Fighter
Base Class: Fighter

Sailors who survive deadly naval skirmishes on the Starlight Seas are often either incredibly lucky, or intuitively understand the surging chaos of shipboard combat. Battle commanders understand it takes more than luck to win the day. They are combat leaders, expertly manipulating the tides of battle using strategic insight and bold maneuvers. They draw their opponents into ill-fated sorties, and spur their comrades to victory with shouted commands from the front line. They exploit the slightest misstep to initiate devastating attacks upon their foes. Few warriors are as effective in the turmoil of mass combat as the battle commander.

Bonus Proficiency

You gain proficiency in one of the following skills of your choice: Deception, History, Intimidation, or Persuasion.

Direct the Attack

As a reaction to rolling initiative, you can swap your initiative count with one of your allies. One weapon attack that ally makes on their first turn can be made with advantage.

Commanding Voice

You can direct your allies in the heat of combat. Your allies must be able to see or hear you to benefit from this feature.

Direct the Assault. As a bonus action, you direct one ally within 30 feet to use their reaction to make a melee attack.

Defensive Formation. As an action, you and each ally within 5 feet of you have resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

Fall Back. As a reaction to an ally within 30 feet of you taking damage, you can allow that ally to use their reaction to move up to half their movement speed without provoking opportunity attacks.

Inspiring Presence

You can inspire your allies to persevere through adversity. As an action, you grant a bonus to the Wisdom, Intelligence, and Charisma saving throws of your allies within 60 feet who can see or hear you. This bonus lasts for 1 minute, and the bonus is equal to your proficiency bonus. You can use this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all uses after you complete a long rest.

Always at the Ready

Each ally within 60 feet who can see or hear you has advantage on initiative checks.

Focused Assault

When you damage a creature with a weapon attack, each ally within 10 feet has advantage on attack rolls against the same target until the start of your next turn.

Sudden Assault

You can spur your allies into a deadly assault. In place of one of your weapon attacks, you can direct allies within 30 feet of you to use their reaction to make an attack with advantage against a target within your reach. These attacks score a critical hit on a die roll of 15-20. You must finish a short or a long rest before you can use this feature again.

Previous Versions

Name Date Modified Views Adds Version Actions
10/29/2024 5:30:11 AM
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