Base Class: Fighter
Some warriors lead with strength, others with steel—but you lead with strategy. A Field Commander is a master of battlefield control, whose presence sharpens allied blades and shifts the flow of combat with a single word. Whether rallying scattered ranks or exploiting enemy missteps, you excel at turning coordination into victory. Your power lies not only in your own blade, but in every soldier who fights beside you.
As a Field Commander, you wield Command Points to issue precise tactical orders, guiding allies to strike, maneuver, or defend at just the right moment. With every decision, you reshape the battlefield—one command at a time.
Level 3: Battle Commander
At 3rd level, you gain the ability to direct the flow of battle with precision and presence. You have a pool of Command Points equal to your Wisdom modifier + your Charisma modifier + your proficiency bonus (minimum of 1). You regain all expended Command Points when you finish a long rest.
Level 3: Command Options
Your training and force of will allow you to direct your allies with battlefield precision. You can expend Command Points to issue special Commands as part of the Attack action, in place of one of your attacks.
When you take the Attack action on your turn, you can forgo one weapon attack to issue a Command. Doing so costs 1 Command Point and requires the target ally to be able to see or hear you. The ally must choose to use their reaction to follow the order. You can issue any of the following Commands:
-
Attack!
You call out a target, urging your ally to strike.
The chosen ally can use their reaction to make one weapon attack against a creature you can see. -
Move!
You direct an ally to reposition.
The chosen ally can use their reaction to move up to half their speed without provoking opportunity attacks. -
Shield Up!
You bark a warning or call for defense.
The chosen ally can use their reaction to brace, gaining a +2 bonus to AC until the start of your next turn.
Level 7: Master of Tactics
Starting at 7th level, your battlefield awareness allows you to guide allies with swift precision. You can use the Help action as a bonus action, and you can choose a creature within 30 feet of you, rather than 5 feet, to benefit from it—provided the target can see or hear you.
Level 7: Field Awareness
Beginning at 7th level, your instincts sharpen at the onset of battle. When you roll initiative, you regain a number of expended Command Points equal to half your total spent Command Points (rounded down).
Level 10: Inspiring Command
Starting at 10th level, your resilience rallies those around you. When you use your Second Wind feature, you and up to three allies of your choice within 30 feet each gain temporary hit points equal to your Fighter level.
In addition, each affected ally can immediately use their reaction to either move up to their speed or make one weapon attack.
Level 15: Coordinated Assault
Whenever you hit with an attack you can spent one of your Command Points to utter a Command.
Level 18: Master of War
At 18th level, your sheer presence on the battlefield turns the tide of war. While you are conscious, you radiate a commanding aura out to 30 feet.
Allies within this range have advantage on their attack rolls.







Comments