Fighter
Base Class: Fighter

A powerful warrior who has mastered strategy on the battlefield and can give precise commands to their allies to turn the tide of entire wars with their powerful booming voice.

Battle Orders

Command your allies and inspire them to do great things.

Starting at level 3 you have the ability to give empowering orders to allies while in combat. You can issue orders as a bonus action or reaction, however you can only use one per turn. Your commands can be given to any allies that you can see and if they can hear you. The amount of allies you can give orders to with a single order scales with your proficiency bonus. (starts at 2 allies at once, ends at 6. 6 is a large party and should cover your entire group!)

  • ALL orders that are given last until the start of your next turn regardless if your allies were able to use them or not.
  • You can give up to 4 orders per short rest, this increases to 5 at level 7, and 6 at level 15.

Orders:

Advance!: Command up to 6 allies within range (up to your proficiency modifier) that you choose to move up to half of their movement speed towards an enemy creature or point of interest. Once they reach it or if it is in their reach, they can interact with it or attack it using a free action, this is 1 interaction or 1 attack not an entire action. They do not have to move if they are already within range of it.

Assist!: Command up to 6 allies within range (up to your proficiency modifier) necessary to use the "Help" action on something or someone. Also allows them to use a medicine kit or potion on someone else as a bonus action.

Brace!: Command up to 6 allies within range (up to your proficiency modifier) to increase their AC by 3

Focus!: Command up to 6 allies within your range (up to your proficiency modifier) to gain advantage to their saving throws

Hold the Line!: Command up to 6 allies within your range (up to your proficiency modifier) to gain one free no cost opportunity attack on a single creature within 5 feet of them or that is approaching them.

Maneuver (Hide!, Search!, Shove!, Disengage!, Run!, etc): Command up to 6 allies within your range (up to your proficiency modifier) of your choice to, as a free action ONCE, take the hide, search, shove, disengage, dash, or any other action that 1 would normally cost an action and 2 is not an attack or spellcast.

Persevere!: Command up to 6 allies within your range (up to your proficiency modifier) to heal for [your fighter level+your proficiency bonus]

Lessons of War

You have learned much from the battlefield, you gain proficiency in history and insight checks. If you already have these proficiencies, you may double your proficiency bonus for their skill checks. (Apologies. Due to website and system limitations you will manually have to add the double proficiency into your chart.)

Surge of Passion

You can inspire an ally to go above and beyond their normal capabilities.

  • You can use a separate kind of action surge for free on an ally within 30 feet of you once per short or long rest.
  • This does not take a usage of action surge, as the charge from this is independant from the main ability.
  • This cannot be used on you, only on a single ally.
  • Can still be used if you have already used all your charges for your own personal action surge during this day/rest.

Perfected Tactics

You gain an additional amount of uses of the battle orders feature per short or long rest up to your charisma modifier (minimum 1) and you gain a +2 to initiative

At level 17, with 20 charisma, you will have 11 charges that recharge on a short or long rest.

Heat of Battle

At any time: If an ally falls in combat, a critical hit is landed, anyone uses action surge, anyone uses second wind, or if the enemy is forced into a retreat. You can use a single battle order as a reaction at no cost. These orders can be done even if you have expended all your battle order uses, as it does not cost a use/charge.

Inspiring Orders

When an ally receives an order from you, the next roll they make has advantage. If any ally rolls a critical hit on an attack from this, the creature or enemy they are attacking is knocked prone.

Legendary Leadership

You have become the ultimate leader, you are proud of yourself for coming this far and even more proud of your soldiers who have grown and become amazing warriors/adventurers. Your pride in them is so powerful that you gain an aura that empowers yourself and them even further. Proud papa is so proud that their pride has become magical.

  • You, and any allies within 30 feet of you during a long rest, gain 30 temporary hit points. These can be healed and stay with you until next long rest. Upon the completion of your next long rest all allies that wish to gain this will need to be within 30 feet of you for the sleep or they will not gain it.
  • Additionally, you gain a second use of second wind per short rest. Any allies within 30 feet of you are healed by your uses second wind alongside you, this can heal your (and their) 30 temporary hit points gained by extremely masculine and not weird at all in any way group cuddles.
  • (The healing is counted for you and for them, not split. If you heal 15 hp from second wind, you and all allies within 30 feet of you heal for 15 hp.)
Improved Commander Image

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