Fighter
Base Class: Fighter

The Commander is a fighter subclass designed to enhance the capabilities of their allies.  By issuing Orders during battle, The Commander can hope to turn the tide in their favour.

Orders

At Level 3 as a bonus action you gain the ability to issue an Order to a limited number of allies (you cannot provide the benefits of an order to yourself at this time).

The Orders available to you are:

Advance / Retreat - the base movement of the ally is increase by 10 feet and you can disengage as a bonus action.

Hold - the armour class and saving throws of the ally is increased by 1.

Strike - the attack and damage rolls of the ally is increase by 1.

Brace - you are immune to being knocked prone or pushed / shoved and you can use a reaction to make one melee attack against an opponent who has attacked you.

The Order lasts until the start of your next turn.  The ally must be visible, able to hear you and understand the language you issued the Order in.

You gain a number of Orders equal to your level.  These are replenished after a long rest.

You can only effect a total number of allies equal to your Charisma modifier (minimum of 1).  You can only issue one type of Order per round.

Example - a 9th level Commander with charisma 16 (+3 modifier) can issue 9 Commands per long rest.  They can effect up to 3 allies per round.  The Commander initially commands three allies to Strike, then Advance and then Defend.  This uses up all of their 9 Commands (1 order per ally per round).

 

A Student of War

At Level 7 you have spent as much time in the library as on the training ground.  You have worked hard to know, not just the tactics of many nations and beasts, but also what drives them.

If you are not proficient in history, you become proficient.  If you have history proficiency, you gain expertise.

Where you complete a successful history check to understand a person, creature or group; you gain advantage on the first of any social interaction roll (intimidation, persuasion or deception) due to your knowledge of their tactics.

 

Warning

At Level 10, as you watch the battlefield your mind remains open to the dangers your allies face.  As you see one of your allies about to be struck, you call out a warning giving them a chance to save themselves.......

You can use your indomitable class ability (if you an unspent use) as a reaction on an ally that you can see, can hear you and understands the language you speak.  However, when using it on an ally you can use it to help them in the following ways: you can let them re-roll an attack roll, saving throw or you can force an enemy to re-roll an attack roll that struck them.

Cohesive Unit

At Level 15 if all the allies who are impacted by an Order are within 10 feet of you, the following occurs:

1. You gain the impact of the Order on yourself;

2. The power of the Order is doubled in effect i.e. Hold increases AC and Saving Throws by 2, Advance / Retreat allows 20 feet of additional movement per move (along with the disengage ability), Strike increases attack and damage rolls by 2 and Brace allows you to make two reaction attacks on anyone attacking you;

3. The Order lasts until the end of your next turn.

The moment any ally who is impacted by a Command moves more than 10 feet away from you, you lose the benefit of the Command effect and they no longer receive the enhancement (although the normal order effect is still in place until the start of your next turn).

Last Hurrah

At Level 18 you can choose to trigger your second wind ability as a reaction and it will also heal anyone currently impacted by an Order.

Previous Versions

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2/25/2021 2:15:02 PM
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