Fighter
Base Class: Fighter

Your ability to lead others to victory is a direct result of your history. You could be a minor warchief looking to make a name for yourself, a pious knightcommander on leave from your militant order, a youthful noble eager to apply years of training to life outside the castle walls, a calculating mercenary captain, or a courageous marshal of the borderlands who fights to protect the frontier. Regardless of your background, you are a skillful warrior with an uncanny gift for leadership. The weight of your armor is not a hindrance; it is a familiar comfort. The worn weapon grip molds to your hand as if it were a natural extension of your arm. It’s time to fight and to lead.

-4e PHB

Astute Commander

Starting at 3rd level, your innate battle sense, tactical mind, and combat experience begin to work together seamlessly, allowing you to survey the field of battle for weaknesses in the defenses of your allies and enemies. When you take the Attack action during your turn in combat, you can substitute any number of your attacks for the following abilities.

  • Commander's Strike: Target creature that can see or hear you may use its reaction to make one weapon attack against a target within its range. It adds your Intelligence Modifier to the damage of the attack.
  • "Watch Yourself!": Target creature that can see or hear you gains temporary hit points equal to your Intelligence Modifier and may use its reaction to immediately take the Dodge action until the start of its next turn.

Field Marshal

At 7th level, you become a master at the logistics of moving, housing, and feeding an army. You become proficient in survival. Your party, mounted or on foot, moves at the speed of its fastest member instead of its slowest. Each night you can organize a proper camp and guard rotations. Creatures that stay up to keep watch cannot be surprised, and your party has advantage on saving throws made to resist adverse effects from terrain, climate, and overexertion while traveling with you.

Troop Deployment

Beginning at 10th level, your experience in command affords you the ability to issue orders as quickly and decisively as you can think them. So long as you are not surprised, you can reposition your allies before engaging the enemy. Immediately after initiative is rolled, choose a number of unsurprised creatures up to your Intelligence modifier that can see or hear you (you can include yourself). These creatures can immediately move up to half their speed before the first round of combat.

Accomplished Tactician

At 15th level, your tactical mind sharpens. As a result, your ability to pick out weaknesses in an enemy's defenses shifts from reactionary to anticipatory in nature, allowing you to give more detailed commands and encouragement to your troops. When substituting an Attack with the Commander's Strike ability, you may choose one of the following effects to augment the ability.

  • "It's Just A Flesh Wound!": Regardless of whether the attack hits, the target of this ability can immediately roll one unspent Hit Die to regain hit points, adding their Constitution Modifier and your Intelligence Modifier to the healing.
  • "Make Haste!": The target of your Commander's Strike can move up to half their movement without provoking attacks of opportunity, and can choose to move before or after making the attack.
  • "Find Their Weakness!: The target of your Commander's Strike does not need to use their Reaction to make the extra attack. A creature that benefits from this ability cannot be the target of another Commander's Strike until the start of your next turn, though you may still benefit from the "Watch Yourself!" command.
  • "None Shall Pass!": The target of your Commander's Strike makes a Grapple attack, adding your Intelligence Modifier to the result of subsequent skill check.
  • "Together As One!": If the target if your Commander's Strike is flanking the creature it attacks, it knocks its target prone if the attack is successful.
  • "Never Surrender!": If the target of your Commander's Strike is under the effects of a Condition or Spell that allows for a saving throw to end the effect, that creature can immediately make a saving throw to end the effect. If successful, it may then use its Reaction to make a weapon attack with disadvantage if able, adding your Intelligence Modifier to the attack's damage. Only a single detrimental effect can be ended for each use of this ability.

The Art of War

Your Warlord abilities are at their prime! At 18th level, your ability to read the field of battle has progressed to the point where you're able to find safe opportunities for your allies to weave additional spells into combat. Once on each of your turns, you may use your Commander's Strike ability to allow its target to cast a single cantrip instead of making a weapon attack. The target cannot benefit from your Accomplished Tactician class feature when casting a cantrip this way.

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