Base Class: Fighter
Warriors of an old Order, these Knights find themselves at the forefront of battles, leading armies and Inspiring Warriors to greatness. Rarely will you see a Commodore away from the front lines; neck deep in the enemy, their aura of Indomitable Willpower a beacon to the armies that follow.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to a number of creatures equal to your proficiency bonus within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Beginning at 15th Level, Each creature who gained hit points through your second wind feature are cured of any Charmed or Frightened Conditions afflicting them, and have advantage on saving throws against the Charmed or Frightened conditions until the start of your next turn.
Inspiring Surge
Starting at 7th level, when you use your Action Surge feature, you can choose a creature within 60 feet of you that is allied with you (other than yourself). That creature can make one melee or ranged attack as a part of your action.
Starting at 15th level, you can choose two allies within 60 feet of you, rather than one, and you gain an additional use of Action Surge.
Commander's Voice
A Battle Cry, heard from the mountains, to rally your forces and turn the enemy tide.
Beginning at 10th level, Your words inspire those around you, your very actions a monument to your bravery. You and each ally within 30ft of you gain a bonus to their initiative rolls equal to your Constitution Modifier. For the first round of combat, each ally within 30ft of you gets a bonus 1d4 to their attack rolls.
Sentinel's Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a saving throw and you aren’t incapacitated, you can choose up to three allies within 60 feet of you that also failed their saving throw against the same effect. If those creatures can see or hear you, they can reroll their saving throws and must use the new rolls.
United We Stand
Your voice sharpens swords, Your Armor shields hearts; Beginning at 18th level, your very presence inspires an insurmountable amount of power from your allies, leading them to death defying feats as they carry out your will.
As a bonus Action, you can Inspire true greatness to your allies; Choose a number of Allies within 30ft of you, up to your Constitution modifier. (Other than yourself)
For 1 minute, allies gain the following benefits:
- Chosen Allies gain Half-Cover.
- Chosen Allies gain advantage on all Wisdom, Dexterity and Constitution Saving throws.
- At the start of their turn, chosen allies gain temporary hit points equal to half your fighter level, so long as they have at least 1 hit point.
- Once per turn, whenever a chosen ally deals damage, they deal additional Force Damage equal to half your fighter level (rounded up).
Once the effects wear off, each ally affected by this feature can’t move or take actions until after their next turn, as a wave of lethargy sweeps over them.
This feature may be used once per long rest, unless you expend a use of your action surge to use it again. A target already under the effect of this feature cannot be targeted until the effect has ended.







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