Fighter
Base Class: Fighter

Tacticians use their superior intellect and knowledge of war to command warriors on the battlefield, turning the tide of battle and leading their allies to victory.

Tactical Edge

Starting at 3rd level, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Battlefield Supremacy

When you choose this archetype at 3rd level, you learn battlefield commands that may be used in place of your attacks. When you take the Attack action, you may expend a use of your Battlefield Supremacy to gain a bonus equal to your Intelligence modifier to either a weapon attack roll or a weapon damage roll that you make during that turn. When you use your Battlefield Supremacy, you may also replace any number of your attacks with one or more commands to your companions. Each command costs a certain number of attacks to use. You may not give the same command more than once to the same companion during a single use of Battlefield Supremacy. You can use your Battlefield Supremacy a number of times equal to your proficiency bonus. You regain use of your Battlefield Supremacy after a short rest.

You may prepare a number of commands from the Tactician battlefield command list equal to 3 + half your fighter level, rounded down.

You may change your list of prepared commands when you finish a long rest.

Battlefield Commands

The commands are presented in alphabetical order.

Adjust Aim (2 attacks)

Choose an ally that can hear you. They may reroll any attack roll they make before the end of your next turn, gaining a bonus to that roll equal to your Intelligence modifier.

Arcane Command (4 attacks)

Choose an ally that can hear you. That ally may immediately use their reaction to cast a spell.

Arcane Strike (3 attacks)

Choose an ally that can hear you. That ally may immediately use their reaction to cast a cantrip.

Bolster (1 attack)

You may use the help action.

Brazen Defiance (4 attacks)

All allies that can hear you may choose to reroll a saving throw they fail once before the end of your next turn.

Charge (2 attacks)

An ally that can see or hear you may immediately use their reaction to move up to their speed towards a target of your choosing and make a melee attack against that target.

Embolden (2 attacks)

Choose an ally that can hear you. That ally is immune to being frightened until the end of your next turn. If they currently have the frightened condition, it is suppressed until the end of your next turn.

Focus Fire (4 attacks)

Make a weapon attack against a target. All allies that can see and hear you may then immediately make a single weapon attack against that target. They all gain a bonus to attack and damage rolls equal to your Intelligence modifier.

Hold On (1 attack)

Choose a dying ally within 30 feet. They may skip making a death saving throw on their next turn.

Lay Low (1 attack)

Choose an ally who can hear you. They may immediately use their reaction to take the hide action, gaining a bonus to their stealth roll equal to your Intelligence modifier.

Lead by Example (2 attacks)

Choose an ally that can see and hear you and make a weapon attack against a target. If you hit, the chosen ally may use their reaction to immediately make a weapon attack against the target. The hit is a crit if the value they roll on the d20 is greater than or equal to your attack roll.

Recalibrate (2 attacks)

You may increase or decrease an ally's initiative by a value up to your Intelligence modifier.

Stand Ground (3 attacks)

Choose an ally that can hear you. Until the end of your next turn, that ally cannot be reduced to 0 hit points.

Steel Resolve (3 attacks)

Choose an ability. All allies that can hear you gain a bonus to saving throws with that ability equal to your Intelligence modifier until the end of your next turn.

Take Cover (1 attack)

Choose an ally who can hear you. They gain a bonus to their AC equal to your Intelligence modifier until the end of your next turn.

Take Position (1 attack)

Choose an ally who can see and hear you. They may immediately use their reaction to move their movement speed. If they are prone, they may stand up. During this movement, they gain a bonus to their AC equal to your Intelligence modifier.

Take the Offensive (1 attack)

Choose an ally who can hear you. They gain a bonus to attack and damage rolls equal to your Intelligence modifier until the end of your next turn.

Target Weakness (3 attacks)

Choose a target. Once per turn, the chosen target takes extra damage equal to your Intelligence modifier from an attack by an ally that could see and hear you when you specified the target. This lasts until the end of the target's next turn.

Brace for Attack

Starting at 7th level, as a bonus action on your first turn of combat you may call out to your comrades to prepare for battle. You and any allies who can hear you within 30 feet may immediately use their reactions to don a shield and make one object interaction.

Rallying Cry

Starting at 10th level, when you use your Second Wind, allies within 30 feet of you that can hear you gain temporary hit points equal to half of the hit points you regained.

Practiced Commands

Starting at 15th level, when you issue a command that requires a companion to use their reaction, you may use your own reaction instead.

Take Charge

At 18th level, when you are first in initiative order, as an action you may grant an extra turn to an ally within 30 feet of you who can see and hear you. That extra turn occurs on the same initiative count as yours.

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