Base Class: Fighter
A commander leads both on and off the battlefield, typically acting level-headed and rational even in the most stressful enviroments. The sheer confidence they carry allows them to magically shape those around them, usually without even realising they're using magic.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.
Cantrips
You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots
The Commander Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level bard spells of your choice, one of which you must choose from the enchanment spells on the bard spell list.
The Spells Known column of the Commander Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchanment or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchanment or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Charisma is your spellcasting ability for your bard spells, since you shape your magic using your inspiring and confident words. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Commander Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Tactictian
At 3rd level, you gain the ability to assess a situation and devise a plan in a flash.
You may take the Help action as a bonus action and you can use it on a creature up to 30 feet away as long as the creature can see or hear you.
Inspiring Visage
Beginning at 7th level, your calm leadership is enough to inspire those around you to fight through the pain. After you cast a 1st-level or higher bard spell, creatures of your choice within 30 feet of you, who do not have their full HP, gain temp HP equal to you're Fighter level.
Urgent Advice
At 10th level, you learn how to predict an incoming effect and can advice those around you how best to counter it. Just before you or a creature within 30 feet of you makes a saving throw, you may use your reaction to give yourself and all creatures within 30 feet of you advantage on the first saving throw they make before the start of your next turn.
You may use this reaction a number of times equal to your PB and regain all uses of this reaction after you finish a short or long rest.
Aura of Inspiration
At 15th level, your mere presence is enough to inspire those around you. As long as you are not incapacitated, all allies with 30 feet of you can roll a d4 when making an ability check, attack roll or saving throw and add it to the total.
Ordered Aggression
Starting at 18th level, you can whip allies into a focused frenzy. As an action you may expend one use of your Action Surge, if you do then all allies within 30 feet may make one action as if it were their turn. If multipe allies benefit from this ability then the order the actions occur in can be determined by the player who used this ability.
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