I found a role that could fit for battle master or mastermind, but not perfectly. Fighters are mostly about individual skill, but what about a fighter that specializes in leading others into battle? The commander would basically be a fighter subclass where you are constantly changing the battlefield. This could mean having your teammates attack, reposition, etc. It will be a support fighter, not a damage one. This is the brief description:
"Most fighters are mighty combatants on the physical level, skill with a blade propelling them forward against all opposition. However, there are a few who have chosen not to master the weapon, but the art of war itself. Generals of endless armies, admirals of pirate kingdoms, hunters of wild tribes, and world conquerors. Are all commanders. Commanders find themselves overseeing vast conflicts, bloody battlefields, and immense city states. Their choices dictate who lives and who dies. The burden of leadership is difficult, but those who rise to overcome those difficulties go down in history. All commanders are tacticians, constantly seeking out advantages and disadvantages in combat."
These are a few of the features I have made so far:
3rd Level: Tactician
When you choose this archetype at 3rd level, you gain proficiency in Deception, Insight, and Investigation if you don't already have them. You also gain proficiency in one gaming set of your choice. (May include expertise later)
7th Level: Battle Planner
Before combat starts, you can make a special check called a command check to determine possible outcomes and plan for the future. To make a command check, you must know who or what you will be fighting. You cannot make a command check against an unknown target. It consists of three checks: Intelligence (Investigation), Wisdom (Insight), and Charisma (Deception), with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in planning battles lies in knowing or not knowing your opponents, so your DM should base the difficulty of these checks on your knowledge your adversary, their knowledge of you, and the Intelligence, Wisdom, and Charisma scores of your adversary. Making this check takes an hour, and can be done during a short rest. For each additional hour and 50 gp that you spend making this check, there is a 20% chance of getting an additional +1 bonus your rolls. The check will remain affective for 7 days, or until you start another or when the circumstances of battle change. Once you roll initiative, your DM will tell you the results of your check:
Command Check Results:
RESULT
VALUE
0 successes, failed by 3 or more
Your predictions were wrong. You and your companions have disadvantage on attack rolls for 1 minute.
0 successes
You were unable to achieve any advantages.
1 success
You managed to discover something interesting. You and your allies can't be surprised
2 successes
You were able to uncover more about your opponent's tactics. You and your allies can't be surprised, and your enemies can't get advantage on attack rolls for 1 minute
3 successes
You have predicted your enemy. You and your allies can't be surprised, and your enemies get disadvantage on attack rolls for 1 minute.
3 successes, succeeded by 3 or more
You perfectly molded the battlefield. You and your allies can't be surprised and have advantage on attack rolls for 1 minute. Your enemies get disadvantage on attack rolls for 1 minute
Potential Class Features:
1: Action surge can affect allies (temporary hitpoints or extra damage)?
2: Bonus action to command ally (or allies) to use reaction to move up to half speed with no opportunity attacks + dodge, attack (one attack), help, use object, or cast spell (bonus action casting time)
3: In game insight/investigation/deception checks that will carry a special effect.
4: Limited use point system that all abilities will follow: make sure to distinguish from superiority dice.
What class features should I use for this? Remember I am trying to be support based. Include anything you would use in the comments!
I found a role that could fit for battle master or mastermind, but not perfectly. Fighters are mostly about individual skill, but what about a fighter that specializes in leading others into battle? The commander would basically be a fighter subclass where you are constantly changing the battlefield. This could mean having your teammates attack, reposition, etc. It will be a support fighter, not a damage one. This is the brief description:
"Most fighters are mighty combatants on the physical level, skill with a blade propelling them forward against all opposition. However, there are a few who have chosen not to master the weapon, but the art of war itself. Generals of endless armies, admirals of pirate kingdoms, hunters of wild tribes, and world conquerors. Are all commanders. Commanders find themselves overseeing vast conflicts, bloody battlefields, and immense city states. Their choices dictate who lives and who dies. The burden of leadership is difficult, but those who rise to overcome those difficulties go down in history. All commanders are tacticians, constantly seeking out advantages and disadvantages in combat."
These are a few of the features I have made so far:
3rd Level: Tactician
When you choose this archetype at 3rd level, you gain proficiency in Deception, Insight, and Investigation if you don't already have them. You also gain proficiency in one gaming set of your choice. (May include expertise later)
7th Level: Battle Planner
Before combat starts, you can make a special check called a command check to determine possible outcomes and plan for the future. To make a command check, you must know who or what you will be fighting. You cannot make a command check against an unknown target. It consists of three checks: Intelligence (Investigation), Wisdom (Insight), and Charisma (Deception), with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in planning battles lies in knowing or not knowing your opponents, so your DM should base the difficulty of these checks on your knowledge your adversary, their knowledge of you, and the Intelligence, Wisdom, and Charisma scores of your adversary. Making this check takes an hour, and can be done during a short rest. For each additional hour and 50 gp that you spend making this check, there is a 20% chance of getting an additional +1 bonus your rolls. The check will remain affective for 7 days, or until you start another or when the circumstances of battle change. Once you roll initiative, your DM will tell you the results of your check:
Command Check Results:
Potential Class Features:
1: Action surge can affect allies (temporary hitpoints or extra damage)?
2: Bonus action to command ally (or allies) to use reaction to move up to half speed with no opportunity attacks + dodge, attack (one attack), help, use object, or cast spell (bonus action casting time)
3: In game insight/investigation/deception checks that will carry a special effect.
4: Limited use point system that all abilities will follow: make sure to distinguish from superiority dice.
What class features should I use for this? Remember I am trying to be support based. Include anything you would use in the comments!
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.