Fighter
Base Class: Fighter

Cunning and quick, strategic and steadfast, you have seen battle, and you know how to win them. The Battle Commander is a fighter equipped with not only the means to fight on the front lines, but also with tools that can make any character an effective front line fighter. The ultimate balance in offense, support, and battlefield control.

Team Assist

Starting at the 3rd level, As an action, you touch up to two creatures. The creatures you touch as well as yourself are imbued with one of the following effects, which you can choose. The effect lasts until the end of your next turn.

Once you use this feature, you cannot use it again until you finish a long or short rest. You can also switch the effect of this feature for a different one when you finish a long or short rest.

This subclass feature is improved upon at 10th level.

1. Skill

+1 to all ability (skill) Checks.

 

2. Sneak

+2 to DEX (Sneak) Checks

 

3. Strike

+1 Damage

 

4. Swiftness

+15 feet walking speed.

 

5. Stop Suffering

Restores 4 hit points per round for 2 rounds.

 

6. Save Assist

+1 to all saving throws.

 

Random

You roll a d4 twice. The numbers rolled are the same as the numbers of the options you use out of those listed. When you pick randomly, you get 2 effects, not just 1. If you roll the same number twice, add double the bonus.When you get more options at level 10, you roll a d6 twice, instead of a d4.

 

Imparted Proficiency

Starting at the 7th level, After initiative has been rolled, but before any creature takes its turn in combat, you can distribute up to five d4 dice to any creature or creatures you can see.

The creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature  that wishes to expend the die must roll it with the d20, and cannot roll after they know the outcome of the die or whether it is a pass or fail. The die vanishes when initiative ends at the end of combat.

 You regain all given dice when you finish a long or short rest.

 

Reactionary Tactics

Starting at level 15,  Once during each round of combat, when a willing creature you can see uses a reaction, you can use your reaction in addition, and that creature can use their reaction to do anything they can do during an action or bonus action. However, the creature cannot attack more than once, and cannot cast a spell if they do so during their turn.

Superior Team Assist

Starting at the 18th level, In addition to Team Assist, you now also gain the ability to use this new Superior Team assist. It operates largely the same way, but with these superior differences: You can now imbue yourself and up to three creatures you can see with two effects when you use this feature. The effects last for one minute. You now have a superior list of effects.

Once you use this feature, you cannot do so again until you finish a long rest.

 
1. Superior Skill

+2 to all Ability (Skill) checks.

 

2. Superion Sneak

You have advantage on Dexterity (Stealth) checks.

 

3. Superior Strike

+1 to hit and +1 damage.

 

4. Superior Swiftness

+20 feet walking speed.

 

5. Superior Save Assist

+1 to all Saving Throws.

 

6. Superior Stop Suffering

Gives 10 temporary hit points fir 1 minute
Restores 2 hit point each round for 1 minute.

7. Superior Steadfast

+1 AC.

 

8. Superior Spell Saver

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

 

Random

You roll a d8 twice. The numbers rolled are the same as the numbers of the options you use out of those listed. When you pick randomly, you get 2 effects, not just 1. If you roll the same number twice, add double the bonus.

 

Impart Profiiency, More Impartedly

Starting at level 18, If you roll initiative with no bonus dice to hand out, you regain one in addition to the one you regain for rolling initiative anyway.

 

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