Fighter
Base Class: Fighter

You've assumed the mantle of command, a heavy burden. You learn to keep an eye out for the opportune moment for an ally to make a key strike or gain a small edge, as the battle dictates. Mercenary commanders, ship captains, guard lieutenants, bandit leaders - all have learned to gauge the field of battle. You can make big decisions or small nudges to change the flow of combat, and you're battlefield awareness means you never enter combat unprepared.

Command

Beginning when you choose this archetype at 3rd level, you may grant a friendly creature an action and movement.

As part of taking this action you may make an attack against a creature you are aware of and within range of your weapon. A friendly creature you designate may move up to 30' and take 1 action. You may use this ability once, and regain use of this ability upon completion of a long rest, unless you spend a use of Action Surge to use it again.

Discipline

When you choose this archtype at 3rd Level, you learn how to provide guidance and leadership to those around you. You and friendly creatures you designate within 30' always have a Discipline Dice, a D6. This dice is available as initiative is rolled and/or the first round of combat. The dice may be spent to:

  • Improve your initiative
  • As part of an attack or damage roll on the first round of combat
  • Gain as temporary hit points
  • Move up to 30' prior to the start of combat without provoking opportunity attacks

You and friendly creatures regain the spent dice at the end of combat initiative.

Order of Battle

Starting at 7th level, at the start of each round of combat you gain a Discipline Dice. At the top of initiative, you may grant the Dice to a friendly creature or keep for yourself. If granted to a friendly creature, the dice may be used just as with the Discipline feature. If kept for yourself, you additionally may spend it as a reaction against 1 enemy attack, damage, or ability check roll used against you. The dice is lost at the end of the round if not spent.

Veteran Commander

At 10th Level your Command and Discipline features improve.

  • You gain a 2nd use of Command
  • Your Discipline Feature now grants 2 Dice
  • You always roll maximum on any Discipline Dice of your own

Rally

As a bonus action, you and a number of creatures equal to 5 + your Cha bonus (minimum 0) are granted benefits until the end of your next turn.  You have advantage in saves against charm and fear effects, and if you are under the effect of an ongoing charm or fear you immediately gain a new saving throw attempt to break free. You are granted 30 temporary hit points. Also, when this feature is used, designated creatures may spend a reaction to move their speed or attempt to break an ongoing grapple. You regain use of this ability at the start of each initiative, or at the completion of a long rest.

Master Tactician

At 18th Level, you gain a 3rd use of Command, and when you use it the recipient may gain maximum hit points equal to your level until the end of combat.

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