Fighter
Base Class: Fighter

Commanders utilize their troops on the battlefield to great effect, sacrificing their own glory for the benefit of those they lead.

Commanded Strike

When you take the attack action on your turn, you may expend a use of this feature to instead direct allies within 60 feet to take your attacks. You can direct a number of allies equal to the number of attacks from your extra attack feature. Each ally can take only one attack in this way per turn. A directed creature immediately takes its attack, or casts an attack cantrip, adding your Charisma modifier to the attack and damage roll. You may use this ability a number of times equal to your Charisma modifier, refreshing on a Short Rest.

Battlefield Control

When you take this feature, you select 3 Orders, When you finish a Long rest, you can reselect any Orders of your choice. If an Order states it targets “Allies”, the number of creatures you can target is equal to your charisma modifier. Orders can only target allies who can either see or hear you. You have 2 uses of this feature per short rest. You gain an additional use and order choice when you reach Fighter levels 7, and 15.

Engage

As a bonus action you shout to an ally within 30 feet, until the start of your next turn that creature adds your Charisma modifier to its AC and Attack damage. Additionally, it does not provoke opportunity attacks.

Focus

As a bonus action you shout to allies within 30 feet. Any of these creatures that have the Frightened, Charmed, Grappled, or Prone condition immediately make a dc (15 Minus your Charisma Modifier) Charisma Save. On a success, one of these conditions is removed (Creatures Choice).

Hunker

As a bonus action you shout to allies within 30 feet, before the end of each affected creature's turn, they may use a reaction to take the dodge action.

Recover

As a bonus action you shout to allies within 30 feet, each of these creatures may expend up to 2 hit dice, healing for the amount rolled.

Reposition

As a bonus action you shout to allies within 30 feet, before the end of each affected creature's turn, they may use a reaction to take the Dash action.

Retaliate

As a reaction to an ally within 30 feet being hit by attack roll, or failing a saving throw you encourage that ally to fight back. That ally may immediately make an opportunity attack against that creature with advantage. On a hit, that creature is pushed back 10 feet, or knocked prone, the inspired allies choice.

Retreat

As a bonus action you shout to allies within 30 feet, those allies can immediately move up to 15 feet without provoking attacks of opportunity.

Steady

As a reaction to allies within 30 feet failing a saving throw, or being hit by an attack roll, you force the triggering effect to be rerolled, and increase the AC or Saving Throw by your Charisma Modifier for that instance.

Battle Standard

As a bonus action you deploy a battle standard for a minute, equipping it either in Battle, or planting it in Standard mode. As a bonus action, you can transition from Battle and Standard mode, picking or placing it down within 5 feet. You can deploy this standard a number of times equal to your proficiency bonus, refreshing on a long rest. The Standard has 10+your fighter level HP, and 15 AC. It is immune to psychic and poison damage, and cannot receive damage while in Battle Mode. The effect ends early if the Standard is destroyed, or if it touches the ground. (Primarily from being downed, or disarmed)

Battle Mode. While held, this Standard counts as a simple weapon with the Sap property. It deals d6 damage, and uses your charisma modifier for attack and damage rolls. When you deal damage to an enemy with this weapon, you may grant Heroic Inspiration to a creature within 30 feet of yourself. Additionally, if you use the Commanded Strike feature, you may use a bonus action on the same turn to make a single attack with the Standard.

Standard Mode. When an ally starts their turn within 15 feet of the Standard, they are granted temporary hitpoints equal to your Charisma Modifier plus Proficiency Bonus, and their speed is increased by 10 until the end of their turn.

Covering Fire

When an ally within 60 feet misses an attack, you may take your reaction to allow an ally to attack as if directed by your Commanded Strike feature.

Heroic Stand

When an ally starts their turn at 0 hitpoints within 60 feet, you may take a reaction to Embolden them. While a creature is Emboldened, they rise from the unconscious condition, and can take turns as normal. Whenever the Emboldened creature takes damage, you take the damage instead. Damage received this way cannot be resisted or reduced. The Emboldened creature still makes death saves at the start of each of its turns, going unconscious when it reaches 3 successes, or dies at 3 failures. After a death save is rolled, you may choose to inflict a point of exhaustion upon yourself to have that creature reroll it. If the Emboldened creature regains hitpoints in any way while under this effect, you gain a point of exhaustion, and the effect ends. You can use this feature a number of times equal to your Charisma Modifier, refreshing on a Long Rest.

Beacon In Strife

When an ally is reduced to 0 hitpoints, or is critically hit, you regain a use of Battlefield Control. Additionally when an ally is subjected to an Order effect, they gain Heroic Inspiration. You now gain the benefits of your own Orders, including the Inspiration.

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