Fighter
Base Class: Fighter

Spirit Commanders are an uncommon breed of fighter, it is rare to find a creature that marries a proclivity to leadership, martial prowess and spiritual attunement as competently as those that pursue the Spirit Commander Archetype. There is no defined way to form a link with warrior spirits sympathetic to a fighter, some spirits may be impressed with a fighter's heroics on the battlefield and want to revel in their glories, some may be yearning to feel the rush of battle once more and bind themselves to a fighter in order to realize this or some might be ancient ancestral protectors sworn to defend a family line even beyond the confines of death. 

Having such an arsenal behind them, Spirit Commanders may turn their focus away from honing their abilities in combat, instead concentrating on learning the history of the warriors they call upon or improving their tactical wit. This process creates versatile fighters who may always find a way to prevail in or out of combat.

Tactical Manipulation

At 3rd level, your intense study of historical warriors and battles has lead to you becoming acutely aware of what is going on around you. Simultaneously you have gained the ability to convince ancient warriors to come to your aid in battle — You  gain proficiency in both the History and the Persuasion skills, and you may add your Charisma modifier to initiative rolls.

Call to Arms

At 3rd level, you learn to call upon the souls of ancient warriors to aid you in battle. As a bonus action you can call forth a warrior or warriors to aid you in combat. When you gain this feature, you learn two Call to Arms Warrior Types of your choice (see “Call to Arms Warrior Types” below).

Once per turn before or after you take your action you may use a bonus action to summon a spectral warrior. This spectral warrior must be of a type that you have selected from this class feature. You gain 3 uses of this feature and regain all spent uses when you complete a short or long rest. You decide the aesthetic qualities of the summoned warriors but their function remains the same.

If a warrior type effect requires a saving throw, your Call to Arms save DC equals 8 + your proficiency bonus + your Charisma modifier. 

You gain an additional Call to Arms Warrior type of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Any Bludgeoning, Piercing or Slashing damage dealt by this class feature is considered magical for the purposes of overcoming resistances.

Battlefield Control

At 7th level you are able to forgo your own actions in order to help your allies reach beneficial positions on the battlefield. As an action you may choose a number of creatures equal to your Charisma modifier, each creature may immediately move up to its movement speed without provoking attacks of opportunity provided they can move from their current location. 

Any creatures affected by movement restricting effects or conditions are unaffected by this ability.

You gain two charges of this ability at 7th level and regain all expended uses when you complete a short or long rest.

Greater Fortitude

At 10th level you have realized the importance of keeping a clear head in combat. Choose from Intelligence, Wisdom or Charisma. You gain proficiency in saving throws of the chosen type.

Charisma

You gain proficiency in Charisma saving throws.

Intelligence

You gain proficiency in Intelligence saving throws.

Wisdom

You gain proficiency in Wisdom saving throws.

Show of Force

At 15th level your abilities to manipulate combat to your advantage has become well renowned in both the world of the living and the dead. Whenever you use your Call to Arms feature you can choose to summon two battalions with the same use. You decide whether the battalions are the same or different types and if they can be commanded after summoning you may control them with the same action or bonus action.

Additionally, whenever you roll initiative and have no uses of Call to Arms remaining, you regain one use. 

Parting Shot

At 18th level whenever you activate your Battlefield Tactics feature, each affected creature may make a single weapon attack against an enemy within 5ft of their location before moving.

Call to Arms Warrior Types

The Call to Arms feature lets you choose from a list of certain warrior options for use at certain levels. The options are presented here in alphabetical order. You learn two options at 3rd level and one additional option at 7th,10th,15th and 18th level.

If an option requires a saving throw, your Call to Arms save DC equals 8 + your proficiency bonus + your Charisma modifier. 

 Whenever you learn to call a new warrior type forth, you may also replace one previously known warrior type with a new selection.

Clearing Phalanx

A Phalanx of spectral Spear and Shield wielding Hoplites clear you space on the battlefield. When you activate this feature you are surrounded by a ring of warriors that charge outwards, attempting to push back and damage enemies. Each enemy within a 15ft radius of you must make a dexterity saving throw against your Call to Arms save DC or take 1d6 damage and be pushed directly away from you until they are no longer within the radius. On a successful save, the creature takes no damage but is still pushed back. 

At 10th and 18th level, the damage increases by an additional d6.

You see old friend? I brought more soldiers than you did.

Longbow Volley

You call upon a group of ancient bowmen to rain down fire on a location of your choice.

Choose a location within 100ft, all creatures within a 20ft wide and 30ft tall cylinder must make a dexterity saving throw. Taking 2d8 magical piercing damage on a failed save or half as much on a success. Until the start of your next turn the area of effect becomes difficult terrain for any creatures passing over it. 

As your level in this class increases, more archers rally to your cause, the piercing damage increases to 4d8 at 10th level and 6d8 at 18th level.

Nock. Draw. Loose.

Loyal Squire

An Ethereal Shieldbearer protects you from attacks. For a number of rounds equal to your Charisma modifier you gain a +1 bonus to your Armor Class as the Squire guards you from attack.
Additionally the Squire can take damage meant for you, whenever you are hit by a physical attack, as a reaction your Squire takes the damage for you. Your squire has a number of hit points equal to twice your fighter level if your Squire is reduced to 0 hit points it fades away.

At 10th level the AC bonus increases to +2 and at 18th it increases to +3.

I would stand at his back, that the world might never overtake us.

Shadow Mount

An ethereal yet tangible steed of famous reputation rises from the ground beneath you, you may mount the steed as part of the same bonus action you used to call it. The Steed remains for 8 hours or until you dismiss it again with a bonus action.

The mount uses the statistics of a Warhorse as found in the Dungeon Master's Guide but you may determine it's appearance as you see fit. The steed has a saddle and saddlebags that you can use for storage (See Warhorse stats for carrying capacity). If your mount is slain or dismissed whilst carrying any items in it's saddlebags they are safely deposited on the ground where the steed was located.

He who wishes to travel far spares his steed.

Shield Charge

 You call forth three heavily armored knights wielding impressive tower shields. You decide the aesthetic qualities of all called warriors.

These knights charge forward from your location in a 15ft wide and 30ft long line knocking down and trampling anything in their path before fading back into the beyond. Any huge or smaller hostile creatures in the area of effect must make a Dexterity Saving Throw or take 1d8 bludgeoning damage and be knocked prone. A creature making a successful save takes half damage and is not knocked prone.

The damage die for this feature increases by one additional d8 at 10th and 18th level. 

If you don't have faith for a shield, an actual shield is a good substitute.

Standard Bearer

You summon an inspiring standard bearer to bolster you and your allies. When you call forth this warrior they match your movement projecting an aura that improves the longevity and offensive capabilities of your allies.

A 15ft radius aura centered on you shimmers into existence, any creature within the aura gains temporary hitpoints equal to half your fighter level rounded down. Additionally, until the start of your next turn, whenever your allies within your aura deal damage, they may deal 1d4 extra damage. This damage must be the same type as the triggering damage.

The additional damage scales, increasing to 2d4 at 10th level and 3d4 at 18th level.

 A day may come when the courage of Men fails, when we forsake our friends, and break all bonds of fellowship, but it is not this day.

Watchful Sentry

When you choose to call upon a Watchful Sentry, a non combative spirit comes to your aid, calling out enemy movements. This warrior has effects inside and outside of combat as listed below.

In Combat

In combat the sentry appears for a number of turns equal to your Charisma Modifier and grants you the ability to make perception checks as a bonus action on your turn. Additionally, the Sentry calls out enemy movements for you and your allies allowing you to predict enemy attacks. Whilst the Sentry is active enemies have disadvantage when taking opportunity attacks against you or creatures friendly towards you.

Outside of Combat 

You may summon the Sentry whilst outside of combat. When you do so the Sentry lasts for 8 hours and will patrol and watch over an area of your choice, telepathically alerting you to any presence it detects. Whilst summoned like this, the Sentry uses your Perception and passive Perception scores. 

A Sentry summoned in this way dissipates when you roll initiative for any reason.

Night gathers, and now my watch begins.

Whirling Dervish

A Whirling Dervish dressed in light chain armor and wielding two scimitars emerges from the ground in a 5ft wide and 15ft long line spinning through any hostile creature in its path before fading away. Any creatures that the Dervish moves through must make a Constitution saving throw or take 1d6 magical slashing damage and be stunned. On a successful save the creature takes half damage and is not stunned. A stunned creature may repeat the saving throw at the end of it's turn, ending the condition on a success.

At 10th and 18th level the damage dealt by the dervish increases by 1d6.

I know it is a dance, but surely you can imagine the damage if we gave him some loose fitting chain mail and a few swords.

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