Base Class: Fighter
Commander’s Orders
Starting at 3rd level, you can inspire others through the power of your commands. To do so, you use a bonus action on your turn to choose any number of creatures other than yourself within 60 feet of you who can hear you. Those creatures gain one Commander’s dice, a d6.
Once within the next 10 minutes, the creature can roll the dice and add the number rolled to one ability check. The creature can wait until after it rolls the d20 before deciding to use the Commander’s dice, but must decide before the DM says whether the roll succeeds or fails. Once the Commander’s dice is rolled, it is lost. A creature can have only one Commander’s dice at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Commander’s dice changes when you reach certain levels in this class. The dice becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Order of Charge
Starting at 7th level, you can expend one use of your Commander’s Order ability to double the movement speed of the creatures you choose until the end of their next turn.
Order of Defense
Starting at 10th level, you can expend one use of your Commander’s Order ability to allow the creatures you choose to gain and roll the Commander’s dice and add the number rolled to one saving throw.
Order of Attack
Starting at 15th level, you can expend one use of your Commander’s Orders ability to allow the creatures you choose to gain and roll the Commander’s dice and add the number rolled to one attack roll.
Legendary Commander
Starting at 18th level, your Commander’s Order can influence every friendly creature within 200 feet of you who can hear you, as well as yourself. Additionally, you can cast the command spell a number of times per day equal to your proficiency bonus (DC equals 8 + your Proficiency Bonus + your Charisma modifier) without expending a spell slot or material components.
Commander’s Orders
Starting at 3rd level, you can inspire others through the power of your commands. To do so, you use a bonus action on your turn to choose any number of creatures other than yourself within 60 feet of you who can hear you. Those creatures gain one Commander’s dice, a d6
Once within the next 10 minutes, the creature can roll the dice and add the number rolled to one ability check. The creature can wait until after it rolls the d20 before deciding to use the Commander’s dice, but must decide before the DM says whether the roll succeeds or fails. Once the Commander’s dice is rolled, it is lost. A creature can have only one Commander’s dice at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Commander’s dice changes when you reach certain levels in this class. The dice becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Order of Charge
Starting at 7th level, you can expend one use of your Commander’s Order ability to double the movement speed of the creatures you choose until the end of their next turn.
Order of Defense
Starting at 10th level, you can expend one use of your Commander’s Order ability to allow the creatures you choose to gain and roll the Commander’s dice and add the number rolled to one saving throw.
Order of Attack
Starting at 15th level, you can expend one use of your Commander’s Orders ability to allow the creatures you choose to gain and roll the Commander’s dice and add the number rolled to one attack roll.
Legendary Commander
Starting at 18th level, your Commander’s Order can influence every friendly creature within 200 feet of you who can hear you, as well as yourself. Additionally, you can cast the command spell a number of times per day equal to your proficiency bonus (DC equals 8 + your Proficiency Bonus + your Charisma modifier) without expending a spell slot or material components.
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