Fighter
Base Class: Fighter

There are those who fight for glory, and those who fight for vengeance—but the Aegis Commander fights so that others may never need to. Forged in trials of loyalty and honor, an Aegis Commander is a guardian who has sworn themselves to a vow: not to a god, but to a person, a place, or an ideal too precious to lose. Some stand as the shield of a young royal heir, bearing the weight of a nation’s future. Others walk beside exiled nobles, lost bloodlines, or wandering innocents whose survival is itself a form of hope. There are those who swear to preserve ancient legacies on the brink of extinction, and others who fight for the freedom of people who have never known peace.

Wherever they go, the Aegis Commander becomes a beacon—radiating calm in chaos, courage in the face of fear, and strength when others falter. Their presence alone steels allies against despair, and their protective auras turn the tide of battle not through magic, but by sheer force of will and mastery of arms. To be an Aegis Commander is to embody the vow: to rise not for one’s own sake, but for the sake of those who cannot lift the blade themselves.

Level 3: Aura of Resolve

Your noble presence shields others from despair.

At level 3, You emit an aura that extends 10 feet from you (does not move through total cover). You and friendly creatures in the aura gain advantage on saving throws against being frightened or charmed.

 

Level 3: Always Vigilant

At level 3, You gain proficiency in perception and Insight, if you already have proficiency, you instead gain expertise. 

Level 7: Unyielding Guard

At level 7, When an ally within 5 feet of you becomes the target of an attack or spell, they have disadvantage on the attack roll. You must be wielding a weapon or shield.

If the attack misses, you can immediately use your reaction and make a melee weapon attack against the attacker if they are within range.

Hopeful Quarry

At level 10, When you use Second Wind, all allies within 10 feet of you regain hit points equal to your Fighter level and one ally of your choice may use their reaction to immediately make a single attack.

Level 15: Saving Grace

At level 15, If an ally drops to 0 hit points while within your aura, you may use your reaction and they drop to 1 hit point instead. Move their initiative to the next number in the initiative count. (This means they get to go next, even if they have already acted this round.) Once you have used this feature, you can't do so again until you have finished a long rest. 

Level 18: Champion’s Aura

At level 18, Your aura extends to 30 feet. Additionally, whenever an ally within range scores a critical hit, they gain temporary hit points equal to your Fighter level + your Charisma modifier.

 

Level 3: Commanding Presence

At level 3, You learn two Commanding Presences. You learn an additional commanding presence at level 7, 11, 15, and 19. You may use a bonus action to activate a commanding presence, that you know, empowering your Aura of Resolve.  All allies with 10ft of you gain the bonus, as well as you. You may use this ability a number times per day equal to your charisma modifier and regain all used during a long rest. 

Clarity

You and allies within your aura gain a bonus to intelligence, wisdom, and charisma saving throws equal to your charisma modifier.

Conviction

When you activate this aura, choose between fire, lightning, cold, psychic, radiance, or necrotic. You and allies in your aura are resistance to the chosen type. 

Empathy

Whenever you or an ally within your aura regain hit points, they gain an additional amount of hit points equal to your charisma modifier. 

Endurance

When you or an ally takes piercing, bludgeoning, or slashing damage, they reduce that damage equal to your charisma modifier. 

Overbear

You and your allies in your aura gain a bonus to persuasion and intimidate checks equal to your charisma modifier. 

Power

When you or an ally deals damage with a weapon attack, they deal additional damage equal to your charisma modifier. 

Senses

You and your allies in your aura gain a bonus to perception, insight, and initiative checks equal to your charisma modifier. 

Swiftness

When you activate this aura, you and allies within your aura gain 20ft of additional movement speed for the next minute. 

Vigor

When you or an ally begin their turn inside you aura, they game temporary hit points equal to your charisma modifier. 

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