Base Class: Fighter
"Your orders are your weapon. Your discipline is your shield. You are the wall that breaks the tide."
– Field Marshal Commander Atlas Nash, United Arcadian Republic - 53rd Expeditionary Marines
The Battle Commander embodies everything that Atlas Nash became during the "Great Melethian War." Forged in fire, mud, and blood, this subclass represents a soldier who rose beyond survival — becoming a symbol of ruthless precision, battlefield dominance, and unyielding leadership. Inspired by Atlas’s brutal campaigns across Melthea, the Battle Commander leads not from behind lines, but from the front — rifle in hand, orders sharp, and eyes set on victory.
The Battle Commander doesn’t just fight — they orchestrate battlefields. Like he did during the Siege of Dominia, you will read the battlefield like a map already drawn, exploiting weaknesses, issuing commands in the chaos, and forcing your enemies into checkmate one strike at a time. Whether you're ordering a suppressive flank, calling out a weak point for your party, or charging through smoke to rally the line, every move you make turns raw violence into strategy. You bring structure to the storm — and in that structure, your party thrives.
Those who walk the path of the Battle Commander often carry more than just gear — they carry the burden of command, the weight of every life lost under their watch, and the fire that won’t let them stop fighting. Whether you're channeling Atlas Nash’s unbreakable resolve, or carving your own legend through war-torn lands, this subclass gives you the tools to lead through grit, not glory. In the world of Melthea, you don’t survive by accident — you survive by commanding the fight like your life, and the lives of others, depend on it. Because they do.
This Fighter subclass is ideal for those who want to emulate Atlas’s legacy or create their own — commanding the battlefield with tactical acumen, rallying allies with hardened resolve, and turning even the bleakest skirmish into a calculated victory. You are not just a warrior… you are the war itself.
Level 3: Tactical Commands
You gain the ability to issue Tactical Commands as a bonus action to nearby allies.
You gain Command Points equal to 3 + your Charisma Modifier.
You can expend a Command Point to issue one command from the list below to a friendly creature within 30 feet who can hear or see you. That creature may immediately use its reaction to perform the specified action.
- Advance! – Move up to half their speed without provoking opportunity attacks.
- Hold the Line! – Gain temporary hit points equal to your Fighter level + your Charisma modifier.
- Suppressing Fire! – Make one weapon attack with disadvantage. If it hits, the target has disadvantage on its next attack roll.
- Flank 'Em! - The commanded ally may immediately reposition themselves up to 10 feet. If they end this movement on the opposite side of an enemy from another allied creature, they gain advantage on their next attack roll against that creature until the end of their next turn.
- Dig In! - The ally gains a +2 bonus to AC and resistance to all damage from non magical attacks until the start of your next turn.
- Target Marked! - You target one creature within 30 feet that you can see. Until the start of your next turn, the next attack made by any ally against that target has advantage, and if it hits, it deals an additional 1d6 damage.
Level 7: Hardened Veteran
Your battlefield experience has conditioned your body and mind.
You gain proficiency in Wisdom saving throws.
When you or an ally within 10 feet of you is forced to make a saving throw against being frightened, you may use your reaction to allow them to reroll the save. They must take the new result.
You can use this feature a number of times equal to your charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Level 10: Zone of Control
You exert your presence and pressure over a wide combat area, forcing enemies to adapt or fall.
Enemies that start their turn within 5 feet per point of your Charisma modifier (minimum 5 feet) of you have disadvantage on all attacks until the end of their turn.
Level 15: War-Torn Resilience
You've been torn apart and put back together on too many battlefields to count.
When you're reduced to 0 hit points, you can choose to drop to 1 hit point instead. When you do, you immediately regain one use of Second Wind
You can use this feature once per long rest, or twice at level 20.
Level 18: Supreme Command
Your voice is thunder and steel.
As a bonus action, you can issue a Supreme Command, invoking a rallying call to arms.
Choose up to 3 creatures within 60 feet that can hear or see you. Each creature gains one of the following effects of your choice:
- Execute: The creature may use their reaction to make one attack with advantage.
- Reposition: The creature immediately moves up to their full movement without provoking attacks of opportunity.
- Inspire: The creature gains temporary hit points equal to 2d10 + your Charisma Modifier + your Fighter level.
Once you use Supreme Command 3 times, you must finish a long rest before using it again.
Previous Versions
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7/12/2025 1:50:44 PM
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11
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1
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5e
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Coming Soon
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