Wiseblood
Adventurer
I’m sorry I haven’t been helpful. I will try to suspend my bias and help. I will try. Ok, something to boost fighters in the area of exploration and or social encounters.
Group leader: add half proficiency bonus to an ally’s roll on an action you have just attempted. E.g. you climb over a wall you can add half of your proficiency bonus to their roll. (You do not need to actually succeed nor do you need to be proficient in the skill)
Teamwork: Use your reaction to allow an ally to retry a skill check or reroll a saving throw. You may use this ability once. it recharges when you take a short or long rest.
W**l**d: for one hour make persuasion/intimidation checks with advantage after winning a fight.
Expecting trouble: if any ally can act during a surprise you may also act even if you were surprised.
Double time: you may double your overland movement for 8 hours without incurring exhaustion. This does not apply to tactical movement.
Nerves of steel: you remain calm when threatened. You may negate advantage against one opponent within 5 feet of you as a bonus action.
Undaunted: you may use your second wind to suppress one condition for a number of rounds equal to your proficiency modifier. (Including The condition Dead excepting death caused by a death spell, decapitation or disintegration )
Relentless: at the end of a short rest you may expend one hit dice to remove a level of exhaustion from yourself.( if that’s not a thing yet)
Derision: when someone with fewer hit points than you is in your presence you may impose a penalty to their social skill checks. This penalty is equal to twice your proficiency bonus. “Pay him no mind he’s full of piss and wind.”
Group leader: add half proficiency bonus to an ally’s roll on an action you have just attempted. E.g. you climb over a wall you can add half of your proficiency bonus to their roll. (You do not need to actually succeed nor do you need to be proficient in the skill)
Teamwork: Use your reaction to allow an ally to retry a skill check or reroll a saving throw. You may use this ability once. it recharges when you take a short or long rest.
W**l**d: for one hour make persuasion/intimidation checks with advantage after winning a fight.
Expecting trouble: if any ally can act during a surprise you may also act even if you were surprised.
Double time: you may double your overland movement for 8 hours without incurring exhaustion. This does not apply to tactical movement.
Nerves of steel: you remain calm when threatened. You may negate advantage against one opponent within 5 feet of you as a bonus action.
Undaunted: you may use your second wind to suppress one condition for a number of rounds equal to your proficiency modifier. (Including The condition Dead excepting death caused by a death spell, decapitation or disintegration )
Relentless: at the end of a short rest you may expend one hit dice to remove a level of exhaustion from yourself.( if that’s not a thing yet)
Derision: when someone with fewer hit points than you is in your presence you may impose a penalty to their social skill checks. This penalty is equal to twice your proficiency bonus. “Pay him no mind he’s full of piss and wind.”