Base Class: Fighter
Commanders are warriors who hail from all corners of life. Pledged to protect their troop, they take the fight against evil with their comrades in arm. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers with their allies.
A commander inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
While most seek the glory of the front-line, a commander understands that true glory is found in the hearts and safety of their companions.
Third Wind
At third level, Second Wind can now be used up to as many times as your proficiency bonus, once you use this feature as many times as your proficiency bonus, you must finish a short or long rest before you can use it again.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Additionally, when rolling for initiative, choose up to as many targets as your proficiency bonus that you can see within 60ft. Each target gains an bonus to their initiative equal to your proficiency bonus.
Heroes Duty
A Commander serves his troop, even if it comes at his or her own peril, they understand the danger of leading their band into battle.
At level 7, when a creature within 5ft is being targeted by an attack, you may, as a reaction, move in a way to defend from this attack. You must choose to do so before the roll. The attack roll is treated as being made against you and is made against your Armor Class. You may use this feature equal to your proficiency bonus, all uses recharge on a long rest.
At level 10, you may choose to fail a saving throw where a comrade within 10ft is affected by the same saving throw, if you do so, the targeted creature takes damage as if they had succeeded the save.
Pep Talk
At level 10, you can spend a minute inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Unite
At level 15, when an allied creature within 60ft that you can see is reduced to 0 hit points, you may use your reaction to restore hit points equal to your fighter level + your Charisma modifier to that target. Additionally, all creatures of your choice within 60ft gain temporary hit points equal to your fighter level and have advantage on all attack rolls made as long as they are within 15ft of you for a minute or cut short if you are rendered incapacitated or unconscious.
Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Previous Versions
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