Base Class: Fighter
You are a master tactician, a student of battle history and combat maneuvers, and a leader of men. You can spot openings in the heat of battle and direct your allies to exploit every advantage.
Level 3: Combat Command
Level 3: Combat Command
Your experience on the battlefield and your study of military history have refined your command techniques. You learn tactical maneuvers fueled by special dice called Tactical Dice.
Tactical Maneuvers
You learn three maneuvers of your choice. Many maneuvers enhance an attack or allow you to direct an ally in some way. You can use only one maneuver per turn.
You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Tactical Dice
You have four Tactical Dice, which are d8s. A Tactical Die is expended when you use it. You regain all expended Tactical Dice when you finish a Short or Long Rest.
You gain an additional Tactical Die when you reach Fighter level 7 (five dice total) and level 15 (six dice total).
Saving Throws
If a Tactical Maneuver requires a saving throw, the DC equals:
8 + your Strength or Dexterity modifier (your choice) + your Proficiency Bonus
Level 3: Commanders Presences
You gain proficiency in History and Persuasion.
Once per day, you can spend 10 minutes giving a Motivating Speech. Choose one of the following three types of speeches to give your party or troops the boost they need to conquer the day.
Empowering Speech
Your party or troops gain Temporary Hit Points equal to your Fighter level. These Temporary Hit Points last till your next LR or until they are removed.
Inspirational Speech
Your party or troops gain Heroic Inspiration. It lasts for till your next LR or until used.
Motivational Speech
Your party or troops can travel at a Fast Pace without the normal penalty. Additionally, if needed, they automatically pass up to two Forced March saving throws they would otherwise fail.
This benefit lasts till your next LR.
Level 7: Know Your Men
You gain Expertise in History and Persuasion.
At the start of each day, choose 3 of your allies and improve one of their strengths or weaknesses each for the rest of the day.
Choose one ally. They can add 1d6 to their weakest saving throws for the rest of the day.
Choose one ally. They can add 1d6 to their weakest ability checks for the rest of the day.
Choose one ally. They can add 1d6 to their Initiative rolls for the rest of the day.
Choose one ally. They can add 1d6 to their damage rolls for the rest of the day.
Once you use this feature, you can't use it again until you finish a Long Rest.
At 12th level, you can choose up to 4 allies. At 17th level, you can choose up to 8 allies, or you can give up to 2 benefits to each of 4 allies.
Level 10: Improved Combat Tactician
Your tactical Die becomes a d10.
Level 15: Tactical Mastermind
Once per Long Rest, when you use a Tactical Maneuver, you can cause up to five allies to use the same Tactical Maneuver at the same time, provided they are able to do so.
Your mind has sharpened, allowing you to make multiple tactical adjustments to the battlefield each round. You can have up to two Reactions per round, provided at least one of those Reactions is used on a Tactical Maneuver.
Level 18: Ultimate Combat Tactician
Your Tactical Die becomes a d12.
Level 3: Tactical Maneuvers Options
The Tactical Maneuvers are presented here in alphabetical order.
Commander Exploit
When you hit a creature with an attack roll, you can expend one Tactical Die to maneuver one of your comrades into a better position.
Add the Tactical Die to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can immediately move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
Commanding Endurance
When another creature damages an ally you can see with a melee attack roll, you can use your Reaction and expend one Tactical Die to reduce the damage by the number rolled on the Tactical Die + your Strength or Dexterity modifier (your choice).
Commanding Presence
When you see an ally fail a Charisma or Wisdom saving throw, you can use your Reaction and expend one Tactical Die to have that ally reroll the saving throw, adding the Tactical Die to the new roll.
Defensive Shift
When you’re within 5 feet of a creature on your turn, you can expend one Tactical Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.
Roll the Tactical Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Drop and Cover
When you see an ally is the target of a ranged attack, you can expend one Tactical Die to have them drop to the ground, causing the attack roll to have Disadvantage.
If the attack still hits, roll the Tactical Die and reduce the damage taken by the number rolled.
If the attack misses, the ally can add the Tactical Die to their next single-target damage roll.
Opportunistic Strike
You have trained your men to exopodite an opening. As a bonus action expend one Tactical Die to direct a willing creature who can hear or see you to immediately to make one attack with a weapon or cantrip. If the attack hits, the creature adds the Tactical Die to the damage roll.
Precision Attack
When you see an ally miss with an attack roll, you can expend one Tactical Die as a reaction and add the die to the attack roll, potentially causing the attack to hit. If it hits add the Tactical die to the damage roll.
Rally
As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
Tactical Shift
When you see an opening, you can order an ally to move through it.
As a Bonus Action or Reaction, you can expend one Tactical Die. An ally can immediately move up to half their Speed, and they can add the Tactical Die to their next attack roll.
Previous Versions
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9/29/2026 1:10:28 AM
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