Fighter
Base Class: Fighter

You are not just a warrior,  you are the mind that shapes the war. Your insight dictates the tide of combat, your voice turns soldiers into champions, and your instincts predict the moment before the enemy acts. On the battlefield, you are not one person. You are an army.

The one who holds the fate of battle in their hands and manipulates it to their will. In the end you are absolute, body and blade forged not by combat alone, but by the mental complexity of war.

Level 3: Battlefield Visionary

You gain proficiency in Insight and Investigation. If you are already proficient, you gain proficiency in Perception or one language of your choice.

You may use your Intelligence modifier in place of Strength or Dexterity when attacking with a weapon

You gain resistance to damage from opportunity attacks made by creatures you can see.

 When a creature you can see within 60 feet hits with a weapon attack, you can use your reaction to issue a Command Order:

Strike True: They deal bonus damage equal to your Fighter level.

Break Rank: The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be pushed 10 feet away.

You can use Command Orders a number of times equal to your Intelligence modifier (minimum once), and regain all uses when you finish a long rest.

Level 3: Clever Strategem

As a bonus action, you can choose a number of creatures equal to your Intelligence modifier (minimum one) within 60 feet who can hear you.

Until the start of your next turn, each affected creature gains the following benefits:

+1d6 to one attack roll, ability check, or saving throw.

+10 feet movement speed.

Their first weapon attack that hits on their turn deals extra damage equal to your Intelligence modifier.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Level 7: Future Sight

You and friendly creatures within 10 feet can’t be surprised.

You add your Intelligence modifier to your initiative rolls.

When a creature you can see within 60 feet makes an attack roll or saving throw, you can use your reaction to grant advantage or impose disadvantage. You can do this a number of times equal to your Intelligence modifier (minimum once), and regain all uses when you finish a long rest.

When initiative is rolled, you may immediately use Clever Stratagem without expending a use.

 

Level 10: Turn the Tide

As an action, you can issue a rallying command to up to five creatures of your choice within 60 feet. Each affected creature may immediately do one of the following:

Move up to their speed without provoking opportunity attacks.

Make one weapon attack with advantage.

Cast a cantrip or a 1st-level spell.

Regain hit points equal to twice your Fighter level.

Each creature also gains temporary hit points equal to your Intelligence modifier.

You can use this feature once per short or long rest, or by expending Action Surge.

Level 15: Final Stand

When a creature you can see within 60 feet would be reduced to 0 hit points, you can use your reaction to cause that creature to instead drop to 1 hit point, gain temporary hit points equal to your Fighter level, and immediately take one of the following:

Move up to 15 feet.

Make one weapon attack.

The creature also gains resistance to all damage until the end of their next turn.

You can use this feature a number of times equal to your Intelligence modifier (minimum once), and regain all uses after a long rest.

Tactician’s Guard: You gain resistance to force damage and advantage on saving throws against being paralyzed or stunned.

Level 18: Great General's Grand Stratagem

Once per long rest, you can activate your Grand Stratagem. For 1 minute, you enter a state of flawless command:

You may use Clever Stratagem once per turn without expending a use.

 You regain one use of Turn the Tide and Command Orders at the start of each of your turns.

 All allies within 30 feet gain the following benefits:

   Bonus to AC equal to your Intelligence modifier(minimum of 1)

  Bonus to all rolls equal to your Intelligence modifier(minimum of 1)

  Resistance to damage from opportunity attacks.

Tactical Strike: Once per turn while Grand Stratagem is active, when an ally affected by your Clever Stratagem hits with a weapon attack, you may deal 3d8 psychic damage to the target as a reaction.

Previous Versions

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6/30/2025 12:32:44 AM
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