Base Class: Fighter
Officers are fighters who excel at leading others. While others may utilize personal skill, or brute force to achieve a goal, Officers utilize their tact, and wit to lead themselves and others to victory.
The heart of any group, Officers grant offensive and defensive stratagems to aid themselves and their allies. Be it from Ancient Strategies, New Tactics, or plans made on the fly, Officers are familiar with them all, and how to employ them in everyday conflict is a fruitful and simple task.
Commanders Orders
At 3rd level you have begun to integrate into a strategist, able to bark orders and lead those around you to victory. As bonus action, you can perform one of the following orders. You can perform each of these orders a number of times equal to half your fighter level +2. You regain all uses when you finish a short rest or long rest. All of the effects last until the start of your next turn.
Frontal Assault
You and any allies within 30 feet gain 10 feet of movement, if they make a weapon or spell attack against any creature not affected by the order, they gain up to half of your intelligence modifier. (Minimum of +1)
Hold the Line
You and any allies within 30 feet gain +1 AC and gains temporary hit points equal to 1d4 + half your Intelligence modifier (Minimum of +1)
Full Retreat
You and any allies within 30 feet gain 10 feet of movement and can take the disengage action as a bonus action.
Tactical Assault
At 3rd level you have learned to utilize your historical and tactical intellect in near any conflict. When you make any weapon attack you can add your Intelligence modifier to the attack roll. Additionally, starting at 5th level, you can forgo one attack and add your Intelligence modifier to the damage roll as well.
Strategists Wit
At 7th level you have read enough lore and history to be familiar with most situations. When you make an ability or skill check you can choose to add your Intelligence modifier to the roll. You can do this a number of times equal to your fighter level. Additionally, when you take the Help action to aid another creature's ability or skill check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
Masterful Leadership
At 10th level you have learned to command others to their peak performance. You can perform 2 orders per bonus action. Alternatively, you can choose to double the effects of 1 order. The range of any order is 60ft.
Unyielding Forces
At 15th level the individuals under your command become a near unstoppable wave of efficiency and cooperation. When any allied creature (including yourself) makes an ability check, or weapon attack, another ally within 5ft. can take the help action as a reaction.
Perfected Commands
At 18th level you have perfected your strategies and leadership, becoming nearly unparalleled in your battlefield intellect. Whenever any ally within 60ft. makes a weapon or spell attack you can add your intelligence modifier to the attack. Alternatively, if the weapon or spell attack requires the target creature to make a save, you can reduce the roll by your intelligence modifier. Additionally, when an allied creature gets hit by a weapon or spell attack you can add your intelligence modifier to the ally's AC. Alternatively, if the weapon or spell attack requires the target creature to make a save, you can add your intelligence modifier to the roll.
Previous Versions
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11/28/2022 1:20:41 AM
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Posted Jul 20, 2024This is goated, I literally always add it