Base Class: Fighter
The Captain is a fighter capable of supporting their companions by giving orders and emboldening them to fight on in the face of danger. Their presence is felt by all on the battlefield.
On My Command!
When combat arises your tactical wit and confidence allows you to spur your allies to move or hold them back for an opportune moment.
At 3rd level, When initiative is rolled, you may rearrange your allies positions in initiative, you do this by taking each of their initiative rolls and switching the results between characters. When this happens you may also force one enemy to make a Wisdom Saving throw. On a fail, you may also rearrange that enemy’s initiative. This doesn’t work on enemies immune to the Frightened Condition. The DC for this is equal to 8 + prof. bonus + cha. mod.
Leading Qualities.
To lead is to hold the attention and/or admiration of others, a quality in which you excel.
At 3rd level you gain proficiency in Intimidation and Persuasion. If you already have proficiency in one of these you may instead learn a common language.
Captain's Orders
Your knowledge of the battlefield allows you to bark orders, helping your allies strike true, protect themselves, or manoeuvre in combat.
At 7th level you gain a number of uses of Captain’s Orders equal to your proficiency bonus per short rest and regain one use when an ally scores a critical hit in combat. Captain’s orders only work if your target can see or hear you.
You may expend a use of Captain’s Order in order to:
-Add your Cha Mod. to an attack roll an ally makes 60ft. If they hit they may also add your Cha. Mod to damage. This is a reaction
-Add your Cha Mod. to a saving throw an ally makes within 60ft. This is a reaction
-Allow an ally within 60ft to move up to their movement speed without provoking opportunity attacks. This is a bonus action for you and a reaction for them.
(Both reactions must be called before the roll)
Lead by Example
The greatest captains lead by example
At 7th level you can add your charisma modifier to initiative rolls
Tenacious Presence
Your command strengthens the resolve of your allies and unnerves your foes
At 10th level you become immune to the Frightened Condition.
Also you may expend one use of Captain's Orders as a bonus action in order to end the frightened condition on allies within 60ft. Then, All enemies within range must make a Wisdom Saving throw or be frightened of you for 1 minute. They may reattempt the saving throw at the end of their turn. The DC for this is equal to 8 + prof. bonus + cha. mod.
Rallying Cry
When a battle takes a turn for the worse a good captain can, with an effective war cry, reinvigorate their troops and turn the tides back in their favour.
At 15th level, when you use your second wind, you may let out a rallying cry which grants all allies that can hear you within 60ft Temp Hp. equal to the Hp recovered from second wind. You may gain half the amount as Temp Hp.
Tactician's Wit
In some dire moments your quick thinking can mean the difference between victory or loss.
At 15th level, you gain an extra reaction per round but you may only use one per turn.
Avenge the Fallen!
You can't prevent every loss, but it's up to you to see that those who fall are adequately avenged
At 18th level, as a reaction when an ally you can see is reduced to 0hp, you may move up to twice your movement speed and perform a multiattack with advantage against the enemy that downed your ally. You may do this once per long rest and you also regain a use when an ally dies.
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