Base Class: Fighter
Those who are trained in the school of battlefield command understand that a battle is not won by skilled individuals, but by coordinated teams. Communication, coordination and cooperation are essential to the success of a team. Through their extensive study of history, strategy, war and group dynamics, battlefield commanders are able to forge the individuals on their team into a unified and unbeatable battle unit.
Tactics
You learn two tactics of your choice at 3rd level. You learn two additional tactics at 7th, 10th and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one
Battle Cry
As a Bonus Action, you can issue a command in the form of a fierce battle cry. All creatures within a 20ft. radius of you must succeed a Wisdom saving throw against your save DC or be frightened of you until beginning of your next turn
Battle Orders
At the beginning of combat, as a Reaction, you can issue a command to swap the initiative scores of two allies. Alternatively, on your turn as a Bonus Action, you can issue a command to bring an ally into initiative after you, granting them one additional action.
Critical Strike
As a reaction, you can to issue a command to convert one ally's attack roll of 19 (without modifiers) into a critical hit.
Defend
As a reaction, you can to issue a command to enable an ally within 30ft to strengthen their defenses, granting them +3 bonus to their AC against one oncoming attack you can see.
Defensive Formation
As a Bonus Action, you can issue a command to grant all allies in a 10ft radius around you +2 bonus to their AC till the beginning of your next turn.
Offensive Formation
As a Bonus Action, you can issue a command to grant all allies in a 10ft radius around you +2 bonus to their attack rolls and an additional 1d4 damage die till the beginning of your next turn
Offensive Strike
As a reaction, you can to issue a command to grant one ally you can see upto 30ft away a +3 bonus to their roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses
Rally Cry
As a Bonus Action, you can issue a command to inspire your allies. All allies who can hear you regain 1d6hp
Retaliate
As a reaction, you can issue a command to enable an ally within 60 ft. to make a strike at an enemy if you see the enemy attack successfully hit them
Taunt
As a Bonus Action, you can attempt to taunt a creature into attacking only you. The target must succeed an Insight check against your save DC or have disadvantage imposed to hit any creature apart from you till beginning of your next turn
Terminal Strike
As a reaction, you can issue a command to enable one successful attack roll that you can see of an ally within 60ft. to use max dice damage.
Command
You have the ability to issue two commands, which are expended when you use them. You regain all of your expended commands when you finish a short or long rest. You gain the ability to issue one additional command at 7th, 10th and 15th level.
Tertius
At 3rd level, as a battlefield commander, you can add your intelligence modifier to your Initiative score. You also gain proficiency in History and Intimidation.
Saving Throws
The save DC for your tactics is 8 + your intelligence modifier + your proficiency modifier.
Septimus
At 7th level, any allies within 10ft of you have advantage on saving throws against being frightened.
Decimus
At 10th level, any allies within 5ft of you gain advantage on attacking an enemy that you are engaged with.
Quindecimus
At 15th level, any allies within 10ft of you gain advantage on all saving throws.
Octodecimus
At the 18th level, double the amount of commands you can use per short rest
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