Base Class: Fighter
Bellatori of the Auxilium Division are gifted with abilities that support their comrades of the Republic. Auxilium Division Bellatori are swift, decisive, and capable of turning the tide of battle by their mere presence.
Bellatori Agility
Starting at 3rd level, your enhanced biology has increased your speed greatly. Your speed increases by 20 feet.
Officer's Proficiencies
Starting at 3rd level, you gain proficiency in Intelligence saving throws, as well as Wisdom (medicine) checks. You also give yourself a bonus to your initiative equal to your intelligence modifier.
When you make a melee or ranged attack with weapons that you are proficient with, you can add half of your Intelligence modifier, in addition to your normal ability modifier.
Battle Orders
When you choose this archetype at 3rd level, you learn orders that are fueled by special dice called command dice.
Orders. You learn orders, which are detailed under “Orders” below. Many orders enhance an attack in some way. You can use only one orders per attack.
Command Dice. You have a number of command dice equal to your intelligence modifier, which are d8s. A command die is expended when you use it. You regain all of your expended command dice when you finish a short or long rest.
Saving Throws. Some of your orders require your target to make a saving throw to resist the orders’s effects. The saving throw DC is calculated as follows:
your Intelligence modifier (your choice)
Praefectus Inspiration
You can spend an action to expend a command die, if you do, a creature within 30 feet of you regains hit points equal to your command die.
Praefectus' Protection
When an enemy you can see attacks an ally, you may spend a reaction to expend one command die in order to interrupt their attack with one of your own. On a successful hit, add your command die to the damage, and the targeted creature immediately ends it's turn.
Preaefectus' Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one command die. That creature can immediately use its reaction to make one weapon attack, adding your Intelligence modifier to the attack roll, and adding the command die to the attack’s damage roll.
Pressuring Strike
When an ally within 30 feet of you hits with an attack, you may spend an reaction to expend a command die to try to frighten the target. You add the command die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Targeted Strike
When you take the Attack action on your turn, you can forgo one of your attacks to automatically deal damage to an enemy within 5 feet of you, equal to your Intelligence modifier. When you do so, expend one command die, and then choose one ally within 5 feet of you or the target. This ally adds your command die to their next attack and damage roll against that target. If the ally does not attack the target by the end of their next turn, the command die is lost.
Wolf Pack Tactics
When you make an attack, you may expend a command die before you roll the attack. If you do, an ally you can see within 60 feet of you can move up to a number of feet equal to your command die multiplied by 5.
Leadership Presence
Starting at 7th level, when you are within 5 feet of an ally, they gain a bonus to their AC equal to half your proficiency bonus, rounded up.
In addition, they gain advantage on any saving throw you're proficient in.
Improved Combat Orders
At 10th level, your command dice turn into d10s.
Contingency Plans
Starting at 15th level, when you roll initiative and have no command dice remaining, you regain command dice equal to half your proficiency modifier, rounded down.
Unquestionable Leadership
At 18th level, your command dice turn into d12s.
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