Commander
Not all Fighters rely solely on themselves in battle, some lead others with their knowledge of tactics. Commanders lead at the front, issuing orders and inspiring greatness in others by their own brave deeds. By their presence, a Commander can transform an unorganized militia into a deadly fighting force.
You learn certain Tactical Exploits from the Warlord Class at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known. Each time you gain a level, you can replace one of the Exploits you learned from this feature with a Tactical Exploit of your choice. If a Tactical Exploit has a Warlord level prerequisite, you can learn it if your Fighter level meets that prerequisite. Leadership Modifier. Some Tactical Exploits require a Leadership modifier. Choose either Intelligence, Wisdom, or Charisma to be your Leadership modifier for these Exploits. Once chosen, you cannot change this choice at a late point.
You have studied the strategy of both politics and war. You gain proficiency in either History, Insight, or Persuasion, and whenever you make an ability check with that skill you gain a bonus to your roll equal to one roll of your Exploit Die.
You can organize your allies even as you fight. When you use Second Wind, you can choose up to three creatures within 30 feet that can see or hear you to regain hit points equal to one roll of your Exploit Die + your Leadership modifier.
When you use Action Surge, you can choose another creature within 30 feet that can see or hear you. It can use its reaction to move up to its full speed without provoking opportunity attacks and then make a single weapon attack. At 18th level, you can target two creatures with this feature.
Once per turn when you use a Tactical Exploit that targets at least one friendly creature, one target of your choice gains temporary hit points equal to your Leadership modifier.
Commander Exploits
3rd-Level Fighter (Commander) FeatureYou learn certain Tactical Exploits from the Warlord Class at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known. Each time you gain a level, you can replace one of the Exploits you learned from this feature with a Tactical Exploit of your choice. If a Tactical Exploit has a Warlord level prerequisite, you can learn it if your Fighter level meets that prerequisite. Leadership Modifier. Some Tactical Exploits require a Leadership modifier. Choose either Intelligence, Wisdom, or Charisma to be your Leadership modifier for these Exploits. Once chosen, you cannot change this choice at a late point.
Fighter Level | Exploit |
---|---|
3rd | attack order, defensive order |
5th | enlivening order, surprise attack |
9th | tactical resposition |
Student of War
3rd-level Fighter (Commander) FeatureYou have studied the strategy of both politics and war. You gain proficiency in either History, Insight, or Persuasion, and whenever you make an ability check with that skill you gain a bonus to your roll equal to one roll of your Exploit Die.
Strategic Command
7th-level Fighter (Commander) FeatureYou can organize your allies even as you fight. When you use Second Wind, you can choose up to three creatures within 30 feet that can see or hear you to regain hit points equal to one roll of your Exploit Die + your Leadership modifier.
Heroic Surge
10th-level Fighter (Commander) FeatureWhen you use Action Surge, you can choose another creature within 30 feet that can see or hear you. It can use its reaction to move up to its full speed without provoking opportunity attacks and then make a single weapon attack. At 18th level, you can target two creatures with this feature.
Inspiring Commands
15th-level Fighter (Commander) FeatureOnce per turn when you use a Tactical Exploit that targets at least one friendly creature, one target of your choice gains temporary hit points equal to your Leadership modifier.
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