Base Class: Fighter
A Fighter based on my interpretation of "The Warlord". A Powerful combatant that, while capable as an individual, is more so versatile with their party. Commanding allies with enough force to provoke their reaction, learning techniques to assist your team, and debilitating your opponents as part of an elaborate maneuver all fall under pieces of the puzzle that is a Warlord.
Commanding Action
Beginning when you choose this archetype at 3rd level, you have learned to command the strength and power of your allies. On your turn, you may command an ally as a replacement for any Weapon Attacks you make on your turn. This ally must be within 60ft of yourself and able to see or hear you. This ally then may expend their Reaction to make 1 Weapon Attack or cast 1 Cantrip.
Hand of War
At 3rd level, you have developed a gifted mind for battle, strategy, and critical maneuvering of both you, your team, and your enemy. When you take the Help action in combat to impose advantage on an attack against a creature for an ally, you may do so as a Bonus Action, and at the start of your next Turn you may choose to do one of the following as a Bonus Action.
Surge of Command
At 7th level, when you use Action Surge or Second Wind, choose up to 3 creatures within 30ft of yourself. These creatures gain 1 additional Reaction to expend until the end of their next Turns.
Chess and Checkers
At 10th level, you have discerned a strategic and perceptive mind, honing it in through a new love of games.
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You gain proficiency with one Gaming Set of your choice. When using this Gaming Set to play with other creatures, you may choose to gain advantage on saving throws and skill checks of either Intelligence, Wisdom, or Charisma.
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While in combat, Once per Short Rest, you may choose to impose advantage on either your Intelligence, Wisdom, or Charisma saving throws for 1 Minute.
Versatile Command
At 15th level, you have developed a touch more sophistication for your attacks. When using Command Action, creatures that have expended their reaction may choose to, instead of making a weapon attack, expend up to 1/2 of their movement and gain 1 Bonus Action they must use immediately.
Eye for War
At 18th level, you have developed a mind and eyes for combat that have heightened your senses to the border of something supernatural. You gain 10ft of Truesight in a radius about yourself. You do not benefit from this while unconscious. Additionally, if a creature moves through your area of Truesight, you may take an opportunity attack against it without expending your Reaction once per Round.
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