Base Class: Fighter
Clad in a longcoat blacker than midnight and bearing the weight of command like a loaded pistol, the commissar’s gaze alone can silence a battlefield. Where discipline falters, the commissar stands firm. Where morale breaks, the commissar’s voice becomes iron. Where cowardice festers, the commissar’s judgment is swift. To follow a commissar is to march beneath the shadow of unwavering conviction—harsh, unyielding, and terrifyingly righteous. Their creed is obedience. Their gospel is victory. Their mercy is reserved for the dead.
Level 3: Momentum
In battle, you channel the rising tempo of violence into a resource representing the surging rhythm and tactical superiority. Whenever you press an advantage or weather hardship without faltering, you accumulate this accelerating energy:
At the start of combat you generate a resource called momentum, you start out at 0 and different actions generate momentum. You gain 1 momentum whenever you reduce a hostile creature to 0 hit points, whenever you or an ally score a critical hit on an attack, or when you and an ally pass a saving throw. you can hold a maximum amount of momentum equal to your proficiency bonus + your charisma modifier.
1 Momentum is lost if an ally fails a check or saving throw. (Including yourself) and all momentum is lost if an ally drops to 0 hit points. All momentum is lost at the beginning and end of combat
Level 3: Voice of Authority
Your words carry the strength of iron discipline as you command your squad to victory. You gain proficiency in Intimidation or Persuasion. (Expertise if already proficient)
While in combat you may use a bonus action to spend 2 momentum to utter a command to an ally creature other than yourself within 30ft. The creature can do one of the following effects.
Blitz: Move up half of their movement speed without provoking opportunity attacks.
Fire: Use their reaction to make one weapon attack.
Hold the line: Gain temporary hit points equal to your charisma modifier + your fighter level.
Level 7: Exemplary Punishment
Your presence enforces discipline as failure is unacceptable without question.
If an ally within 60ft of you misses an attack roll or fails a saving throw. You may use your reaction to deliver a harsh reprimand. When done so the ally may reroll the failed roll and add your charisma modifier to the roll. If the ally accepts the reroll, they take psychic damage equal to double your charisma modifier. This damage cannot be resisted or be immune to. You may use this feature an amount of times equal to half of your charisma modifier rounded down.
Level 10: War Hymm
Your voice becomes a battlefield instrument—part command, part battle-chant, part unstoppable force of will.
Once per turn as a free action you may use a charge of your action surge to immediately generate momentum equal to your charisma modifier. Additionally at the start of your turn you generate an amount of momentum equal to half of your Charisma modifier rounded down. The range of your voice of command is doubled and can target an additional ally. Additional attacks made under voice of authority don't use a creature's reaction.
Level 15: Battlefield Stratagems
Drawing upon ruthless discipline and an iron understanding of warfare, you can issue decisive battlefield stratagems used by the most experienced generals of our time. Your mind assesses the flow of battle in an instant, allowing you to redirect your squad with military precision. When you roll initiative, or at the start of your turns, you may prepare one stratagem representing a tactical plan you put into motion. As an action, you may activate a prepared stratagem at which point its effects take hold and persist until the start of your next turn. At the beginning of your turn, you must consume 3 momentum for the current stratagem to persist, failure to do so will prevent you from using that stratagem for the rest of the combat. Each Stratagem affects all allies within 60 feet who can see or hear you.
You gain access to the following Stratagems:
Coordinated Assault
Your commands synchronize the killing blows of your squad. When an ally hits a creature with a weapon attack, they may deal extra damage equal to your Fighter level. A creature may only take this extra damage once per turn.
Suppressive Maneuver
You direct your allies to pin down enemies with overwhelming pressure. Enemies of your choice within 60 feet must succeed on a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or have their speed reduced to 0 until your next turn. Creatures that succeed have disadvantage on Opportunity Attacks.
Fortified Position
Your orders harden your squad’s defenses. Allies within range gain resistance to all bludgeoning, piercing, and slashing damage from weapon attacks and advantage on dexterity saving throws until the start of your next turn.
Optimal Advancement
You bark a precise, calculated command for advancing fire. As soon as this stratagem is activated all allies within 60ft of you may move up to half of your movement speed. (Opportunity attacks still occur)
Level 18: Bring It Down!
Your mastery of battlefield leadership and personal ferocity allows you to seize the flow of combat itself, acting with the speed and decisiveness of a true military genius. When you reach 10 momentum you gain access to your ultimate ability.
As an action you consume 10 stacks of momentum you have to utter a command to all allies. You target a number of allies other than yourself within 60ft of you equal to your charisma modifier. Creatures targeted this way may take a full turn immediately (An allied creature may take an action, bonus action, item action) (Summoned allies do not benefit from this) At the end of your turn. Each creature you targeted receives two points of exhaustion and takes psychic damage equal to the amount of creatures targeted this way equal to your fighter level. This damage and exhaustion cannot be prevented. Items or abilities that cure exhaustion only restore one point when used for this ability.
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