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## Commander The archetypal Commander provides his allies with tactics and maneuvers to gain the edge during a battle. They are see opportunity in the chaos that comes with a fight and know how to direct others to seize these opportunities. Often they are veterans of war or have served in an army, but some just have a natural eye for the flow of a battle. ### Battle Orders Starting at 3rd level you have the ability to give order to your allies during battles. During your turn you can give battle orders as a bonus action to one creature within 60 feet that you can see and they can hear you.\ You can do this 4 times until you need to take a short or long rest. Starting at 7th level you have 5 uses and from level 15 you have 6 uses.\ The orders can be found at the end of this document. ### Lessons of War At 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Investigation or Persuasion ### Commander Tactics Starting at 7th level, when you give a battle order, you can spend an additional use to give the same order to an additional number of creatures up to your Charisma modifier (minimum 1). ### Heat of battle At 10th level you learn to react to the ever changing battlefield. Whenever a creature dies within 30 feet of you, you can use your reaction to give a battle order to a single creature without spending a use. \columnbreak ### Inspiring Orders Starting at 15th level, whenever an ally receives a battle order from you, they have advantage on the first attack they make before the start of your next turn. ### Legendary Commander Starting at 18t level, whenever you use your second wind ability, creatures of your choice within 30 feet of you gain temporary hit points equal to half the amount you could gain. #### Orders **Advance:** The target creature can use their reaction to move up to half their movement towards an enemy creature. After moving they can make a melee weapon attack against that creature if that creature was not in reach of them at the start of your turn.\ **Assist:** The target creature can use their reaction to use the Help action.\ **Brace:** The target creature can use their reaction to increase their AC by 2 until the start of your next turn.\ **Fall back:** The target creature can use their reaction to move half their movement without provoking opportunity attacks.\ **Focus:** The target creature has advantage on the next saving throw before the start of your next turn.\ **Hold the line:** When an enemy comes within reach of the target creature before the start of your next turn, the target creature can use their reaction to make an opportunity attack.\ **Persevere:** If the target creature is below half its maximum hit points, the target creature gains temporary hit points equal to your proficiency bonus + your Charisma modifier. \ *Art :Stark Sworn Swords, by Stefan Kopinski*