Fighter
Base Class: Fighter

The overseer is experienced in the art of war and prefers to aid their allies in combat rather than horde the glory for themselves. They act as a charismatic centrepiece holding groups together and ensuring victory in battles. They watch over the battlefield analysing what tactics and actions would most likely result in success.

The Play Maker

Taking this subclass at level 3 changes your fighter abilities to aid your allies in their ventures.

Group Rejuvenation. When you use your second wind feature your determination to stay fighting inspires your allies to follow suit allowing you to pick a number of creatures equal to your charisma modifier to gain 1d10 temporary hit points.

Tactical Analysis. When using action surge, you can use a special action to let out a commanding shout allowing a number of creatures equal to your proficiency bonus that are within 20ft to make a weapon attack or unarmed strike using their reaction. Alternatively, you can instruct them to take the dodge action as their reaction they gain the benefits of the dodge action until the end of their next turn.

Vicious Beratement. Twice per short rest, when a creature that understands the language, you are speaking attacks an ally within 30ft you can use your reaction to berate the creature potentially causing the attack to miss. The creature must make a wisdom saving throw equal to 8 + Your proficiency bonus + your charisma or take a -5 penalty to the attack.

Cold and Calculated

Starting at level 3, you keep your cards close to your chest making sure that you stay unpredictable causing any creatures making an insight check against you have disadvantage on the check. Your time spent on the battlefield has made you a scary opponent and a respectable commander, whenever you make an intimidation or persuasion check treat any roll of 9 or lower as rolling a 10 on the d20.

Battle Aura

At level 7 you can use your expert knowledge of fighting in a group to aid you and your allies in battle. As a bonus action, you can admit one aura that lasts until the start of your next turn, you, and any allies within 30ft benefit from the aura you are admitting. You can use each aura once per long rest.

Ferocious Aura. All creatures of your choice add +3 to their damage rolls.

Deft Aura. All creatures of your choice gain 10ft of movement.

Mighty Aura. All creatures of your choice add +2 to all their saving throws.

Defensive Aura. All creatures of your choice add +1 to their armour class.

Accurate Aura. All creatures of your choice add +2 to their attack rolls.

Adept Aura. All creatures of your choice add +2 to their skill checks.

Revel in Victory

At level 10, once per combat when you or any allies within 30ft of you rolls a 20 on an attack roll everyone within 30ft of the creature that rolled the 20 has advantage on their next attack roll, saving throw or ability check.

Fury of the War Lord

At level 15, when you use your battle auras you and your allies gain additional benefits.

Ferocious Aura. Their weapon damage dice go up by one magnitude if it’s a d12 they add +2 to the damage roll instead.

Deft Aura. They benefit from the disengage action.

Mighty Aura. They regain hit points equal to your fighter level.

Defensive Aura. The next time they are targeted by an attack before the start of your next turn it has disadvantage.

Accurate Aura. They have advantage on their next attack before the start of your next turn.

Adept Aura. They add their proficiency bonus to their next check if they don’t have proficiency in it.

The Art of War

At level 18, you have perfected the art of war improving your abilities as an overseer.

Group Rejuvenation. Your allies gain 1d10 + your fighter level temp hp when you use second wind instead of just 1d10.

Tactical Analysis. When you use your action surge to perform this special action in addition to allowing your allies to make attacks you can take the dodge, dash, disengage or hide action.

Cold and Calculated. You now have expertise in intimidation and persuasion.

Battle Aura. You regain the use of your battle auras after a short rest instead of a long rest.

Revel in Victory. Revel in victory now also activates when your or an ally within 30ft reduces an enemy to 0 hit points.

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