Fighter
Base Class: Fighter

Having a competent enough mind and steady enough heart to lead in battle is a rare thing. Having the hot blood and nerves of steel to inspire those you lead, even moreso. All of these rarer still among the inflated egos of heroes and adventurers, for whom teamwork is often an afterthought. This is the bailiwick of the Field Commander.

For those willing to follow the lead of a Field Commander, there is incredible benefit and reward to be reaped. Someone must oversee battle, know what the flow of it is, know what direction it goes. When it seems lost, it may just need an effective counter. And when it seems won, it is very possibly due to the mind of a clever opposition waiting to spring a trap. 

An able Field Commander has the martial acumen to detect the next move, the next two, and play them into their favor. They are the wily fox, the noble lion, the predatory eagle, and the ravenous wolf. 

A Field Commander controls it all while leading from the front. No gaudy uniform. No ceremonial armor and weapons. To lead in battle you must taste the battle, feel the battle, have your hand on its pulse and know its mind. That doesn't happen from the rear. 

You've learned a number of commands and battlefield maneuvers to put an allied force in its best position to win against its opposition, but you must have a Charisma score of at least 14 to take this subclass or you cannot be effective. You must also have Strength of at least 14. No one will follow a weak, uncharismatic leader. To aspire to lead without the raw ability is foolish. You'd be leading an army of you.

If you meet these requirements, you know what to do next, but remember, never take your role for granted. No one will follow you if you keep getting them killed. Your claim to leadership is only as strong as your last battle.

Now listen to your heart and choose well your destiny. A world of adventure awaits the bold! 

Field Commands

You have a short list of commands you can give on the field of battle: Attack, Charge, Hold, Rally, and Retreat. Some of these actions will have to have a DC assigned to them by your DM based on a perceived difficulty for you to successfully implement them. Your DC rolls will be based on your roll + Charisma modifier + Proficiency bonus. Some failures will have negative consequences. Your commands are given as bonus actions.

This is not a complete list of commands. It is open to additions that you and your party might implement and which your DM approves.

Note: when using the Field Commander archetype, everyone following your commands agrees to act on the initiative rolls you make. Not everyone has to be part of your commands, however. For example, you give the command to Charge, but the rogue in your party will be positioning themselves for a sneak attack instead. The spellcaster may be behind the group preparing a spell. The majority of your offensive commands will be followed by the melee elements in your party only.

Attack: Everyone under your command attacks at the same time and on your initiative. In this instance, a spellcaster might agree to be under your command while the rogue is a free element. The Attack command allows advantage on your initiative roll.

Charge: Everyone under your command moves rapidly toward a designated enemy at the same time. Their movement increases by 10, they attack at advantage, and any hit they make gains a +2 bonus to damage. However, the attackers have a -2 penalty to their AC. On a failed DC roll, all of the bonuses are taken away and the AC penalty becomes a -4.

Hold: Everyone under your command stops what they're doing, stays in place, and assumes a defensive posture. They cannot attack, but their AC gets a +2 bonus for the turn. 

Rally: Everyone under your command comes to your position on the battlefield. If they are engaged they get to disengage with no chance for opportunity attacks against them. The enemy cannot attack while you are rallying if you make a successful DC roll. On a DC roll fail, the enemy can attack at will and opportunity attacks are allowed. 

Retreat: Everyone under your command makes an orderly move away from the enemy in an expeditious manner toward a point you indicate. On a successful DC roll, for one turn the enemy cannot make opportunity attacks on you, and if they attack at all it's at disadvantage. On a failed DC roll, any opportunity attacks by the enemy are made with normal advantage.

Improved Critical Range

When you take this archetype at 3rd level, you make critical hits on rolls of 19 or 20. This range increases to rolls of 18-20 at 7th level, and 17-20 at 15th level. 

Command Spells

You gain access to the following spells at the following levels. You may cast them once per long rest except for Cure Wounds which may be cast twice as a 1st, 2nd, 3rd, and 4th level spell and Mass Cure Wounds which may be cast once as a 5th, 6th, and 7th level spell. 

FIELD COMMANDER SPELLS

Fighter Level             Spells 

3rd     Command, Cure Wounds

5th     Calm Emotions, Silence

7th     Beacon of Hope, Revivify

9th     Confusion, Freedom of Movement 

11th   Mass Cure Wounds, Raise Dead

Rallying Cry

 Starting at 3rd level, your proficiency bonus times per long rest, you can let loose a cry during battle that effects every creature in a 60 foot radius. On a successful DC roll, your allies within range attack with advantage for one round and do +2 damage on successful hits. Your enemies attack with disadvantage and hit with a -2 penalty to damage. On a failed DC roll, there is no effect.

Aura of Command

Starting at 7th level, you radiate capable leadership in a 30 foot aura that stays centered on you. Allies within the aura are granted advantage on WIS and CHA skill checks, a +2 bonus on saving throws, and a +2 bonus on attack rolls. Enemies within the aura suffer a -2 penalty on their attack rolls.

Your aura increases to 60 feet at level 15.

Extended Command

The effective area of your command extends to 120 feet. You gain twice proficiency in your Charisma (Persuasion) skill.

Battle Cry

Starting at 15th level, a time equal to your Charisma modifier per long rest, you can give a Battle Cry that causes fear in your enemies in a 60 foot radius. If any enemy in that radius fails a WIS saving throw, they are under the frightened condition until they can roll a successful saving throw or leave the area of effect. 

The DC for the saving throw is 8 + your Charisma modifier + your proficiency bonus.

Rally to the Flag

If you are under half your hit point maximum, allies within a 30 foot radius of you gain temporary hit points equal to your level plus your Charisma modifier, gain a +2 bonus to attack and damage rolls, make saving throws with a +2 bonus, gain a temporary +2 bonus to their AC score, and have advantage on all skill checks.

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