Base Class: Fighter
Backstory
While a strong arm and a sword are no doubt invaluable on a battlefield, so too is the presence of a quick mind and tactical wit. The strategist is at home in any battle alongside allies, bringing a new perspective, more easily noticing weakness or commanding warriors. Typically a strategist will hold back and observe from afar, however they are no strangers so the close quarters of a melee skirmish.
Student of War, Ebb and Flow
Beginning at 3rd level you are able to learn the weaknesses of your enemies by studying aspects of their art, culture, species and past. When you have access to information about a target’s history, a piece of art made by them or their culture, or footage of them you are able to deduce and interpret how they would act. To do this, you must spend 1 hour studying this article, and upon completion you gain a bonus to all non-damage rolls you make against targets related to the item you studied equal to your proficiency bonus, and lasts until you take a long rest. You may only benifit from one instance of this feature at a time. Additionally you gain proficiency in the History skill. If you were already proficient in History then you instead gain expertise in it.
Starting at 3rd level, whenever you make use of your Action Surge or Second wind features, one friendly target (two at 10th level upwards) who can either see or hear you can also gain the benifits. If you used Second wind then allies effected recover HP equal to the amount recovered by you. If Action Surge was used then affected allies benefit from it at the start of their next turn, and an ally with the use of Action Surge cannot use it while benifiting from this feature. Each ally may only be effected by any use of this feature once per long rest.
Commander
Starting at 7th level, when you take the attack action on your turn you can substitute any extra attacks you may have to instead issue battlefield commands. You can issue a number of commands per turn equal to the number of extra attacks you have, up to a maximum of 3. Creatures following through on your commands do so as part of your turn. You may only issue one of each command per turn, and you may only issue a command after you have made an attack with your action. A creature must be able to either see or hear you in order to receive a command. You can affect allies in the following ways:
Direct- You direct an ally to use their reaction to make a weapon or single-target spell attack against a target that you can see, so long as that target is not behind more than 3/4 cover relative to your ally.
Rally- You reassure the target ally, allowing them to gain temporary Hit Points equal to your INT modifier (minimum of 1HP).
Manoeuvre- You give an ally the opportunity to reposition, allowing them to move a number of ft equal to 5* your Intelligence Modifier.
Expose- You identify a weak point in the enemy’s defence, granting the next ally to attack them advantage on the attack roll, limited to once per enemy per turn.
Warn- You warn an ally of an impending attack, allowing them to impose disadvantage on the next attack roll made against them, or advantage on the next saving throw they make, and if they would still take damage upon a successful save they instead take no damage. This benifit lasts until the end of their next turn. Allies can only be affected by the Warn command once per short rest
Artist of War
Starting at 10th level, when an ally deals damage with a weapon or spell attack you can use your reaction to communicate a weakness in their target, turning the attack into a critical hit. You can do this once per long rest (twice per long rest at 18th level). Additionally whenever you make a Wisdom or Charisma roll you can instead use your Intelligence modifier for the roll instead of your Wisdom or Charisma modifiers
Trusted Tactician
Beginning at 15th level when you complete a study on an article using your Student of War feature you can spend an additional 30 minutes explaining your findings to a number of allies equal to your Intelligence modifier. Once your explanation is complete applicable allies gain a 1d4 bonus to all non-damage rolls made against targets relating to the article studied, and lasts until they take a long rest. Allies can only benifit from feature once per long rest. Creatures with an Intelligence of 7 or below cannot benifit from this feature.
Grand Admiral
Beginning at 18th level your strategic genius is capable of making the seemingly impossible, possible. Your Artist of War feature now can also apply to failed attack rolls. Additionally, whenever you make a roll using your Intelligence modifier you can treat a roll of 9 or lower (before modifiers) as a 10.
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