Base Class: Fighter
The Commander is a man whom takes charge for his men and leads them for the right course. He’s a guy willing to make the sacrifice play and do what needs to be done in order to accomplish the mission. He also can be the guy who doesn’t care about his men, and would leave them to die if the cause they fought for dictated them to. Whether you decide to fight for your men or fight with your men, it’s now your time to take the authority and lead the charge.
| Fighter Level | Commander Feature |
| 3rd | Captain’s Orders |
| 7th | Rally the Troops |
| 10th | Big Stick Diplomacy |
| 15th | Game Plans |
| 18th | Last Stand |
Captain’s Orders
When you choose this archetype at level 3, you can bark an order at your party, granting them a buff determined by the exact order you gave them. You have 4d8’s that recover on a short or long rest. The roll determines the range of which allies can hear you (In 10 foot incriments), and these increase by one extra d4 at levels 7, 10, 15, and 18. Your make the roll against 2 plus the number of Allies (No higher than 6) and you may add your Charisma Modifier.
The Orders you can give include:
ATTACK!
All Allies within range get to add +2 to Attack (Not Damage) rolls made within the next 5 turns.
CHARGE!
All Allies within range get to make an Attack and Dash Action at the cost of only 1 action for 4 turns. Bonus actions and Extra Attacks still are able to be used.
HOLD THE LINE!
All Allies within range get to add 2d4 + your Charisma Modifier to any Constitution saving throws they make in the next 5 turns.
STEADY!
All Allies within range may hold a Ranged attack (if they have one) for their primary action as if their taking the ready action. On their next turn they can release their Ranged attack. When they do so they may add their proficiency bonus to their attack roll, and add an extra d8 in damage if it hits. If they choose to not take their turn to hold fire, they do not get the buff.
DODGE!
All Allies within range may add their proficiency bonus to their movement speed and their AC for 2 turns.
HIT THEIR WEAK POINT!
All Allies within range may add 5 points of weapon damage per hit they make on any enemy for the next 4 rounds. These 5 points of damage are immune to resistance of any type regardless of the type of damage the weapon uses.
GET THE BIG GUY!
All Allies within range get to attack a specific enemy targeted (Commander’s Choice) with Advantage for 3 turns so long as the targeted enemy can be seen by the ally.
FIND THAT RAT!
All Allies within range get advantage with all perception and investigation checks for 5 turns.
Rally the Troops
At 7th level, you have developed a unique cult of personality about yourself in such a way that everyone finds your speeches and words most captivating.
As an action, you can disregard attacking and any bonus actions or extra attacks in addition to using up your Second Wind ability. In exchange, for one round you roleplay a 5 minute rallying speech to inspire your comrades to continue fighting. All Allies within 35 feet then get to use your Second wind except yourself (Heal 1d10 + Your Fighter level), and they get to add your Charisma modifier on top of their roll and your Fighter level.
You must finish a short or long rest to use this again.
Also, at 7th level, you get an additional d4 to add to your Captain’s Orders dice.
Big Stick Diplomacy
At 10th Level, the Commander may make a threat at an opponent and roll against 10 + the number of targets (Max of 5) and add his Charisma Modifier to the roll. On a success all targets suffer 3d4 psychic damage and the Commander has advantage on all Charisma or Charisma related skill checks against those targets for 7 turns. On a failure he has disadvantage on all Charisma checks, skills, or any other of his class features that use Charisma for the next 7 turns.
Game Plans
The Commander has his Captain's Orders he can use to guide the battlefeild. But any high ranking boss would know that its not in the small orders, but in the big mission. The Game Plan is the mission statement. It's the grand scheme. The big picture if you will. Now you've lived long enough to see you hit the top brass yourself. At 15th level you get 4d12s you prepare in the morning to use to create Game Plans (against 4 plus the number of allies, no higher than 11. You may add your Charisma Modifier). Unlike Orders which can give a small buff to your friends, a Game Plan can change the entire battlefeild and turn things in your favor. However, they require a bit more cooperation from your party to pull off, so don't prepare them knowing potentially that your barbarian friend won't like the idea of retreating. You can even prepare the same Game Plan twice or more if you wish, just be sure to remember what plans you have left and which ones you have used. The Following are your potential Game Plan options.
Full On Offensive.
(Reccomended 2 Allies) All Allies within 30 ft get to add their Proficiency Bonus to their attack roll and their damage rolls for 1d4 + Your Charisma Modifier amount of turns.
Dig In.
(Reccomended 3 Allies) All Allies within 30 ft get to attempt to create a sort of hold on an area of the battlefied. All allies within 30 ft gain advantage on all Constitution saving throws and can't be knocked prone or back more than 3 ft for 1d4 + Your Charisma Modifier amount of turns.
Hunker Down.
(Reccomended 3 Allies) All Allies within 30 ft have resistance to all types of damage except Psychic and Necrotic, and add your Proficiency bonus to their AC for 1d4 + Your Charisma Modifier amount of turns.
Surrounded in All Directions.
(Reccomended 2 Allies) All Allies within 50 ft may add your Proficiency bonus to their initiative and their double it to their movement speed for 1d4 + Your Charisma Modifier amount of turns.
Retreat.
(Reccomended 2 Allies) All Allies within 50 ft make a roll on 1d4 each including yourself. Each person's roll is then multiplied by their half of their Proficiency bonus and then is added their Dexterity Modifier. The total number they arrive at is added to their movement speed for 1d4 + Your Charisma Modifier amount of turns. Any person whom attacks then for the duration of retreat the loses the movement speed buff for themself.
Feign Surrender.
(Reccomended 2 Allies) All Allies within 50 ft may cease attacking in an effort to feign a surrender to the enemy for 2 full turns. All allies roll Deception and add the Commander's Charisma Modifier to their roll. If successful for 2 turns, All allies and the Commander get advantage on all attack and damage rolls and Dexterity saving throws for 1d4 + Your Charisma Modifier amount of turns.
Last Stand
Every legend has an ending, but you are determined to be the exception to this rule. You want to see your allies accomplish great things. You can't see them if you or they die, you can't afford such things. For reaching 18th level you've established that if nothing else that you're a helluva leader, and that you are willing to see yourself and your comrades' mission till the very end. Now once per long rest when 2 or more of your party are dropped to 0 hit points (including you), you may use your wounded body to give a desperate rallying cry out to the entire party in an effort to keep fighting. All Allies including the downed members now may gain their total character level's number multiplies by half of your Charisma Modifier amount of Hitpoints. You cannot use this again until you have completed a long rest.
Previous Versions
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Posted Oct 20, 2020Nice! Glad you liked it :)
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Posted Oct 20, 2020I showed this to my DM and he allowed it cause it made so much sense from the nation my character is from XD (He made a homebrew world and one is an Empire which is where my character is from but it's not like a regular Empire its a good Empire!) And that is the only reason he allowed it XD