Base Class: Fighter
A centurion fighter is trained as a commanding officer in large armies. they specialise in tactical decision making and pushing their fellow combatants to greater heights. Through assisting their allies they gain advantages themselves that greatly help advance on a battlefield further allowing them to assist their allies.
Level 3: combative Duix
Your experience on the battlefield has refined your commanding presence. You learn commands that are fuelled by special dice called Duix Dice.
Commands. You learn three Commands of your choice. Most commands take your reaction and help your allies in some way.
You learn two additional Commands of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new Commands, you can also replace one Command you know with a different one.
Duix Dice. You have four Duix Dice, which are d8s. A Duix Die is expended when you use it. You regain all expended Duix Dice when you finish a Short or Long Rest.
You gain an additional Duix Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).
Saving Throws. If a Command requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Level 3: Officer of war
You gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 1.
Level 7: knowledge is half the battle
As a free action whenever you land an attack against a creature, you can discern it's strengths and weaknesses; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can’t do so again until you finish a Short Rest. You can also restore a use of the feature by expending one Duix Die (no action required).
Level 10: Legate commander
Your Duix Die becomes a d10.
you have two reactions yu can use between turns
Level 15: No ally left behind
Once per turn, when you use a Command, you can roll Heal yourself or one ally within 10ft of you equal to a roll of your Duix die
Level 18: Cesarean Commander
Your Duix Die becomes a d12.
You have 3 reactions between turns
you can use one Command for free each combat encounter.
when you use your second wind feature you can use a Command that requires your bonus action to activate as a free action that turn
Any command that requires you to hit or miss an attack roll works if an ally hits or misses an attack roll
Level 3: Command Options
The Commands are presented here.
Ambush
When an ally makes a Dexterity (Stealth) check or an Initiative roll, you can expend one Duix Die and provide advantage on the roll
Assessing the weak points
when an ally within 30ft of you makes an attack roll and misses you can add one roll of your duix die to the roll potentially causing a miss to hit. if it causes the attack to hit both you and the ally gain temporary hit points equal to the number rolled.
assisting strike
When an ally within 30ft of you hits a creature with an attack roll, you can expend one Duix Die and add the die to the attack’s damage roll. then you may move up to your speed towards that ally and if their is another creature within 5ft of them you may make an attack against that creature.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one Duix Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.
Roll the Duix Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Battle Bandage
When you hit a creature with an attack roll you may expend 1 duix die to heal one ally you see within 30ft of you by the modifier you had on the attack roll plus a roll of your duix die
Commander’s Strike
When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Duix Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Duix Die to the attack’s damage roll on a hit.
Commanding Presence
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.
Distracting Strike
When you hit a creature with an attack roll, you can expend one Duix Die to distract the target. Add the Duix Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.
Evasive Footwork
As a Bonus Action, you can expend one Duix Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
Feinting Attack
As a Bonus Action, you can expend one Duix Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Duix Die to the attack’s damage roll.
Goading Attack
When you hit a creature with an attack roll, you can expend one Duix Die to goad the target into attacking you. Add the Duix Die to the attack’s damage roll. The target must succee have Disadvantage on attack rolls against targets other than you until the end of your next turn.
Halt and Charge
As a Bonus Action, you can expend one Duix Die and take the Dash action. Then you may make one willing ally use their reaction to charge and attack by moving up to 30ft without provoking opportunity attacks then taking the attack action if they moved at least 10ft in a straight line.
Hold, Fire
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Duix Die to make an ally you can see within 60ft of the target to make a ranged attack roll or a ranged spell attack against the creature you hit or a creature within 30ft of that ally. the ally makes the attack with advantage and adds the Duix die to the damage if they hit
Joint assault
When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Duix Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Duix Die. The damage is of the same type dealt by the original attack.
morale boost
As a Bonus Action, you can expend one Duix Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Duix Die roll plus half your Fighter level (round down). Then that ally can make an attack roll against a creature within 5ft of them
Parry
When another creature damages you with a melee attack roll, you can take a Reaction and expend one Duix Die to reduce the damage by the number you roll on your Duix Die plus your Strength or Dexterity modifier (your choice). Then if you reduced the damage to 0 you may give one ally within 30ft of you temporary hit points equal to the roll on the die.
precise targeting
When you or an ally within 60ft of you miss with an attack roll, you can expend one Duix Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
Riposte
When a creature misses you with a melee attack roll, you can take a Reaction and expend one duix Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Duix Die to the attack’s damage.
Shove
When you or an ally within 5ft of you hit a creature within 5ft of you with an attack roll using a weapon or an Unarmed Strike, you can expend one Duix Die to attempt to drive the target back. Add the Duix Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
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