Also known as warlords, sergeants, or bannerets, commanders are leaders on the battlefield, inspiring their allies through their heroism and understanding of the battlefield. Commanders are not generals who sit and give orders from afar, instead they lead from the front, fighting alongside their soldiers and allies in the midst of battle.
You are able to inspire and bolster your comrades in battle, using special dice called morale dice. As a bonus action, choose one friendly creature other than yourself within 30 feet of you who can see or hear you. That creature gains a morale die, which is a d4, as well as temporary hitpoints equal to 1 + your fighter level.
The creature can roll the die and add the number rolled to one attack roll, weapon damage roll, or saving throw it makes. When an attack roll is made against the creature, it can use its reaction to roll the morale die and add the number rolled to its AC against that attack. The creature can wait until after rolling before deciding to use the morale die, but must decide before the outcome of the roll is declared.
A morale die can only be used once. Once it is rolled, or 1 minute after being granted, the die is lost. A creature can have only one morale 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 complete a short or long rest.
At 7th level, your ability to instil fear, love, or awe in your comrades reaches new heights. Choose Intimidation, Performance, or Persuasion. You gain proficiency in the chosen skill, and you gain expertise with it, which means your proficiency bonus is doubled for any ability check you make with it.
Starting at 7th level, when you grant a morale die to a creature, they can immediately use their reaction to move up to half their speed without provoking attacks of opportunity.
Starting at 10th level, you can lead your allies in daring assaults upon your enemies. As an action, you can expend two of your uses of Morale and make a weapon attack, rolling a morale die and adding the number rolled to the attack roll. If the attack hits, you can immediately command your allies to attack. When you do so, choose a number of allies within 30 feet of you equal to your Charisma modifier (a minimum of 1). The chosen creatures can each use their reaction to make one weapon attack against the target.
Starting at 15th level, your fearless presence emboldens your allies. You, friendly creatures within 10 feet of you, and creatures with a morale die from you can’t be frightened while you are conscious.
Beginning at 18th level, you are a dominating presence in battle, striking fear into your enemies and courage into your allies. Your morale dice become d6s. Additionally, when you score a critical hit, the target becomes frightened of you until the start of your next turn, and you regain 1 use of your Morale feature.
|Subclasses||Arcane Marksman ᴴᴮ · Battle Master · Brawler ᴴᴮ · Cavalier · Champion ᴴᴮ · Commander · Duelist ᴴᴮ · Echo Knight · Eldritch Knight · Samurai · Storm Heart ᴴᴮ · Sword Dancer ᴴᴮ|
|Main Classes||Artificer · Barbarian · Bard · Cleric · Druid · Fighter · Paladin · Monk · Ranger · Rogue · Sorcerer · Warlock · Wizard|
|Other Classes ᴴᴮ||Atavist · Magismith · Soulbinder · Spellbinder · Warden · Warlord|