Base Class: Fighter
Command your forces with the experience of a true warrior.
Perimeter Security
Starting at 3rd level, you can select tactically defensible positions when setting up camp. You have advantage on any Wisdom (Survival) checks made to determine a secure place to set up camp. At DM discretion, you and your allies benefit from half-cover while in the camp.
In addition, any Wisdom (Perception) checks that are made while in camp by your or your allies have advantage. As long as you are awake, you and your allies can't be surprised while in camp.
Boost Morale
Starting at 3rd level, your skill and ability can inspire your allies in combat. Whenever you score a critical hit or drop a creature to 0 HP, you can use your reaction to boost the morale of another creature you can see.
The chosen creature loses the Frightened condition if it has it, gains advantage on the next attack roll, saving throw, or ability check, and gains temporary hit points equal to your Charisma modifier.
Tactical Decision
Starting at 7th level, after you (and your party) roll for Initiative, you can switch two willing members of your party's Initiative roll. You must switch immediately after and before combat begins.
Coordinated Defense
Starting at 7th level, you can use your action to coordinate a defensive formation. You must choose yourself at least one other ally within 15ft of you. At least one creature must be within 5ft of another creature that's part of your defensive formation.
While in this defensive formation, you and your allies gain certain benefits:
- You and your allies do not provoke opportunity attacks unless taking the Dash action.
- If at least half (rounded up) of the defensive formation is bearing shields, the entire formation gains half-cover against all attacks.
Once a creature ends its turn outside the defensive formation, the defensive formation ends for that creature. Once all of the other chosen creatures leave the defensive formation, the ability and its benefits end. Once you use this ability, you can't use it again until you finish a long rest.
Lead the Charge
At 10th level, you become effective at leading charges into battle. In order to use this ability, you must move at least 20ft in a straight line before making a melee attack in the same turn. When you do, each of your melee attacks this turn deal an extra 1d6 damage. Each creature you choose within 30ft that can see and hear gains an extra 1d6 to each of their melee attacks as long as they move at least 20ft in a straight line on their next turn. Once you use this ability, you can't use it again until you finish a short or long rest.
Rally the Routed
Starting at 15th level, you can spend your action to rally your allies and bolster their spirits. You choose any number of creatures other than yourself within 30ft. than can see or hear you. Each creature chosen this way loses the Frightened condition and gains hit points equal to two times your character level. Once you use this ability, you can't use it again until you finish a long rest.
Focus Fire
At 18th level, your ability to lead everyone is practically unparalleled. As an action, you choose one target within sight. All other creatures within 120ft that can see or hear you may use their reaction to make one attack against the chosen target (they must already be in range). They gain a bonus to the attack and damage roll equal to your Charisma modifier. Once you use this ability, you can't use it again until you finish a long rest.
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