Fighter
Base Class: Fighter

Commanders stand on the frontline issuing orders and bolstering their allies with weapon in hand. Commanders know how to inspire, direct and rally a team to win a fight.

Notes: this class is built on combining relevant manoeuvres from the Battle Master subclass of Fighter, with the abilities of an Order Cleric. It is designed to closely parallel a multi-class build of these two classes.

The concept here is to convert certain cantrips and spells (eg. guidance, bless, heroism, beacon of hope, etc) into martial abilities. Inspiration for this comes from the Leadership ability of Knights and Hobgoblin Captains, which is a martial mirror of the Bless spell with certain modifications. In some cases magic has been turned into a class ability, in other cases a command maneuver (a re-flavouring of combat maneuvers for battle master fighters).

6th level feat note: fighters are unique in getting an ASI/feat at 6th level. I have created a feat called Authoritative Presence (dndbeyond.com/feats/698875-authoritative-presence) which grants the benefits of a choice of two 'channel divinity'  abilities: Order's Demand (Order Domain Cleric) and Conquering Presence (Conquest Paladin). I think both of these powers are again able to be imagined as non-magical (or divine) effects. D&D Beyond won't let me make this a requirement or even list it as a sub-class feature at 6th level, but the build is based on the character gaining these abilities at 6th level. This could also be adjusted to 4th or 8th level. 

Regarding balance: care has been taken to match the abilities of a BM/OC multi-class at each level. This includes consideration of the number of ‘command maneuvers’ and ‘command dice’ at each level, with prepared spells and spell slots being incorporated into the battle master mechanics and short vs long rest recharges accounted for. The significantly reduced number of options for spells and maneuvers is offset by some maneuvers and abilities being buffed slightly in relevant (support role) ways, such as some maneuvers being slightly better than their BM equivalent, and an added maneuver called Guided Strike (based on Precision Strike but for aiding allies). 

Command Superiority

When you choose this archetype at 3rd level, you learn command maneuvers that are fueled by special dice called command dice.

Command Maneuvers. You learn three command maneuvers of your choice, which are detailed under “Command Maneuvers” below. Many command maneuvers enhance an attack in some way. You can use only one command maneuver per attack.

You learn four additional command maneuvers of your choice at 7th level, another 3 at 10th level, and another 3 at 15th level. Each time you learn new command maneuvers, you can also replace one command maneuver you know with a different one.

Command Dice. You have four command dice, which are d8s. A command die is expended when you use it. You regain all of your expended command dice when you finish a short or long rest.

You gain another command die at 7th level, 10th level, and 18th level.

Saving Throws. Some of your command maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Command Maneuver save DC = 8 + your proficiency bonus + your Charisma modifier

Command Maneuvers

The command maneuvers are presented in alphabetical order.

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one command die and add the die to the roll, provided you aren’t incapacitated.

You may spend additional dice to grant the same benefit to any creature within 10 feet of you (one die per ally). They do not re-roll the command die, but use the same result as you. 

Command

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Note: this 'command maneuver' variant does not require a bonus action.

Commanding Presence

When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Coordinated Tactics

You coordinate up to three creatures of your choice within range for up to 1 minute. Whenever a target makes an attack roll or a saving throw before the ability ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. This ability requires your concentration, which can be broken in the same way as spell concentration. 

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Guided Strike

When a friendly creature within 30 feet of you, who can hear you, makes an attack on a target that you can see, you can use your reaction and spend one command die to guide the attack. Your ally adds your command die roll to their attack roll. You can use this maneuver before or after your ally makes the attack roll, but must decide before the DM says whether the roll succeeds or fails. 

Inspire Heroism

A willing creature you touch is imbued with bravery for up to 1 minute. Until the effect ends, the creature is immune to being frightened and gains temporary hit points equal to your Charisma modifier at the start of each of its turns. When the effect ends, the target loses any remaining temporary hit points from this ability. This ability requires concentration, which can be broken in the same way as spell concentration.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Tactical Assessment

When you make an Intelligence (Investigation), an Intelligence (History), a Wisdom (Perception), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Student of War

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Voice of a Leader

At 3rd level, you gain proficiency in your choice of Persuasion or Intimidation, if you are not already proficient in them.

Intimidation

Gain proficiency in Intimidation

Persuasion

Gain proficiency in Persuasion

Supportive Leader

Starting at 7th level, you gain the ability to grant yourself or a willing target you touch the effects of a Guidance, Resistance or Spare the Dying cantrip. These effects are not magical in nature, but you can find them under the spells listing in your character sheet. 

Voice of Authority

At 7th level, you gain the ability to invoke your authority to embolden an ally to attack If you use use a command maneuver and target an ally with the effect, that ally can use their reaction immediately after the maneuver to make one weapon attack against a creature of your choice that you can both see.

Inspire Greatness

Starting at 10th level, you can touch a creature and bestow upon it a inspiration to surpass their normal abilities. Choose one of the following effects; the target gains that effect for 1 hour. This effect requires concentration, which can be broken in the same way as spell concentration. 

Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Fox's Cunning. The target has advantage on Intelligence checks.

Owl's Wisdom. The target has advantage on Wisdom checks.

Eagle's Splendor. The target has advantage on Charisma checks.

(This ability mirrors the Enhance Ability spell.) 

 

Know Your Enemy

Starting at 10th level, if you spend at least 1 minute observing or interacting with another creature outside combat, or during 3 rounds of combat, you can learn certain information about its capabilities compared to your own: choose two of Challenge Rating (or class level), Armour Class, current hit points.

Improved Command Superiority

At 15th level, your command dice turn into d10s.

Beacon of Hope

At 18th level, your very presence inspires hope to your allies . As an action, for one hour you can grant yourself and allies within 30 feet of you advantage on Wisdom saving throws against being frightened and death saving throws, and friendly creatures inside the area of effect regain the maximum number of hit points possible from any healing. These effects are the same as the Beacon of Hope spell, and require concentration, which can be broken in the same way as spell concentration. You can use this ability once per short rest. 

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