School of the White Raven
White Raven teaches that the combined effort of several warriors wokring together far exceeds the efforts of those same warriors working individually. Adherents of this tradition serve as leaders and inspiring figures on the battlefield. This discipline’s favored weapons are the longsword, battleaxe, greatsword, halberd, and warhammer.
White Raven Cadet
When you select this Martial School at 2nd level, you gain proficiency in Persuasion.
Leading the Attack.
You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor.
Starting at 2nd level, You may spend 1 ki point and as an action, you make a melee attack. If your attack is successful, your next attacking ally can add their proficiency bonus on their next damage roll against the same target.
White Raven Tactics
You can inspire your allies to astounding feats of martial prowess. With a few short orders, you cajole them into seizing the initiative and driving back the enemy.
Starting at 6th level, As a bonus action you can spend 3 ki points, select an ally within range. Her initiative count immediately equals your initiative count –1. They then acts on their new initiative count as normal. If they have already acted in the current round, they can NOT act again. If this maneuver would not change your ally’s initiative count, it has no effect. If their has not yet acted during this round, their initiative count changes, and they acts on that count as normal. They do not act again on there original initiative count.
Your keen leadership grants you and your allies a sudden advantage in combat. When you flank an opponent, you attack in such a way as to maximize your allies’ openings. By the same token, your friends’ ferocious, accurate attacks give you multiple opportunities to pierce your foe’s defenses.
Starting at 10th level, when you hit a creature with a weapon attack, you can spend 3 ki to maneuver one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
As you defeat an opponent, you shout a battle cry that inspires one of your allies to renew his efforts..
Starting at 14th level, after you reduce an enemies hit points to 0 or less hit points; or they are unconscious, as a bonus action you can spend 4 ki and all allies within 20 ft. are allowed one action they must take immediately at the start of their turn. If they cannot, this extra action is lost.
War Master’s Charge
With a great battle cry, you lead your allies in a devastating charge. Fired by your commanding presence and deftly led by your supreme grasp of tactics, you and your allies form an unstoppable wedge.
You are an inspiring figure on the battlefield, allowing you to lead others on attacks that would strike fear and doubt into even the stoutest warrior’s heart. Under your leadership, the group becomes much more than the sum of its parts.
After you have moved at least 20 ft and successfully attacked an enemy, you may spend 4 ki, all allies within 30 feet of you at the beginning of their next turn can also move adjacent to this target as a bonus action. This “charging” attack deals an extra 2d6 points of weapon damage, and those of your allies each deal an extra 1d6 points of damage on the now flanked enemy. An opponent struck by you or at least one other ally is stunned for 1 round.