Base Class: Fighter
Commandants are battlefield leaders who excel at inspiring and coordinating their allies while leading the charge against their enemies. They are masters of combat tactics and possess an innate ability to bolster the strength and morale of their companions. Whether on the front lines of battle or strategizing from the rear, Commandants instill discipline, courage, and unity among their allies, turning even the direst of situations into victories.
Tactical Sights
At 3rd level, your sight has been trained and hone to see through even the thickest of fog, and you can discern a targets weakness. You ignore the disadvantage on Wisdom (Perception) checks imposed by light obscurement.
Your trained eyesight allows you to by pass defenses of your enemies. Once per turn you can target an enemy to roll a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier, on a fail throw you are granted advantage on your next attack roll against that target
Inspiring Presence:
3rd level, your mere presence on the battlefield serves to bolster the resolve of your allies. As a bonus action, you can grant a number of allies within 30 feet of you temporary hit points equal to your fighter level plus your Charisma modifier (minimum of 1). Once you use this feature, you must finish a short or long rest before you can use it again.
Whenever you make a Charisma check, you gain a bonus to the check equal to your Dexterity or Strength modifier (minimum of +1)
In addition, you gain your choice of proficiencies from the following: cartographer's tools, navigator's tools, or vehicles (land or water)
Tuck and Roll
At 3rd level, provided you are not wearing heavy armor, you can move up to 15 feet while ignoring difficult terrain and without provoking opportunity attacks
You can do this as a bonus action or as a reaction to when a hostile creature moves into a space within 10 feet of you and attacks you (the attack does not have to hit you). If used as a bonus action, this costs 15 ft of your movement.
Until the end of your turn, your next weapon attack has advantage if it is made against the closest hostile enemy within 30 feet of where you ended your Tuck and Roll movement
Quickdraw and Withdraw
At 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
When you make a melee attack with a weapon, you can forgo one of your attacks this turn to gain the benefit of the Disengage action.
Lead through Example
At 10th level, your score a critical hit on a 19 or 20. Whenever you score a critical hit, you can choose one ally within 30 feet of yourself. That ally may use their reaction to move up to half of their speed and make one weapon attack, This ability cannot trigger off the same enemy more then once per round.
Suppressive Shot
At 15th level, you gain one special reaction in response to a hostile you can see making an attack against an ally of yours within 30 feet of you. You can use this special reaction to make an weapon attack range at disadvantage, if this attack hits this attack deals 1d8 weapon damage and has disadvantage on that attack roll that gave you the special reaction. You must choose to use this ability before the dm says if the creature's roll number. You can use this ability up to a number of times equal to your Charisma modifier regaining all uses after a short rest.
Broadside Coordination
At 18th level, you can use your action to issue commands to your allies on the battlefield. Choose a number of allies equal to your Charisma modifier (minimum of 1) within 60 feet of you. Each chosen ally can immediately make one weapon attack against a single target of your choice that you can see. Once your use this ability you can not use it again until a short or long rest
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