Fighter
Base Class: Fighter

Commanders are Fighters who have chosen to answer the call of leadership among their ranks, mixing their peerless performances on the battlefield with their sharp wit to bolster their troops. As the voices of authority and reason, their natural poise and determination inspire allies around them to exert themselves and surpass expectations.

Level 3: Bonus Proficiencies

You gain proficiency with the Insight and Persuasion skills. If you already had proficiency with either of those skills, you gain proficiency with other skills of your choice from the skill list available to Fighters at level 1.

Level 3: Commander's Mark

When you roll Initiative and are not Incapacitated, you can immediately use your Reaction to mark a creature you can see within 30 feet of you as a prime target for you and your allies to strike down for 1 minute. Alternatively, you can take a Bonus Action to mark a creature on your turn. Only one creature can be marked at the same time.

Once per turn, whenever the creature takes damage from you or your allies, it takes an extra 1d6 damage of the same type dealt by the attack. If the target drops to 0 Hit Points before this feature ends, you can take a Bonus Action to move the mark to a new creature you can see within range. This effect ends early if you have the Incapacitated condition or die.

The extra damage dice increases when you reach Fighter levels 7 (1d8), 10 (1d10), 15 (1d12) and 18 (2d6).

Once you use this feature, you can’t use it again until you finish a Short or Long Rest unless you expend a use of your Second Wind (no action required) to restore your use of it.

Level 7: Expeditive Order

While taking the Attack action in combat, you can forego any of your attacks to give an order to a willing creature who can see or hear you within 30 feet of you. This creature can use its Reaction to do one of the following.

Dodge. The creature takes the Dodge action.

Reposition. The creature moves up to half its Speed without provoking Opportunity Attacks.

Level 10: Warning Shout

When a creature attacks an ally who can see or hear you within 30 feet of you, you can use your Reaction to bolster their defense, adding 1d6 to its AC until the start of its next turn and potentially causing the attack to miss. If the attack still hits, you do not expend a use of this feature.

You can use this feature three times. You regain one expended use when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

Level 15: Superior Commander

While taking the Attack action in combat, you can forego any of your attacks to give an order to a willing creature who can see or hear you within 30 feet of you. This creature can use its Reaction to do one of the following.

Hunker Down. The creature gains Temporary Hit Points equal to half your Fighter level (round down) and your Proficiency Bonus.

Reactive Strike. The creature makes a weapon attack, an Unarmed Strike, or casts a cantrip that has a casting time of an action against a creature within range.

Level 18: Peerless Leader

Your Commander features can now be used up to 60 feet if they specify a range of effect. A creature that used its Reaction while you performed your Expeditive Command or Superior Commander gains Advantage on its next attack roll or saving throw until the end of its next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
3/14/2026 4:20:16 PM
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3/16/2026 8:41:11 AM
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