in that skill or tool.</p><p> <strong>WHITE RAVEN STRIKE:</strong> At 10th level, when you or an ally you can see within 60’ hits a creature with a weapon attack, you can use your reaction to invigorate the attacks of allies that can see or hear you against that creature. Until the end of your next turn, attacks against that creature gain advantage. You can use this feature a number of times equal to your Intelligence or Charisma bonus, then must complete a long rest before using it again.</p><p> <strong>WHITE RAVEN MANEUVER:</strong> Beginning at 15th level, you can use an action to enable each ally you can see within 90’ that can see or hear you to move its speed. If you deplete your leadership dice pool by one die, those movements don’t provoke opportunity attacks.</p><p><strong> WHITE RAVEN ONSLAUGHT: </strong>At 20th level, you can designate a target for your allies to attack. As a bonus action, you choose a target you can see within 120’. Each ally within 90’ that can see or hear you can join the onslaught, which lasts for 1 minute. Once per round when the target is hit by a weapon attack, each creature that joined the onslaught can move 10’ without provoking opportunity attacks, as long as it ends that movement closer to the target than it began.</p></blockquote><p></p>
[QUOTE="the Jester, post: 8103909, member: 1210"] All right, here's my last subclass (for the first draft)- the White Raven. [B]WHITE RAVEN [/B]Originally, the White Ravens were a noble house that founded a school of military tactics. After the noble house died out, the school remained. Even after the school passed out of history, the tactics and the school of thought taught there continued to be practiced by groups of soldiers, mercenaries, and even occasional bands of bandits or brigands. The White Ravens practice a method of leadership that focuses on maneuver, formation advance, and taking advantage of momentary lapses in the attention of adversaries. A White Raven can use either Intelligence or Charisma in directing his or her allies, and often but not always leads from the front. [B]WHITE RAVEN ADVANCE:[/B] Starting at 3rd level, when you or an ally you can see within 60’ hits a creature with a weapon attack, you can allow each willing ally that can see both you and the creature that was hit to move 10’ directly toward the hit creature without provoking opportunity attacks. You can use this feature a number of times equal to your Intelligence or Charisma bonus, then must complete a short or long rest before using it again. [B]REACH NEW HEIGHTS: [/B]At 6th level, you learn to enable your allies to reach new heights with their skills or tools. By urging your allies on, you can cajole them into exceeding their normal capacity. As an action, you can choose one willing ally that can hear or see you within 60’ and a skill or tool that it is proficient in. You deplete your leadership dice pool by one die, and for 10 minutes, that ally gains expertise in that skill or tool. [B]WHITE RAVEN STRIKE:[/B] At 10th level, when you or an ally you can see within 60’ hits a creature with a weapon attack, you can use your reaction to invigorate the attacks of allies that can see or hear you against that creature. Until the end of your next turn, attacks against that creature gain advantage. You can use this feature a number of times equal to your Intelligence or Charisma bonus, then must complete a long rest before using it again. [B]WHITE RAVEN MANEUVER:[/B] Beginning at 15th level, you can use an action to enable each ally you can see within 90’ that can see or hear you to move its speed. If you deplete your leadership dice pool by one die, those movements don’t provoke opportunity attacks. [B] WHITE RAVEN ONSLAUGHT: [/B]At 20th level, you can designate a target for your allies to attack. As a bonus action, you choose a target you can see within 120’. Each ally within 90’ that can see or hear you can join the onslaught, which lasts for 1 minute. Once per round when the target is hit by a weapon attack, each creature that joined the onslaught can move 10’ without provoking opportunity attacks, as long as it ends that movement closer to the target than it began. [/QUOTE]
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