Base Class: Fighter
You have learned of a powerful magic that lets you bolster your allies in battle. With this magic, you can create Heroes that fight by your side as you issue commands and strategically give your allies the leadership needed to take on any obstacle.
Heroic Bond
3rd-level Heroic Commander feature
When you roll initiative for the first time you bestow upon a willing Humanoid creature a magical mark of a Hero, which lasts until your next long rest. (You can only have one active Hero.) Roll a 1d8 and the target is marked as that type of hero from the options listed below, receiving the benefits from it. (Creatures can only benefit from one source of a given mark.)
- 1 Sword: Gain a +1 bonus to your attack rolls.
- 2 Spear: Gain +5 feet to your current reach on a given attack.
- 3 Shield: Gain a +1 bonus to your ac.
- 4 Chariot: Gain +10 movement speed.
- 5 Star: Gain a +1 bonus to any saving throws.
- 6 Shadow: Gain an extra d6 to damage on a critical hit.
- 7 Beast: Gain a +1 bonus to damage rolls.
- 8 Chalice: Gain a +1 bonus to ability checks.
You can then issue commands to your Hero as an action, these commands use your full action.
A Hero or marked target can only receive one of each command unless you perform an action surge.
The listed commands below can be issued once to a hero each turn:
Attack: Hero attacks a target they can reach. (costs one action)
Dodge: Hero receives your proficiency bonus as ac until the start of your next turn. (costs one action)
Move: Hero moves half of their current movement speed to a location. (costs one bonus action)
Brace: Hero gains advantage to all saving throws until the start of your next turn. (costs one action)
Cast: Hero casts a spell if able. (costs one action) (7th level)
Heroic Commands
3rd-level Heroic Commander feature
You can use magic commands to enhance your allies. You learn two commands of your choice, from among the commands described below, and each time you gain a level in this class, you can replace one command you know with a different one from this feature. When you reach certain levels in this class, you learn additional commands, as shown in the Commands Known table.
Commands Known
| Fighter Level | Number of Commands |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
The following Commands are available to you when you learn a Command. If a Command has a level requirement, you must be at least that level in this class to learn the Command.
Each Command can only be evoked once per short rest. When a Command is expended the Hero loses the innate benefits of a given Command. You regain all expended uses on a short or long rest.
Heroic Attack. a marked Hero benefits from this innate command, receiving a +1 to attack and damage rolls.
In addition, you can invoke this command on a Hero or expend a Pseudo-Hero Mark as an action to have a marked target automatically hit a target as if they had rolled a critical strike.
Spiritual Shield. a marked Hero benefits from this innate command, at the start of combat they receive temporary hit points equal to your Constitution modifier + your proficiency bonus.
In addition, if your Hero or marked target takes a source of damage you can invoke this command on a Hero or expend a Pseudo-Hero Mark as a reaction to give your Hero or marked target temporary hit points equal to 1d10 + your Constitution modifier + your proficiency bonus.
Dauntless Perseverance. a marked Hero benefits from this innate command, while the Hero is conscious they can at end of each of their rounds choose to expend a hit die to heal themself.
In addition, you can invoke the command on a Hero or expend a Pseudo-Hero Mark as a bonus action to expend any number of your hit die to heal your Hero or a marked target.
Relentless Advance. a marked Hero benefits from this innate command, when a turn starts the Hero can use their reaction to move their full movement speed.
In addition, you can invoke this command on a Hero or expend a Pseudo-Hero Mark as an action to grant a Hero or marked target the effects of Haste until the start of your next turn.
Heroic Persistence (7th Level or Higher). a marked Hero benefits from this innate command, the first time a hero would fall to 0 hit points, they are instead set to 1.
In addition, you can invoke the command on a Hero or expend a Pseudo-Hero Mark as a bonus action to give the Hero or marked target resistance to bludgeoning, slashing, and piercing damage for 1 minute.
Heroic Spirit (7th Level or Higher). a marked Hero benefits from this innate command, once during combat the Hero as an action can choose to teleport straight to you from anywhere they currently are.
In addition, you can invoke the command on a Hero or expend a Pseudo-Hero Mark as a reaction and teleport the Hero or a marked target anywhere within 120 feet of you.
Pseudo-Hero Mark
3rd-level Heroic Commander feature
A target marked as a Hero receives all of these benefits regardless of range.
As a bonus action, you magically bestow a Pseudo-Hero Mark on a number of willing creatures equal to half your proficiency bonus rounded down.
You have learned how to imbue your allies with a heroic boon. As a bonus action, you magically give the following benefits, which last for 1 minute:
- If a marked target is within 15 feet of you, they receive a +1 to attack and damage rolls.
- If a marked target is within 30 feet of you, they receive a 1d4 to add to saving throws and ability checks.
- If a marked target can see you, they receive an extra 10 feet of movement.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Commander's Will
7th-level Heroic Commander feature
You learn to invoke your Command magic to bolster your allies. When an allied creature you can see within 60 feet of you misses an attack roll, you can use your reaction to force the ally to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Hero Ritual Mastery
10th-level Heroic Commander feature
The magic of your commands have a greater influence on your Hero, giving them an otherworldly glow.
You can now change your currently active Hero to another target as an action, you can do this a number of times equal to your proficiency bonus.
Noble Commands
15th-level Heroic Commander feature
You can invoke each Command you know from your Heroic Commands feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Heroic Spirit Unbound
18th-level Heroic Commander feature
You learn how to amplify your Hero, they are immune to charms while they are marked as your hero.
In addition your Hero is now under the effects of Freedom of Movement.
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