Base Class: Fighter
Some men were born to follow, while others were made to lead. Commanders are fighters who excel at leading their fellow men at arms into battle and protecting them from harm. Commanders are renown for their exceptional battlefield awareness and strategical ability to maneuver their comrades through the most difficult of fights with as little casualties as possible. Skilled in martial combat themselves, Commanders are often found on the front lines. However, they prioritize their fellow combatants and amplifying their effectiveness as much as possible, rather than seeking glory for themselves.
Inspiring Command
You inspire your comrades around you with tactical commands or words of support. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiring Command counter.
Once within the next minute, the creature can use their Inspiring Command counter to reroll an attack roll, ability check or saving throw, keeping the new result. The creature can wait until after it rolls the d20 before deciding to use the Inspiring Command counter, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiring Command counter is used, it is lost. A creature can have only one Inspiring Command counter or Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Battle Cry
At 3rd level, you gain the ability to unleash an echoing battle cry that invigorates you and your companions once per short rest. With an action, every ally, including yourself, within 40 feet gains temporary health equal to your Fighter level + your Charisma Modifier. Additionally, affected creatures may add your Charisma modifier to their next attack roll before the end of your next turn. You do not gain the effect of the attack bonus for your next attack.
Tactical Command
Starting at 7th level, you have spent extensive days working with your companions to create commands and maneuvers to amplify their combat capabilities. With an action, you may give a Defensive Command or Offensive Command to all allies within 25 feet. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Defensive Command. All allies may use their reaction to move up to half their movement without provoking an attack of opportunity, but cannot move in a direction away from you. If they end their movement within 5 feet of an ally, both allies gain the effect of a Dodge action.
Offensive Command. All allies may use their reaction to move up to half their movement without provoking an attack of opportunity, but must move toward an enemy. They may also make one attack roll against any target within range.
You may target yourself with these Commands as well, however you must go last in the order these commands are executed. Additionally, you must use your movement to move toward an ally if using Defensive Command.
Resuscitate
At 10th level, your powerful presence and rousing words become capable of rousing fallen comrades and resuscitating them. Once per long rest, you can use an action to resuscitate any creature with zero hit points, that is not dead, that you can touch. A creature restored in this way gains 1 health and temporary health equal to your Fighter level + twice your Charisma modifier.
Steel Resolve
Starting at 15th level, your allies' resolve is bolstered while within 10 feet of you. Once per short rest per ally, your allies can make a Constitution saving throw when their hit points are reduced to 0 from any attack that does not instantly kill the target. When the target's health is reduced to zero, they must make a Constitution saving throw of half the damage they received, minimum of 10. On a successful save the target is reduced to 1 hit point instead.
Lightning Strike
At 18th level, you gain the ability to issue a Lightning Strike command to your allies with an action, once per long rest. When the Lightning Strike command is issued, yourself and all allies of your choice within 30 feet feel a surging rush of adrenaline and focus for 30 seconds.
While under this effect, all affected creatures gain the following abilities:
Dash with a bonus action.
Advantage on all Dexterity Saving throws.
All targets have two reactions.
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