Base Class: Fighter
This class is meant to be used with LMC Subraces, Backgrounds, Items, and Rules
Manually add the LMC: Base Rules feat for quick campaign rules reference
An inspiring leader who can help their allies while still holding their own in combat.
Level 3: Battle Commander
Starting at level 3, you can give out orders on how best to approach the battle ahead. Applying a command costs 1 Bonus Action.
Only one effect can be active at a time. Activating an effect on the same or a different target removes any previously applied effect.
| Command | Description |
|---|---|
| Identify Weak Spot | You identify a weak spot on a target. Any hit from you or an ally on that target deals an additional 1d8 damage. The type of damage is the same type as the primary damage type of the attack. |
| Identify Battle Stance | You identify the battle strategy of your enemy, and your allies have an easier time avoiding their attacks. Their attacks are made with disadvantage. The target makes a DC (14+Cha) Intelligence Saving Throw at the end of their turn to attempt to change stance. |
| Identify Blindspot | You identify an approach to a target where they have poor visibility. Attacks on the target from your allies are made with advantage. |
| Identify Formation | You identify the formation of an enemy group. Mark any enemies within a 30 foot cone from your position. Attacks from you or any allies on a marked target add YOUR Charisma modifier to the attack. Note: This can only be activated if 3 or more enemies are within the 30 foot cone. |
| Take Cover | Order your allies to prepare for ranged attacks. Any ally within 30 feet gains 2 + your charisma modifier to their AC when resolving ranged attacks. |
| Protect | You order your allies to protect a target. If the marked target is attacked, any ally within 5 feet can choose to take the attack instead. |
Level 7: Rallying Cry
Starting at level 7, you can use your action to give a cry that encourages your allies to fight on. Up to 12 allies within 60 ft gain (4+Cha)d6 temporary hit points. This can be used once per short rest.
Level 7: Inspiring Strike
Starting at level 7, when you achieve a critical hit or kill an enemy, you may choose an ally within 30 feet that can see you, and they gain a 1d6 inspiration die that can be added to any attack or damage roll. Inspiration lasts 3 rounds, each character can accrue up to 3 inspiration, and they can be stacked for a single attack.
Level 10: Improved Command
Starting at level 10, you can now focus your attention on 2 aspects of a battle. You can have up to 2 active commands at a time. You can have two commands active on the same target, but the commands must be different. You can now use either a bonus action or an action to apply a command.
Level 10: Improved Rallying Cry
Starting at level 10, Rallying Cry now grants (4+Cha)d8 temporary hit points.
Level 10: Improved Inspire
Starting at level 10, you can inspire 2 allies instead of 1 with your Inspiring Strike. The allies must be different.
Level 15: Master Command
Starting at level 15, you can now focus your attention on 3 aspects of a battle. You can have up to 3 active commands at a time. You can have multiple commands active on the same target, but the commands must be different. You can use either a bonus action or an action to apply a command.
Level 15: Master Rallying Cry
Starting at level 15, Rallying Cry now grants (4+Cha)d12 temporary hit points.
Level 15: Master Inspire
Starting at level 15, you can inspire 3 allies instead of 2 with your Inspiring Strike, and the inspiration die granted is a 1d10 instead of a 1d6. The allies must be different.
Level 18: Sound the Horn
Starting at level 18, you can use an action to sound your battle horn. All allies that can hear the horn within 120 feet gain 5d10 temporary hit points and advantage on all attacks for 3 rounds. Enemies within 120 feet that can hear the horn make a DC 20 wisdom save or are frightened. You cannot use this feature again for 7 days.
Previous Versions
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3/5/2026 10:07:54 PM
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Coming Soon
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