Fighter
Base Class: Fighter

Commanders are some of the most important types of people in a fight, both on and off a battlefield. Fighters that charge in without a strategy or instruction are as good as dead in the eyes of a Commander. These feared fighters, while not known for being the strongest on their own, are the masters of tactics and order and normally take a leadership role in anything from fierce militaries to small groups of adventurers.

 

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with the Persuasion skill if you don't have it already.

Skilled Instructor

As a Commander, you have talent in issuing commands to your allies - as the name suggests. Starting at 3rd level, you learn to specialise in two types of Commands to give to your allies. This is represented by your Command dice, which are each a d6. You have a number of these dice equal to your proficiency bonus. You may use a Command dice to use one of the following Commands.:

Offensive Command. Choose a creature within 30 feet of you that can hear you. As a bonus action, you can spend one Command die and add that Command die to the creature's next weapon attack damage roll.

Defensive Command. When a creature within 30 feet of you that can hear you is hit by an attack, you can use a reaction to spend one Command die and add half the result rolled to that creature's armour class. If the attack still hits, that creature resists the damage from the attack.

Charging Command. Choose a creature within 30 feet of you that can hear you. As a bonus action, you can spend one Command die to increase that creature's speed by a number of feet equal to your proficiency bonus x 5.

Confident Command. When a creature within 30 feet of you that can hear you is making an attack roll, you can use a reaction and spend one Command die to give that creature advantage on that attack roll.

Deceiving Command. Choose a creature within 30 feet of you that can hear you. As an action, you can spend one Command die to force it to make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier). If it fails, one of the following effects of your choice occur: it has disadvantage on all attack rolls until the end of your next turn, or it takes an amount of damage equal to the number rolled on your Command die + your Charisma modifier.

Healing Command. Choose a creature within 30 feet of you that can hear you. As an action, you can spend one Command die and have it regain hit points equal to the number rolled on your Command die + your Charisma modifier.

Guarding Command. Choose a creature within 30 feet of you that can hear you. As an action, you can spend one Command die and have it gain temporary hit points equal to the number rolled on your Command die.

Way With Words

You know not only how to win with words on the battlefield, but also in day-to-day life. Starting at 7th level, you add half your proficiency modifier, rounded down, to all Charisma (Persuasion), and Charisma (Intimidation) checks, as well as all Charisma checks and Charisma saving throws.

Skilled Instructor Improvement

Starting at 7th level, you now know three Commands instead of two. Your Command die now becomes a d8.

Self-Command

Starting at 10th level, you've gotten so good at giving orders you can even command yourself. All Commands can now be used on yourself to gain the same benefits.

Vocal Exercises

Starting at 10th level, you can train warm up your voice to command even when it seems you have nothing left. If you roll initiative and have no Command dice left, you regain one Command die.

Projected Voice

Starting at 15th level, you can give accurate commands so loudly that people can hear you from long distances away. The range of your Commands increases to 60 feet.

Skilled Instructor Improvement

Starting at 15th level, the number of Commands you know increases to four. Your Command die now becomes a d10.

All-Out Attack

Starting at 18th level, you can now give orders to large magnitudes of people. As a bonus action, choose up to five creatures, this cannot include yourself, within 60 feet of you and spend two Command dice. All of these creatures have advantage on their next roll to hit until the end of your next turn and do extra damage equal to your proficiency bonus + whatever you roll on one of your Command dice.

Skilled Instructor Improvement

Starting at 18th level, the number of Commands you know increases to five. Your Command die now becomes a d12.

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