Base Class: Fighter
“Now, like all great plans, my strategy is so simple an idiot could have devised it.” - Captain Zapp Branigan
Captains understand what few other warriors can, that combat is a team sport. While still peerless combatants in their own right, they specialize in bolstering their teammates and vexing their enemies.
An essential tool in the Captain's arsenal is their Lieutenant, a selflessly loyal soldier who unquestionably follows orders. Lieutenants are known to fanatically loyal to their Captain, and will happily sacrifice their lives to their benefit.
Commander's Mien
When you choose this archetype at 3rd level, you gain proficiency in the Intimidation, Persuasion, or Deception skill. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
Lieutenant
Starting at 3rd level, you gain the use of a lieutenant to aid you in combat. They are friendly to you and your companions, and obeys your commands. See this creature’s game statistics in the Lieutenant stat block, which uses your proficiency bonus (PB) and class level in several places. Additionally, you select two skills that the Lieutenant is proficient in.You determine the creature’s race and appearance; your choice has no effect on its game statistics.
In combat, the Lieutenant shares your initiative count, but they take their turn immediately after yours. They can move and use their reaction on its own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command them to take another action. That action can be one in their stat block or some other action. If you are incapacitated, the Lieutenant can take any action of their choice, not just Dodge.
At the end of a long rest, you can acquire a new Lieutenant with the expenditure of 30 Gp. If you already have a Lieutenant from this feature, the first one immediately leaves your employ.
Medium humanoid
Armor Class 13 + your proficiency bonus
Hit Points 30 + 10 for every fighter level above 3rd.
Speed 30 ft.
Skills Any two skills of your choice
Senses passive Perception 11
Languages Common, understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Martial Role. The Lieutenant has one of the following traits of your choice:
Attacker. The Lieutenant gains a +2 bonus to attack rolls.
Defender. The Lieutenant gains the Protection reaction below.
Actions
Multiattack. Your lieutenant makes a number of attacks equal to half your proficiency bonus (rounded down).
Longsword. Melee Weapon Attack: 3+ your proficiency bonus to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.
Longbow. Melee Weapon Attack: 3+ your proficiency bonus to hit, reach 150/600 ft., one target. Hit: 1d8 + 3 slashing damage.
Bonus Actions
Second Wind. The Lieutenant can use a bonus action on their turn to regain hit points equal to 1d10 + your fighter level. Once they use this feature, they must finish a short or long rest before they can use it again.
Tactical Feint
Starting at the 7th level, whenever your Lieutenant is within 5 ft of a target, they can use their action to grant an ally advantage on attack rolls against that target until the start of your next turn.
Combat Training
Starting at 10th level, You and allies within 10 feet of you gain a bonus to your initiative rolls equal to your proficiency modifier.
The range of this ability increases to 30 feet at 18th level.
Tandem Tactics
Starting at 15th level, Whenever you use your action surge feature, you can select one ally within 30 ft. That ally can use their reaction to take an additional action as well.
Improved Combat Training
At 18th level, The range of your Combat Training ability increases to 30 feet.
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