Base Class: Fighter
The Commander is a strategic master on the battlefield, preferring to orchestrate victory through the strength and skill of their allies rather than through direct combat. These warriors see the battlefield as a grand game, calculating every movement and anticipating the enemy's next steps. While others may charge into the fray, the Commander maintains a calm distance, directing their allies with precise orders and shrewd tactics. Whether bolstering morale, identifying enemy weaknesses, or coordinating powerful formations, the Commander’s mere presence inspires those around them to fight with renewed determination, ensuring that each battle is won with precision and minimal casualties.
Masterful directive
Beginning at 3rd level, your commanding presence on the battlefield allows you to aid your allies or hinder your foes with a single word.
When a creature within 30 feet of you that you can see and that can hear you makes an attack, you can use your reaction to call out a quick command that influences the outcome. You can grant an ally advantage on their attack roll, guiding their hand with precision and focus. Alternatively, you can impose disadvantage on an enemy's attack roll, distracting or unnerving them at the critical moment.
You can use this feature a number of times equal to your proficiency bonus plus your Fighter level, and you regain all expended uses when you finish a long rest.
Reaction Surge
Also at level 3, when you use your Action Surge, you can choose to use it outside your turn to gain an extra reaction this round.
Advance Directive
At 10th level, your strategic influence on the battlefield becomes even more pronounced. When you use your Masterful Directive feature to grant a creature advantage on their attack roll, if the attack hits, you can add 1d4 + your Strength or Dexterity modifier to the damage roll, reflecting your ability to bolster your allies’ strikes.
Conversely, if you use Masterful Directive to impose disadvantage on an enemy's attack roll and that attack misses, the creature that evaded the attack can use its reaction to make an opportunity attack against the attacker. This extra damage from your Masterful Directive increases as you gain levels: it becomes 1d6 at 13th level, 1d8 at 15th level, and 1d10 at 18th level.
Tactical Awareness
At 7th level, your keen senses and tactical awareness allow you to remain vigilant against ambushes. You gain advantage on Wisdom (Perception) checks made to detect hidden foes or traps. When you succeed on this check, the element of surprise shifts to your favor. Instead of being caught off guard, you and your allies start the encounter with surprise against your enemies, giving you a tactical advantage as the battle begins.
Opportunity Strikes
At 15th level, your tactical prowess reaches new heights, allowing you to capitalize on the actions of your allies. If you make a single attack on your turn, you can use your reaction to activate your Master’s Command feature a number of times equal to your extra attack feature. This means you can grant advantage on an ally's attack roll or impose disadvantage on an enemy's attack roll, all while conserving charges of your Masterful Directive.
Strategic Insight
At 18th level, your mental acuity in the heat of battle allows you to enter a heightened state of strategic thinking. As an action, you can enter this mental state for 1 minute. While in this state, whenever you use your Masterful Directive feature, you can grant temporary hit points equal to your proficiency bonus plus your Strength or Dexterity modifier to the creature that you target. In addition, that creature gains advantage on one saving throw of your until the start of your next turn, enhancing its resilience against incoming threats.
Alternatively, you can choose to exert your mental prowess over your enemies. When you use this feature, you can force a creature to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the target becomes dazed until the start of its next turn, leaving it vulnerable to your allies' attacks.
You can use this feature once per long rest.







Comments