Fighter
Base Class: Fighter

The world has never been short of battles and where there are battles there are armies. An army without a leader is a rabble. Every army needs a capable General and that is what you were. You served in an army for many years, climbing to a very senior position before retiring. Now you use the wide range of skills you learned in the army to benefit yourself and those who fight alongside you.

Army Intelligence

Starting at level 3, when you choose this Martial Archetype, you can assess the battlefield quickly. At the start of a fight you can use a bonus action to assess which creature is likely to be the greatest and the smallest challenge for you and your party.  The DM must be honest in their answer although they are able to reply at their own discretion based on any effects that may cloud your understanding such as illusion magic. You can use this feature a number of times equal to your proficiency bonus. You get all expended uses back on a long rest.

Strategic Deployment

Starting at Level 7 you can organise your army into better strategic positions at the start of a battle. When entering initiative you grant your fellow fighters the ability to get into a strategic position quickly. Choose a number of allies around you equal to your Fighter Level divided by 2 (minimum of 1) and roll a d6. Each ally receives a bonus to their initiative equal to the result of that roll.

You can use this feature a number of times equal to your Proficiency Bonus and you get all expended uses back on a long rest.

Improved Strategic Deployment

Starting at level 10, upon entering initiative you are able to give one order to your army and the same allies from your Strategic Deployment can also move up to half their movement immediately and before combat begins. This is as well as the benefits they already get from Strategic Deployment. Each ally that uses this movement cannot take reactions until their first turn. This movement is not possible if the party is surprised.

You can use this feature a number of times equal to your Proficiency Bonus and you get all expended uses back on a long rest.

Commander

During battle you have an excellent oversight of the battle and can ensure it runs according to your plans. You gain proficiency in the Perception skill. If you already have proficiency in this skill then you instead gain Expertise.

Also you can react quickly during combat to counter the enemy's gains through your successful battle planning.

When an ally that is within 30 feet of you misses an attack or fails a saving throw you can shout a new command to them, enabling them to reroll the attack roll or saving throw.  They must use the result of the new roll.

Supreme General

Under your watch your army will not be defeated.

At any time during battle you can call on your troops to go beyond their normal abilities. To push hard for one massive push against the enemy.

One time per encounter you can use your action to give the Final Push order which grants advantage to a number of allies up to your proficiency bonus.  This advantage is for the next attack, check or saving throw the ally makes before the start of your next turn.

You can use this feature once per day and it can only be regained through a long rest.

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