Commander
The field of battle is like a sea – ready to engulf and swallow unsuspecting soldiers at a moment’s notice. The chaos and madness of wood and steel splash around, squashing and crushing those that can’t meet them with equal resistance. It is rare to see islands of stability and order in the sea. Yet when you do see one, you can bet that it is the work of a true commander. A commander has the will and wits to lead his troops through till the end, employing strategies and maneuvers to lead his men as one till the end – be it sweet victory or bitter defeat.
The commander is a versatile fighter that takes control of the situation and shapes it to his liking. With a versatile array of options, he can turn most unfavorable situations to be in his favor – especially if he has allies.

Passive
When you are wielding a melee weapon in one hand and hold no other items, you gain a +2 bonus to damage rolls with that weapon.
Class level 1
1. – Fighting Strategy (5 FP, restricted – charges)
You know commands that are fueled by special dice called strategy dice. You know three commands. Many commands enhance an attack in some way. You can use only one command per attack. You learn two additional commands at CL3, CL5, and CL7. You may switch out the commands you know after finishing a long rest.
You have four strategy dice, which are d8s and are used for the commands. A strategy die is expended when you use it. You regain all of your expended strategy dice when you finish a long rest. You gain another strategy die at CL5 and one more at CL7. The strategy dice also become d10s at CL 5 and d12s at CL 9.
Some of your commands require your target to make a Saving throw to resist the command’s effects. The saving throw DC is equal to 10 + your Strength or Dexterity modifier (your choice).
Name | Effect |
---|---|
Ambush | When you make a Dexterity (Stealth) check or the first initiative roll in combat, you can expend one strategy die and add the die to the roll, provided you aren't incapacitated. |
Bait and Switch | When you're within 5 feet of a creature on your turn, you can expend one strategy die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the strategy die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. |
Commander's Strike | When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action 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 strategy die. That creature can immediately use its reaction to make one weapon attack, adding the strategy die to the attack's damage roll. |
Disarming Attack | When you hit a creature with a weapon attack, you can expend one strategy die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the strategy die to the attack's damage roll, and the target must make a Saving (Strength) throw. On a failed save, it drops the object you choose. The object lands at its feet. |
Distracting Strike | When you hit a creature with a weapon attack, you can expend one strategy die to distract the creature, giving your allies an opening. You add the strategy 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. |
Evasive Footwork | When you move, you can expend one strategy die, rolling the die and adding the number rolled to your AC until you stop moving. |
Feinting Attack | You can expend one strategy die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the strategy die to the attack's damage roll. |
Provoking Attack | When you hit a creature with a weapon attack, you can expend one strategy die to attempt to provoke the target into attacking you. You add the strategy die to the attack's damage roll, and the target must make a Saving (Intelligence) 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. |
Lunging Attack | When you make a melee weapon attack on your turn, you can expend one strategy die to increase the distance at which you can hit a target for that attack by 5 feet. If you hit, you add the strategy die to the attack's damage roll. |
Maneuvering Attack | When you hit a creature with a weapon attack, you can expend one strategy die to maneuver one of your comrades into a more advantageous position. You add the strategy 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 strategy die to attempt to frighten the target. You add the strategy die to the attack's damage roll, and the target must make a Saving (Intelligence) 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 strategy die to reduce the damage by the number you roll on your strategy die + your Dexterity modifier. |
Poise | When a creature you can see moves into the range you have with the melee weapon you're wielding, you can use your reaction to expend one strategy die and make one attack against the creature, using that weapon. If the attack hits, add the strategy die to the weapon's damage roll. |
Precision Attack | When you make a weapon attack roll against a creature, you can expend one strategy die to add it to the Attack and damage rolls. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. |
Pushing Attack | When you hit a creature with a weapon attack, you can expend one strategy die to attempt to drive the target back. You add the strategy die to the attack's damage roll, and the target must make a Saving (Strength) throw. On a failed save, you push the target up to 15 feet away from you. |
Riposte | When a creature misses you with a melee attack, you can use your reaction and expend one strategy die to make a melee weapon attack against the creature. If you hit, you add the strategy die to the attack's damage roll. |
Striking Presence | When you make a Charisma (Intimidation, Performance or Persuasion) check, you can expend one strategy die and add the strategy die roll to the Charisma check. |
Sweeping Attack | When you hit a creature with a melee weapon attack, you can expend one strategy die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your strategy die. The damage is of the same type dealt by the original attack. |
Swift Throw | As a bonus action, you can expend one strategy die and make a thrown attack with a melee weapon. You can draw the weapon as part of making this attack. If you hit, add the strategy die to the weapon's damage roll. |
Tactical Mind | When you make an Intelligence (History or Search) or a Charisma (Insight) check, you can expend one strategy die and add the strategy die to the ability check. |
Trip Attack | When you hit a creature with a weapon attack, you can expend one strategy die to attempt to knock the target down. You add the strategy die to the attack's damage roll, and the target must make a Saving (Strength) throw. On a failed save, you knock the target prone. |
Class level 2
2. – Fighter’s Spirit (10 FP, restricted – charges)
Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current tum. When you do so, you also gain 5 temporary HP. The number of temporary hit points increases when you reach certain class levels, increasing to 10 at CL5 and 15 at CL9.
You can use this ability three times, and you regain all expended uses of it when you finish a long rest.
Class level 3
3. – Extra Attack (10 FP, unrestricted)
You can make two attacks on your turn when you take the Attack action. They can, but do not have to target the same person, however both must be in range of your weapon. You can also use one or more of these attacks to attack with an off hand weapon, following the rules for Dual Wielding.
The number of attacks increases to three at CL 5 and four at CL 9.
Class level 5
4. – Locked in Formation (10 FP, unrestricted)
You now are a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within close range of you, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of their current turn.
5. – Unyielding (15 FP, unrestricted)
When you roll initiative and have no strategy dice remaining, you regain 1 strategy die. Additionally, when you roll initiative and have no uses of Fighter’s Spirit remaining, you regain one use.
Class level 7
6. – Rapid Strike (35 FP, restricted – time)
You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Class level 9
7. – Ever Vigilant (25 FP, unrestricted)
You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.