Fighter
Base Class: Fighter

The role of the archetypal Commander is that of a leader, bringing more out of their team than their individual prowess. The Commander is a catalyst, bringing their awareness, knowledge, experience, and talent to any situation, and most importantly, sharing these with their followers and companions.

A commander may lead from the front, or prefer to stay behind the lines. Whichever form their leadership takes, their force of will and battle power lend themselves to any situation.

Leader's Guidance

Starting at 3rd level, you and any allies within 30ft can add your charisma modifier to their initiative rolls, Perception checks, and Insight checks.

Commanding Presence

When you choose this archetype at 3rd level, you learn commands that are fueled by special dice called command dice.

Commands. You learn three commands of your choice, which are detailed under “Commands” below. You learn two additional commands of your choice at 7th, 10th, and 15th level. Each time you learn new commands, you can also replace one command you know with a different one.

Command Dice. You have four command dice, which are d8s. A command die is expended when you use it. You regain all of your expended command dice when you finish a short or long rest. You gain another command die at 7th level and one more at 15th level.

Saving Throws. Some of your commands require your target to make a saving throw to resist the command’s effects. The saving throw DC is calculated as follows: Command save DC = 8 + your proficiency bonus + your Charisma modifier.

Commands

The commands are presented in alphabetical order.

Ambush Command

When you or an ally that can see or hear you makes a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.

Bravura Command

When an ally who can see or hear you makes a weapon or spell attack roll, you may spend one Command die to give them one extra attack.

Commander's Strike

You may use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately make one weapon attack, adding the superiority die to the attack’s damage roll.

Distracting Command

As a reaction, when a hostile creature that you can see or hear makes an attack, you can spend your reaction and one superiority die. The creature must make an Intelligence saving throw or have disadvantage on all attacks until the end of it's next turn.

Inspiring Command

When you end your turn, you may roll a number of Command die. Any allies who can see or hear you regain hit points equal to the total plus your Charisma modifier.

Last Stand

When an ally you can see or hear drops to 0 hit points, you may spend your reaction to roll one command die. They immediately regain the rolled number of hit points instead of falling unconscious.

Opportunity Command

When a creature you can see moves into the reach you or an ally have with the melee weapon being wielded, you can use your reaction to expend one superiority die and have you or the ally make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.

Parry Command

When an ally who can see or hear you is hit by an attack, you may roll one Command die and add the result to their AC against the triggering attack.

Resourceful Command

When an ally who can see or hear you hits with an attack, you may roll one Command die and add the result to the damage dealt.

Skirmishing Command

At the end of another creature's turn, you can spend one Command die to allow one creature of your choice that can see or hear you to immediately move up to ten feet. This movement does not reduce their movement allowance, and does not trigger opportunity attacks.

Tactical Command

When an ally who can see or hear you makes an attack roll, you can roll one Command die and add the result to their attack roll.

Commander's Protection

Starting at 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Improved Commanding Presence

At 10th level, your command dice turn into d10s. At 18th level, they turn into d12s.

Burden of Command

Starting at 15th level, when you roll initiative and have no command dice remaining, you regain one command die.

Improved Commanding Presence

At 18th level, your command dice turn into d12s.

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