Fighter
Base Class: Fighter

The Knights of Cinderwood are renowned for their tactical brilliance and battlefield leadership. They were instrumental in breaking the siege of Iskandar during the Fiend Wars. 

Shrewd Tactician

3rd-level Cinderwood Knight feature 

You cleverly manoeuvre your comrades about the battlefield while directing their attacks. As a bonus action, you can execute one of the following tactics. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. 

Battleline Shift 

All allied creatures within 30 feet that can hear you can use their reaction to immediately move 5 feet without provoking opportunity attacks. Two adjacent creatures can use this tactic to swap position, so long as they are both within 30 feet of you. 

Bolster Morale 

You end the frightened condition on one ally within 30 feet that can hear you. 

Directed Strike 

Choose one ally within 30 feet that can hear you. That creature can add a d8 to the next weapon attack roll it makes before the start of your next turn. If the attack hits, it does one additional weapon dice of damage 

Hold the Line! 

You and all allied creatures within 5 feet of you gain a +2 bonus to your AC until the start of your next turn, provided none of you move. 

Pack Tactics 

You and all allied creatures within 5 feet of you can add +2 to the next melee weapon attack roll you make before the start of your next turn. 

Swift Redeployment 

Choose one ally within 30 feet that can hear you. That creature can immediately use its reaction to move up to half its speed without provoking opportunity attacks. 

Natural Leader

7th-level Cinderwood Knight feature 

You are used to giving orders and people tend to do what you say. Whenever you make a Charisma (Persuasion) check, you can treat a d20 roll of 9 or lower as a 10. 

Heroic Surge

10th-level Cinderwood Knight feature 

Your inspiring words encourage a comrade to push beyond normal limits. As a bonus action, choose one ally within 30 feet that can hear you. That creature can immediately take an action, which is in addition to their regular action this round. Once you use this feature, you can’t use it again until you finish a short or long rest. 

Fight On!

15th-level Cinderwood Knight feature 

Your timely warning enables a comrade to avoid a grim fate. When an allied creature within 30 feet that can hear you is reduced to 0 hit points but not killed outright, you can use your reaction to allow that ally to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest. 

Victorious Assault

18th-level Cinderwood Knight feature 

You urge your comrades to make a battle-defining all-out assault. As a bonus action, choose 3 allies within 30 feet that can hear you. Those creatures can use their reaction to make one weapon attack. Once you use this feature, you can’t use it again until you finish a short or long rest. 

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