Fighter
Base Class: Fighter

The General is a master tactician, a battlefield architect who leads their allies to victory through keen intellect and precise orders. Unlike other fighters who focus solely on personal prowess, be it through stealing secrets of wizards, lending powers of giants, or simply elevating their physical powers, the General sees the battlefield as a living entity, and it is one they control through strategy and teamwork.

Generals are not just soldiers, they are legends in the making. Their names are etched into the pages of history alongside their deeds.Their ability to read a battlefield and adapt in real-time is unmatched, making them indispensable in any conflict, from small skirmishes to all-out wars. After all, who would not wish for a directive to be sound and clear, instead of needing to think yourself?

Every ally becomes a sharpened weapon in their arsenal, every foe a piece on their board to be outmaneuvered. When a General steps onto the battlefield, they don’t just fight, they're playing an elaborate game of chess with their opponent. However, their pieces are always better.

Tactical Genius

Level 3: Tactical Genius

At 3rd level, your natural leadership bolsters your allies. You gain the following features:

Commanding Orders: You gain a pool of Command Points equal to your Fighter level + your Intelligence modifier (minimum 1). You regain all expended Command Points after a long rest and half of your total Command Points on a short rest.You can spend these points to issue powerful commands (see the Command Features below).

Rally (1 Point): As a reaction when an friendly creature within 30 feet is hit by an attack, you inspire them to hold the line. The creature gains temporary hit points equal to 1d10 +half your Fighter level.

On My Mark (1 Point): When you take the Attack action, you can direct one friendly creature within 30 feet to make a weapon attack as part of your action. The friendly creature adds your Intelligence modifier to the attack roll. This can be used only once per turn.

Suppress (1 Point): When you hit a creature with a weapon attack, you can spend 1 Command Point to impose disadvantage on its next attack roll or saving throw until the start of your next turn.

Commandeering Aura

Level 3: Commandeering aura

At level 3, you may add your intelligence modifier to all charisma checks directed to leadership/establishing yourself as a leader. You may also spend 1 point to gain advantage on that roll.

Inspiring Rally

Level 7: Inspiring Rally

You can rally your allies with unparalleled heroism. As an action, you unleash a cry that fuels your allies’ strength. Choose a number of creatures within 60 feet equal to your Intelligence modifier (minimum 1). They gain the following benefits:

- Temporary hit points equal to your half Fighter level + your Intelligence modifier.

- Advantage on their next attack roll or saving throw.

- Can use their reaction to immediately move up to their speed or make a weapon attack.

Once you use this feature, you must finish a short or long rest before using it again.

In addition, you unlock more ways to command your allies.

Hold the Line (2 Points): As a reaction when an enemy enters within 10 feet of an friendly creature, you can request that creature to immediately make an opportunity attack, adding your Intelligence modifier to the attack roll. If the attack hits, the enemy’s speed is reduced to 0 until the end of the current turn.

Tactical Awareness: Your keen battlefield insight ensures you're always prepared. When you use Action Surge, you regain 1 Command Point.

Command Recharge: When you take the Dodge action, you regain 1 Command Point.

You gain advantage on Charisma (Persuasion) checks when interacting with military forces, guards, or groups that respect hierarchy.

Battlefield Prowess

Level 10: Battlefield Prowess

Your mastery of battlefield tactics reaches new heights, allowing you to adapt to any combat scenario. You gain the following features:

Strategic Positioning: As a bonus action, you can designate a 30-foot-radius area centered on yourself as your Command Zone for 1 minute. This zone moves together with you, and ends if you're incapacitated, unconscious, the creatures are deafened, or you can't speak. While in this zone, friendly creatures gain the following benefits:

- Tactical Mobility: Their speed increases by 10 feet.

- Defensive Instincts: They gain a bonus to AC equal to your Intelligence modifier (minimum +1) when adjacent to another ally.

- Coordinated Strike: Once per turn when they hit a creature with a weapon attack, they can deal additional damage equal to your Intelligence modifier.

Adrenaline Boost: When you use your Second Wind, all creatures of your choice within your Command Zone regain temporary hit points equal to half your Fighter level + your Intelligence modifier.

Tactical Conduit(4 Points): When using the attack action, you may replace one of your attacks to choose a friendly creature within 30 feet. That creature may use their reaction to cast a spell with a casting time of 1 action or bonus action.

Commander Beyond Death

Level 15: Commander Beyond Death

At 15th level you become a true leader, one for whom people are willing to fight even beyond Death.

Stand Your Ground: As a reaction when a friendly creature within 60 feet is reduced to 0 hit points but not killed outright, you can command them to keep fighting. That creature is instead reduced to 1 hit point, gains temporary hit points equal to your Fighter level, and can immediately use their reaction to make one weapon attack or move up to their speed. You can use this feature a number of times equal to half your Intelligence modifier rounded down (minimum 1) and regain all expended uses after a long rest.

 

Ironclad Coordination: Whenever you use Command Points to issue a Rally, On My Mark, or Suppress, all affected creatures gain advantage on their next saving throw until the start of your next turn.

Crushing Advance (2 Points): As a bonus action, choose up to two friendly creatures. They can move as a free action up to their speed and force each creature in their path to make a Strength saving throw(8+ proficiency+ THEIR strength modifier) or be knocked prone.

Overwatch (4 Points): As a bonus action, choose up to three friendly creatures within 30 feet. Each of them can make an opportunity attack against any enemy that moves within their reach even if they're immune to opportunity attacks, or take the disengage action before the start of your next turn.

True General

Level 18: True General

At 18th level you unlock new ways to use your command points, to demonstrate how truly powerful of a commander you are.

Overwhelming Advance (2 Points): Choose up to three friendly creatures as a bonus action within 30 feet. Each creature can immediately use their reaction to move up to their speed and make one weapon attack. The attack deals additional damage equal to your Intelligence modifier.

Suppressing Order (2 Points): You let out a shout that inspires allies and scares foes. Choose one creature within 60 feet that isn't deafened. That creature must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + intelligence modifier.) On a failed save, it takes 2d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only, and is not forced to move away.

Ruthless Focus (12 Points): When taking an attack action, you can replace one of your attacks to choose one creature within 60 feet. All friendly creatures have advantage on attack rolls against that creature until the start of your next turn. If a friendly creature hits the creature, they deal additional damage equal to your intelligence modifier. 

Field Domination (7 Points): As an action, you issue a battlefield-wide order. All friendly creatures of your choice within 60 feet gain the following benefits until the start of your next turn:

- Advantage on all attack rolls and saving throws.

- Opportunity attacks against them have disadvantage.

- When they take the Attack action, they can make an additional weapon attack as part of that action.

- All enemies of your choice within 30 feet must succeed on a Wisdom saving throw or be stunned until the start of your next turn.

Battlefield Blitz (7 Points): As an action, choose up to five friendly creatures. They can immediately move up to their speed and make one weapon attack each as part of this action.

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