Fighter
Base Class: Fighter

Dominate your enemies and support your allies with superior tactics.

Aura of Command

Your great tactical abilities provide you a modicum of control and influence on the battlefield around you.

Your Aura of Command extends for 15 ft around you. At 10th level your aura extends to a 30 ft radius.

In Harm's Way

When one of your allies would be reduced to 0 hit points you may spend a reaction to move up to your movement speed to reach them. If you are able to reach them with this movement you immediately heal them for 1d10 hit points. This healing is additionally increased by 1d6 for every opportunity attack you take while attempting to get to them.

You can do this a number of times equal to your wisdom modifier per short rest.

Regroup

As a bonus action you can bolster your allies' moral with your tactical prowess. When using this feature each ally within your Aura of Command gains 1d10 + WIS modifier temporary hit points. These temporary hit points last until they are used or the end of your next short rest. This amount increases to 2d10 + WIS modifier at 15th level.

You may use this feature twice per short rest.

Field Medic

Your experience and knowledge of battles and tactics also lends you to be able to provide medical support for your allies. You gain proficiency in the Medicine skill. In addition you can use your knowledge to provide an extra 1d6 healing for the first hit die you and your allies spend during a short rest.

Long Distance Help

When you reach 7th level, you may use the help action as a bonus action. Additionally you can use the help action on a target up to 30 ft away from you.

Tactical Evasion

When using your In Harm's Way feature you as well as your target resistance to all damage taken until the start of your next turn.

Tactical Response

You and your allies within your Aura of Command gain a boost to your initiative rolls equal to your WIS modifier. Additionally you and any allies within your Aura of Command can not be suprised.

Tactical Advantage

Any attack rolls made by your allies on your turn are made with advantage.

Additionally you and all allies within your Aura of Command have Advantage on Dexterity Saves made in response to an effect you can see.

Coordinated Assault

Upon reaching 18th level, as an action you may declare an enemy within your aura of command as the target of a Coordinated Strike. A number of allies within your aura of command, up to your WIS modifier, may immediately use their reactions to move up to their movement speed and attack the target using weapon attacks or any single target cantrip. Additionally you may also make one weapon attack as part of this action.

You regain use of this ability after a short or long rest.

Previous Versions

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