Fighter
Base Class: Fighter

The Captain is as skilled a fighter as any, but their extra training and natural charisma gives them the ability to command as well. Often found in the center of battle, they can be found shouting orders while defending a key location.

Commands

At 3rd level when you choose this archetype you gain the ability to issue commands. You gain the following abilities.

 

As an Action you can give an ally that can see and hear you, one action. They must use this action immediately. It does not count as their turn to end any effects or grant saving throws. If the ally has multiple attacks per action, this ability only grants them one attack.

 

As a Bonus action you can give an ally that can see and hear you, one Bonus action. They must use this action immediately. It does not count as their turn to end any effects or grant saving throws.

 

As a Reaction, you may give an ally that can see and hear you +X to one roll where X equals your proficiency bonus. This bonus must be used on the roll the ally is currently attempting to make.

 

You may do one of these an equal number of times to your proficiency bonus per short rest.

Commanding Presence

At 3rd level, on your turn, if you use a command, you may use an action or bonus action to bolster your abilities. 

Bonus Action: Defensive Stance: Increase your AC by 1 until the start of your next turn.

Action: Intimidating Presence: You may make a Charisma (Intimidation) check, each enemy within 30ft who can see and hear you must make a wisdom saving throw with the DC equal to the intimidation. On a fail, that creature is frightened of you until the start of your next turn.

War Cry

At 7th Level you gain the War Cry Feat. 

 

You bellow encouragement to your allies and bolster them for the next assault.

As an Action you can choose up to six friendly creatures that can hear, see, and understand you, and are within 60ft. Each of those creatures gain temporary hit points equal to your fighter level + CHA modifier. 

In addition, The next attack each of these creatures makes adds your proficiency modifier to their attack and damage roll.  

A creature can't benefit from this feat again until it has finished a short or long rest.

Improved Commands

At 10th level you have learned to improve the effectiveness of your commands. When you give an ally another action they may now use all of their attacks for that action.

 

When you give a bonus action to an ally they may use that Bonus action to hide or dash. 

 

When giving an ally a reaction they may add 1d6 to any dice roll they make as part of that reaction.

Expert Commands

At level 15 your Commands are improved further. Both of the Action and Bonus action commands give 15ft of movement before or after the action. In addition the Bonus action can now be used to disengage.

Action Economy

At Level 18, once per Short rest you may use your Action or Bonus Action Command ability as a free action.

Enoron Captain Image