Fighter
Base Class: Fighter

Skilled tacticians, leaders, and warriors, Commanders are often the glue that holds a party together. Fighters of the Commander archetype are known for their coordination and understanding of the battlefield. They are charismatic, tactical, and organized.

Commanders use teamwork to enhance the combat action economy of their party, sometimes sacrificing their own actions to grant their allies openings in battle. Often, a pre-planned course of action requires careful coordination to pull off, and Commanders are there to make it happen.

 

Bolstered Teamwork

Beginning at 3rd level, when a creature you can see within 15 ft of you reaches 0 hit points, you can use your reaction to inspire it and immediately restore a number of hit points equal to your charisma modifier (minimum 1). You can use this once per short rest. Number of uses increases to 2 at 7th level, 3 at 10th, and 5 at 18th.

Inspiring Leadership

Also at 3rd level, you can guide and inspire others. You learn the guidance and resistance cantrips. Charisma is your spellcasting ability for these spells. 

Additionally, you gain proficiency in persuasion or intimidation.

Intimidation

Gain proficiency in intimidation.

Persuasion

Gain proficiency in persuasion.

Tactical Assistance

Starting at 7th level, when a willing creature within 30 ft hits with a weapon attack, you can use your reaction to direct your ally, allowing them to add your charisma modifier to the damage roll for that attack. You can do this a number of times per short rest equal to your proficiency bonus.

Additionally, when you roll initiative, you may add or subtract your charisma modifier to the roll.

Combat Rush

Beginning at 10th level, when you action surge, you may choose an ally within 10 ft of you. That ally may use its reaction to make a single attack or move up to half its speed without triggering opportunity attacks.

Additionally, when you take the attack action, you may forgo one of those attacks and command an ally to join you. A willing creature you choose within 10 feet may use their reaction to make a single weapon attack immediately. You may do this a number of times equal to your proficiency bonus + your charisma modifier per short or long rest.

Also, you gain expertise in persuasion or intimidation.

Intimidation

Gain expertise in Intimidation

Persuasion

Gain expertise in persuasion.

Inspiring Support

Starting at 15th level, using second wind grants a number of temporary hit points to any creatures you choose within 10 feet of you equal to your charisma modifier + your constitution modifier.

Additionally, as a reaction when a creature you can see is forced to make a saving throw, you can expend one use of Indomitable to grant that creature advantage on the save.

Lastly, you can take the help action as a bonus action on your turn.

Extreme Cooperation

Beginning at 18th level, when you roll initiative, you may choose a number of creatures within 15 feet of you equal to your proficiency bonus. Each creature you choose gains temporary hit points equal to your charisma modifier x 5.

Additionally, as an action, you can command all of your allies to strike in unison. Choose up to five willing creatures that can see or hear you. A chosen creature can use its reaction to take an action or bonus action immediately, targeting a creature or location you choose. You may use this action a number of times per long rest equal to your charisma modifier.

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