The Commander is a master of leadership on the battlefield. Through strategic planning and inspiring speeches, they rally their allies to fight with greater courage and efficiency. Whether leading a small squad or an entire army, the Commander's presence instills a sense of discipline and order, turning the tide of battle in their favor. With their martial prowess and tactical acumen, they stand as a beacon of hope for those who fight alongside them, and a fearsome foe for those who dare to stand against them.
Command Allies:
Starting at 3rd level, you can use a bonus action on your turn to issue commands to your allies in battle. You choose one willing creature, other than yourself, within 30 feet of you who can hear and understand you. That creature can take one of the following actions as a reaction:
- Attack: The creature makes one weapon attack against a target within 30 feet of you.
- Defend: The creature takes the Dodge action.
- Move: The creature can use its reaction to move up to its speed.
You can do this a number of times equal to your charisma modifier (Minimum of 1). You regain all of your expended uses of Command Allies when you finish a short or long rest.
Strategic Recovery
At 3rd level, when you use Second Wind feature, it does not expend your bonus action.
Improved Command
Starting at 7th level, your Command Allies feature is improved. Choose one of the following improvements, alternatively you can choose one of the additional actions, for the creature to take as a reaction.
At 10th, 11th, 15th, and 18th level, you gain an additional Improved Command feature. Whenever you gain a level in this class, you may replace one of your Improved Command features with another of your choice.
Bulwark
When you command an ally to take the Defend action, the creature gains temporary hit points equal to twice your fighter level.
Cast
The creature may cast a spell that has a casting time of an action or bonus action, the creature still needs to comply with all the spell's components, but it does so as a reaction.
Evasive Maneuvers
When you command an ally to Move, the creature's movement does not provoke opportunity attacks.
Help
You can take the help action, aiding a creature within 30 feet of you
Inspiring Strike
When you command an ally to Attack, the creature can add your Charisma modifier to the attack's damage roll.
Precision Strike
When you command an ally to Attack, the creature has advantage on the attack roll.
Rally
When you command an ally to take the Move action, allies within 30 feet of that creature gain temporary hit points equal to your fighter level.
Shield Wall
When you command an ally to take the Defend action, allies within 5 feet of that creature gain a +2 bonus to AC until the start of your next turn.
Swap
You may swap initiatives with a creature
Commander's Tactic
Beginning at 10th level, you can use your tactical knowledge to bolster your allies in combat. When you roll for initiative, you can choose a number of creatures equal to your proficiency bonus within 30 feet of you. For the next minute, each chosen creature gains the benefit of a fighting style of your choice, as if they had the Fighting Style feature of the Fighter class. You can choose a different fighting style for each creature you choose. Once you use this feature, you can't use it again until you finish a short or long rest.
Alert and Ready
Beginning at 15th level, your ability to react in combat becomes lightning-fast. When you take the Ready action, you can also ready a bonus action and a movement, in addition to your normal action. You can use the readied bonus action or movement only if the trigger you specify for your Ready action occurs.
Whirlwind Assault
Beginning at 15th level, your mastery of combat allows you to push beyond your limits. When you use your Action Surge feature, you can also take one additional bonus action on your turn. You can't use this feature again until you finish a short or long rest.
Battlefield Coordination
Beginning at 18th level, your leadership on the battlefield inspires your allies to strike at your enemies with greater ferocity. Whenever you hit a creature with a weapon attack, an ally within 5 feet of you can use their reaction to make one melee weapon attack against the same creature. This feature can only be used once per turn.
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