Base Class: Fighter
Fighters are, by and large, exemplars of individual prowess and the masterful honing of one’s physical abilities for the purpose of combat. Yet, a lone Fighter is only capable of so much. Commanders are well aware of this truth and choose to focus as much on their own martial skill as the broader study of strategic warfare. Coordinating their allies and cordoning the battlefield allows a Commander to quickly gain the upper hand in conflicts and allow their allies to shine.
Tactical Command
Starting at level 3, you are able to survey the field of battle and devise the best use of your allies within it. As a Bonus Action you may select a creature you can see and that can hear you within 60 feet. You give it one of the following commands, which grants its effect immediately.
• Press The Advantage: The target can make one weapon attack. The attacking creature adds your Charisma Ability Modifier their next weapon damage roll.
• Tactical Maneuver: The target moves up to its walking speed where it wishes. The target ignores reductions to its speed as well as Difficult Terrain for the Command’s duration.
• Brace: The target gains +2 to its AC until the start of its turn.
You may give a number of Tactical Commands equal to your Proficiency Bonus before you must take a Long Rest to do so again.
Leader’s Intuition
For a leader of men, nothing is more important than knowing how others think and what motivates them. At 3rd level you gain proficiency with the Insight and Persuasion skills.
Rallying Standard
At level 7 you bolster your comrades and embolden them to fight on. As an Action, you grant up to 4 creatures you can see and that can hear you a bonus to their next non-spell damage roll equal to your Charisma Bonus. You may use this feature once before you must take a Short Rest to do so again.
Rousing Command
By 10th level you have established planned manoeuvres and formations with those under your command, strengthening the effectiveness of your Tactical Commands. Each Tactical Command gains an additional effect:
• Press The Advantage: The target makes their next attack roll with advantage.
• Tactical Maneuver:This movement does not trigger Opportunity of Attack reactions.
• Brace: The target also gains Advantage on Strength and Dexterity Saving Throws for the Command’s duration.
Fight On!
At 15th level you prevent your allies from falling, urging them to keep fighting even if all seems lost. When you see a creature within 60 feet reduced to 0 HP you may expend a use of your Second Wind feature as a reaction to instead have them be reduced to 1 HP. Once activated, this feature cannot be used again until you have taken a Long Rest.
Tactical Genius
When you reach 18th level, you are able to dole out multiple commands at once, forgoing your own glory in favour of decisive doctrine. When you take the Attack action, you may use your attacks to issue Tactical Commands, up to your maximum number of attacks. You cannot give two or more Commands to the same target.
Additionally, if you are within 30 feet of a friendly creature when it reduces another creature to 0 HP, you regain 1 use of Tactical Command, up to your normal limit.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/24/2024 9:16:08 PM
|
0
|
0
|
--
|
Coming Soon
|
|
|
11/24/2024 9:24:26 PM
|
1
|
0
|
--
|
Coming Soon
|







Comments