Commander 2.0

by Witchfire

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Witchfire's Commander
Lead from the front, and the rest will follow

Commander


A complete class designed by Alice Witchfire

The most important words a man can say are, “I will do better.” These are not the most important words any man can say. I am a man, and they are what I needed to say. The ancient code of the Knights Radiant says "journey before destination." Some may call it a simple platitude, but it is far more. A journey will have pain and failure. It is not only the steps forward that we must accept. It is the stumbles. The trials. The knowledge that we will fail. That we will hurt those around us.

But if we stop, if we accept the person we are when we fall, the journey ends. That failure becomes our destination.

To love the journey is to accept no such end. I have found, through painful experience, that the most important step a person can take is always the next one.

— Brandon Sanderson, Oathbringer

Clad in shining armor, a gallant knight charges into battle alongside her knights. She leads from the front lines and inspires her troops with her unyielding passion. Her rousing speeches instill a sense of purpose and a belief that they fight for glory and the greater good of the kingdom.

With watchful intent, a half-orc warrior roams the tundra, accompanied by his fearsome panther and a skilled hunting pack. They move as a cohesive team, communicating with grunts and hand signals that go unnoticed by outsiders. under the half-orc's guidance, they are confident they will tough out the harsh winter.

A fiercely determined pirate captain leads her loyal crew of merciless cutthroats through the treacherous seas, inspiring fear in all who dare to cross their path. Known as the scourge of the coast, the war leader is driven by an unrelenting desire for wealth and power, and will stop at nothing to achieve her goals. With their leader's unstoppable determination and ruthless tactics, the crew has gained a notorious reputation, leaving destruction and chaos in their wake.

Leadership comes in many forms and can be displayed in various ways. Whether it's through inspiring speeches, rewards for loyalty and strength, or rule by authoritative command, a good leader must understand how to bring out the best in others.

Ideal Leaders

At their core, commanders are idealistic leaders with an unrelenting drive for success. They exemplify boldness through their actions, maintain morale among their followers, and lead from the frontlines. A commander is determined to win and can keep everyone focused on the objective, even when facing overwhelming odds.

In addition to their leadership skills, commanders have the crucial responsibility of negotiating with others. A good commander must also possess effective communication and negotiation skills, as well as the confidence to make tough decisions. A powerful commander must be willing to take charge and bear the consequences of their decisions.

Strengths and Weaknesses

A commander is the natural choice to lead a group of fighters, whether it be adventurers, crusaders, marauders, or hunters. They have the authority to make difficult decisions, their presence allows them to lead with confidence, and they fight alongside their followers on the front lines.

Yet, a truly skilled commander recognizes the unique strengths and weaknesses of each person under their command. They have a keen understanding of when to delegate a task to someone better suited to handle it, and when to shore up an ally's defenses. A good commander understands that while they may excel in physical combat, they will never match the raw ferocity of a berserker. While they may have a way with words, they lack the magical advantages that that an enchanter possesses. And while they may possess strategic thinking, they would benefit from the brilliance of a well-studied scholar.

A commander who can balance their own abilities with the strengths of their party members is a formidable force. Such a leader is able to utilize their team's diverse skill sets to create a well-rounded and efficient team. Ultimately, leadership is about more than just leading the charge; it's about working together towards a shared goal.

Creating your Commander

When creating your character, consider the traits that make others want to follow you. Do you have a commanding voice that demands respect, or a charismatic personality that captivates people? Perhaps you have a wealth of tales and legends to share with anyone from the humble peasant to the lavish king. Is your name notorious, striking fear into the hearts of mortals? What did you do to earn your current reputation?

Reflect on what made you accept the role of a commander. Is it for the desire for power and influence? Or is it for the greater good, under the belief that you can make a positive impact and bring about change? Were you appointed to lead by a formal or divine power, or are you driven by personal ambition? Do you need the help of others to achieve your goals, or do you have a need to be in control of any situation? By considering these factors, you can identify the traits and motivations that draw others to follow you and become a strong leader in your story.

Class Overview

The commander is a martial class that excels at enhancing the effectiveness of its group in combat. Its primary abilities are Strength and Charisma, and it wields all armor and weapons with full martial capabilities. The following sections provide additional information.

Gameplay Loop

In combat, commanders can make use of extra attacks, but their true strength lies in their directives. During the first tier of play, commanders must choose whether to attack or give a directive on their turn. However, after 5th level, they can use a mix of attacks and directives on their turn, though they are still limited to making no more than two attacks with their action.

Commanders use their bonus action to provide support, such as by rallying their companions, directly assisting them, protecting them from harm, or charging towards danger.

Defensively, commanders rely on heavy armor and have abilities that offer temporary hit points and other defensive bonuses. Their martial options encourage the use of a shield, although one is not required, and they may or may not be mounted.

Compared to Paladins

The commander class offers a different style of play and focus compared to paladins. Although both classes share high Charisma and defensive capabilities, commanders prioritize party coordination over the ability to deal burst damage. They also lack the divine flavor and oaths that are built into the paladin class.

Compared to Fighters

Compared to fighters, commanders prioritize their allies more than their own attacks. Instead of gaining a third or fourth attack, hey gain the ability to give three or four directives. A commander's rally can be seen as a more widespread version of a fighter's second wind, and while they possess similar martial training, fighters are more versatile with a mix of weapons.

Archetypes

At 3rd level, a commander must choose one of several commanding archetypes, each one with its own unique leadership style.

  • War Leader: This archetype represents tactical strategists who excel at leading combatants in battle. Many military leaders and strategists fall within this archetype.
  • Huntmaster: This archetype represents canny leaders with a deep connection to the wilderness, and aided by an animal companion. Examples include
  • Arcane Strategists: Magical commanders who supplement their style of leadership with magic.
  • Dread Lord (Not included): Fearsome warlords who strike fear into the hearts of thesir enemies and rile their followers into a craze.
  • Divine Herald (Not included): Noble commanders with a divine mandate to lead, having been blessed by a god or an otherworldly being.
  • Diplomat (Not included): Skilled negotiators who rely on their charisma and wit to navigate complex social situations.
  • Banner Knight (Not included): Commanders who carry the banner of their kingdom or movement, serving as a symbol of its values and ideals.
Commander
Level Proficiency
Bonus
Features Directives Known Recommended Action in Combat
1st +2 Somatic Communication, Combat Directives, Rally (1/rest) 2 Attack or give a directive
2nd +2 Fighting Style, Undauntable Action 2 Same as 1st
3rd +2 Commanding Archetype 2 Same as 1st
4th +2 Ability Score Improvement 2 Same as 1st
5th +3 Multi-Command 3 Any combination of two attacks or directives
6th +3 Commanding Archetype Feature 3 Same as 5th
7th +3 Call to Arms, Rally (2/rest) 3 Same as 5th
8th +3 Ability Score Improvement 3 Same as 5th
9th +4 Leader's Initiative 4 Same as 5th
10th +4 Unified Resistance 4 Same as 5th
11th +4 Multi-Command 4 Your choice of: three directives, one attack and two directives, or two attacks and one directive
12th +4 Ability Score Improvement 4 Same as 11th
13th +5 Commanding Archetype Feature 5 Same as 11th
14th +5 Rally (3/rest) 5 Same as 11th
15th +5 Unified Resistance (2 uses) 5 Same as 11th
16th +5 Ability Score Improvement 5 Same as 11th
17th +6 Multi-Command 6 Your choice of: four directives, one attack and three directives, or two attacks and two directives
18th +6 Commanding Archetype Feature 6 Same as 17th
19th +6 Ability Score Improvement 6 Same as 17th
20th +6 Unified Resistance (3 uses), Exemplar 6 Same as 17th

Quick Build

You can make a commander quickly by following these suggestions. Your highest scores should be Strength and Charisma, depending on whether you'd rather focus on using weapons or providing support. Second, choose the soldier background.

Multiclassing

Prerequisites: Strength 13 and Charisma 13
Proficiencies Gained: light armor, medium armor, shields, simple weapons, martial weapons, and one skill proficiency.

Commander Features

As a commander, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per commander level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per commander level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Vehicles (all)

  • Saving Throws: Wisdom and Charisma
  • Skills: Choose three from Animal Handling, Athletics, Deception, History, Insight, Medicine, Nature, Intimidation, Perception, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial melee weapon and a shield or (b) any two melee weapons
  • (a) a heavy crossbow and 20 bolts or (b) two handaxes
  • (a) a chain shirt or (b) chain mail
  • (a) a diplomat's pack or (b) an explorer's pack
  • A sewing kit, a cart, and a draft horse

Instead of a draft horse, you can choose any other draft animal with a challenge rating of 1/4 or lower. Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.

Somatic Communication 1st level

You can use somatic gestures to communicate covertly with your allies. Using a free hand, you can convey messages to your companions through a set of hand movements. You can teach any companion to understand your gestures if it knows at least one language. Doing so takes 10 minutes.

A creature that doesn't understand these messages but can see you can use its reaction to make a DC 15 Intelligence (Investigation) check. On success, the creature is able to basic idea conveyed by the message, but not its details.

Rally 1st level

You can raise morale by speaking words of encouragement, reciting a line from a poem, shouting a ferocious battle cry, or simply urging everyone to press on, as a bonus action. Select up to three creatures that you can see within 30 feet. If a chosen creature can hear you, it gains temporary hit points equal to your Charisma modifier + your Commander level (minimum of 1). After one hour, any remaining temporary hit points disappear.

You regain use of this feature when you finish a short or long rest. At 7th level, you can use your rally twice between rests. At 14th level, you can use it three times between rests. You regain all expended uses at the same time.

Moreover, when you use this feature at higher levels, you can spend additional uses at the same time to rally a larger force. Each use after the first targets three additional creatures.

Combat Directives 1st level

You can influence the course of battle by using your action to grant an ally a bonus in the form of a directive. You know two directives from the list below, and you learn additional directives at higher levels in this class (shown in the Commander table). A reference to your level refers to your level in this class.

When you give a directive, you target a willing creature that you can see within 30 feet, other than yourself, to receive its effects. The target must be able to understand you, either verbally or through some other means, and may not benefit from another directive for the duration. Unless otherwise specified, a directive lasts until the start of your next turn and ends early if you fall unconscious or die.

Whenever you finish a long rest, you can replace a directive you know with a different one of your choice. This change represents a shift in the mental preparations you take to ready for combat that day.

Using Directives Outside of Combat

In the heat of battle, a directive's effects last for only one round. However, you may also wish to use your directives outside of combat.

Outside of combat, your directives have an extended duration of one minute, but end early if either you or the target rolls initiative. A directive with a continuous effect persists for the full duration. You cannot issue another directive until the previous one's effects have ended, unless an ability allows you to give multiple directives on your turn, in which case you are limited to the amount you can give in one turn.

Directive of Battle Focus

You feel an intense focus wash over you, allowing you to act with precision in the midst of combat.


The target gains a focus die, which is a d4. Once before the effect ends, the target can add this die to one attack roll or ability check. At 11th level, the focus die becomes a d6.

Directive of Celerity

A wave of clarity courses through your body, and you see the battlefield in a new light as every obstacle in your way blurs into the background.


For the duration, the target gains a 10-foot bonus to its speed and ignores half and three-quarters cover with melee attacks.

Directive of Critical Aim

The commander urges you to take a brief moment to analyze your foe, and with a flash of insight, you discern the precise point of attack to strike with your weapon.


The target gains a +1 bonus to attack rolls and scores a critical hit on a roll of 9 or 20. At 11th level, target gains a +2 bonus to attack rolls and scores a critical hit on a roll of 18, 19, or 20.

Directive of Hasted Attack

Your weapon becomes weightless, as if it were an extension of your arm, allowing you to unleash swift fury on your enemy.


If the target takes the Attack action on its next turn, it can make one additional attack that turn. Otherwise, it can use its bonus action to make a weapon attack.

Directive of Iron Skin

You feel as sturdy as a fortress made of metal, impervious to the elemental forces that assail you.


Each time you issue this directive, select one of the following damage types: acid, cold, fire, lightning, radiant, or thunder. The next time the target takes damage of the chosen type, it resists that instance of damage.

Directive of Persistence

In your struggle against the hold of an ongoing effect, an unyielding sense of will grants you the strength to break free from its grasp.


The target has advantage on saving throws and ability checks made to end ongoing effects, such as to escape a grapple or to escape the effects of a Slow spell.

Directive of Resilience

As the barrage of attacks rain down upon you, your iron will surges, allowing you to deflect some of the damage from each strike.


Each time the target takes damage before the start of your next turn, the amount is reduced by your Charisma modifier (minimum of 1).

Directive of Resolute Mind

You stand tall, your eyes ablaze with fierce determination, shielded from the insidious influence of fear and enchantment.


Until the start of your next turn, the target has advantage on saving throws against the charmed and frightened conditions.

Directive of Ruin

The very air around you seems to crackle with energy, filling you with a desire to crush the enemy that stands before you.


The target gains a 2d6 bonus to one damage roll before the start of your next turn. If the damage affects multiple creatures, only one creature takes the bonus damage. At 11th level, the damage equals 3d6.

Directive of Shared Knowledge

The commander paints a vivid picture of their surroundings, describing everything they see and hear in perfect color.


The first time you use this directive each turn, you can make a Wisdom (Perception) check to scan your surroundings. Until the start of your next turn, the target can see, hear, and sense anything you can. Moreso, if you can see an enemy, it gains no benefit against the target from being hidden or invisible.

Directive of Spellbreaking

The commander deftly directs your attacks towards the enemy spellcasters, pointing out the vulnerable spots to disrupt their concentration and cause their magic to waver.


If the target damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Directive of Spell Empowerment

Now more than ever, you feel the magic within you coursing through your veins, like a a symphony of arcane energies at your fingertips waiting to be released.


The next time the target casts a spell, it can add a d8 to one roll of the spell that either deals damage or recovers hit points.

Undauntable Action 2nd level

You act with fearless intent in combat, granting you three new ways to use your bonus action.

  • Charge. You move up to your speed towards a threat you can see.

  • Guard. You take the Guard action, which can be found later in this document.

  • Help. You take the Help action.

Fighting Style 2nd level

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting.

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mounted Fighting (New)

If you make a melee attack against a creature while riding a mount, that creature cannot make opportunity attacks against you or your mount for the rest of your turn, unless you dismount.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Shielded Fighting (New)

You are proficient with the use of a shield as a weapon, treating it as a martial melee weapon. When you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and you can push the target back 5 feet if it's no more than one size larger than you.

If your shield is magical and grants a bonus to AC, you gain the same bonus to the attack and damage rolls.

Tactician (New)

You learn one additional directive, which doesn't count total your total directives known. In addition, the range of all your directives is doubled.

New Fighting Styles

Mounted Fighting and Shielded Fighting are added to the list of options that Fighters, Paladins, and Rangers can take.

Commanding Archetype 3rd level

Choose an archetype that you strive to emulate in your particular style of leadership. The archetype you choose grants you features at 3rd level and again at x levels in this class.

Ability Score Improvement 4th level+

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Multi-Command 5th level+

You can combine your attacks and directives more seamlessly on your turn, depending on your level in this class (shown below). If you give multiple directives, you can choose to give the same or a different one to each target and can break up your movement between each. Additionally, making any number of attacks counts as taking the Attack action.

5th level and up

As an action, you can either (a) give directives to two allies, (b) attack once and give a directive to one ally, or (c) attack twice.

11th level and up

As an action, you can either (a) give directives to three allies, (b) attack once and give directives to two allies, or (c) attack twice and give a directive to one ally.

17th level and up

As an action, you can either (a) give directives to four allies, (b) attack once and give directives to three allies, or (c) attack twice and give directives to two allies.

Call to Arms 7th level

As a reaction when you roll initiative, you can alert your allies within 30 feet to prevent them from being surprised. This alarm also awakens any naturally sleeping creatures in the same area.

Leader's Initiative 9th level

Your leadership drives you to react to threats quickly. While you are conscious, you can't be surprised, and you gain a bonus to your initiative rolls equal to your Charisma modifier (minimum of +0). If your initiative count then equals another creature's, you decide whether you take your turns before or after that creature.

Unified Resistance 10th level

You can find strength in unity when you make a saving throw against an effect that also targets at least one other creature within 30 feet of you, the effect of which depends on whether you succeed or fail.

  • If you succeed on your save, you can immediately use your reaction to allow friendly creatures within 30 feet of you who failed their saving throws to roll again. A creature must use the new roll.
  • If you fail your save, but at least one other creature in range succeeded, you can use your reaction to roll your own save again. You must use the new roll.

You can use this feature once at 10th level, twice at 15th level, and three times at 20th level. You regain all uses after a long rest.

Exemplar 20th level

Your tireless leadership has earned you a legendary reputation. You can use your Rally without expending a use of it. When you do, it can target up to three creatures.

If you instead spend one or more uses, each use you spend targets three additional creatures.

New Action: Guard

A creature who wants to protect a nearby ally can take the Guard action on its turn.


When you take the Guard action, you willingly put yourself in harm's way to protect a friendly creature from threats you can see. You can guard a creature that is in your reach and up to one size larger than you.

Until the start of your next turn, you can redirect any attack that targets the guarded creature to make yourself the target of the attack instead, provided you are in the attack's range. If the guarded creature is targeted by an effect that requires a saving throw, you can use your reaction to make yourself the target of the effect instead. This does not protect from area effects, such as the explosion of a fireball.

This effect ends if you die, become incapacitated, or if the guarded creature leaves your reach.

Commanding Archetypes

A commander's archetype is defined by the types of followers they inspire and how they influence others.

War Leader

War leaders are masters of the battlefield. They have a deep understanding of strategy and tactics, and they are able to inspire their allies to fight with courage and determination. A successful war leader is able to turn the tide of any battle in their favor. They are well-suited for missions that involve attacking or defending, such as commanding a siege, guarding a caravan's safe passage, defending a stronghold against malevolent forces, or liberating a group of allies.

Signature Directives 3rd level

Choose two directives. You always know these two directives, and they do not count towards the total number of directives you know. You cannot replace either of these directives as part of a long rest.

Mobilizing Directives 3rd level

Your directives help your allies gain better positions in battle. When you give a directive, the target of the directive can immediately use its reaction to move up to half its speed without provoking opportunity attacks.

Strategic Advantage 6th level

Once per turn, when you give a directive, you gain advantage on the next attack roll you make before the directive's effects end. Alternatively, you can choose to grant advantage to the target of the directive instead of yourself.

Champion's Rally 13th level

Your Rally inspires confidence and intent in battle. For one minute after you use your rally, each rallied creature gains a d4 it can add to all of its its attack rolls and saving throws. This effect ends if you use your Rally feature again.

Legendary Last Stand 18th level

As a bonus action, you can become a beacon of battle inspiration for the next 10 minutes. As a bonus action, you become a beacon of battle inspiration for the next 10 minutes. During this time, you and creatures of your choice within 30 feet of you have advantage on attack rolls and saving throws, and resistance to all forms of damage.

However, the weight of this leadership comes with a heavy burden. If you fall unconscious or drop to 0 hit points while this feature is active, the effect ends, and you gain a level of exhaustion.

You must complete a long rest before you can use this feature again.

Huntmaster

Huntmasters are masters of the hunt. They draw inspiration from the hunting tactics of wild animals, understanding the significance of hunting in a pack and the importance of strength in numbers. A huntmaster is aided by the help of an animal companion. They rarely ever fight alone, and their expertise in hunting and combat makes them ideal for missions that involve tracking elusive prey, navigating hazardous environments, and exploring uncharted territories.

Survival Expert 3rd level

You are proficient with the Survival skill. If you already have this proficiency, you can select a different skill of your choice from the class skill list. Your proficiency bonus is doubled for any check you make with this skill.

Wild Companion 3rd level

You have formed a strong bond with a special animal during your time in the wilderness: a wild companion (see stat block on the next page). This creature has its own unique personality, is fiercely loyal to you, and follows your commands. It can take the form of any Small or Medium animal that doesn't have a fly speed, but uses the wild companion stat block while it's tamed by you.

The beast is either a Beast of Brawn, Beast of Might, Beast of Swiftness. Its stat block uses your proficiency bonus (PB) and Charisma modifier in multiple locations, which represents the training and trust you share together.

With your beast at your side, your leadership extends even further. When you use your Rally, you can target the wild companion without it counting towards the total number of targets. Additionally, it can understand your directives.

In combat the wild companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take an action from its stat block or some other action. If you are incapacitated or if the beast is away from you, it can take actions on its own.

The wild companion has a number of hit dice (d8s) equal to your level in this class. If the wild companion dies, it takes you eight hours to find a suitable beast in the local area, and 100 gp worth of supplies to tame it. You can only have one wild companion from this feature.


Wild Companion

Small or Medium beast, shares your alignment


  • Armor Class 12 + your Charisma modifier
  • Hit Points five times your level in this class
  • Speed 30 ft. (Brawn or Ferocity), 40 ft. (Swiftness)

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 13 (+1) 4 (-3) 13 (+1) 10 (0)

  • Saving Throws Dex (+2 plus PB), Wis (+1 plus PB)
  • Skills (All) Perception (+1 plus PB)
  • Skills (Brawn) Athletics (+2 plus PB)
  • Skills (Swiftness) Stealth (+2 plus PB)
  • Skills (Ferocity) Intimidation (0 plus PB)
  • Senses darkvision 60ft., passive Perception 11 plus PB
  • Languages Understands your somatic gestures and the languages you speak, but can't speak
  • Proficiency Bonus (PB) Equals your proficiency bonus

Born of Unity (All). If the wild companion has died within the last four hours, you can use your bonus action to touch it and expend a use of your Rally to revive it. The beast returns to life after 1 minute with all of its hit points restored. This ability cannot restore lost limbs.

Sure Footed (Swiftness). The beast has advantage on Strength and Dexterity saving throws against effects that would knock it prone.

Huntmaster's Steed. You can use the wild companion as a mount if you are the same size as it or smaller. While riding it, you have advantage on saving throws made to avoid falling off.


Actions (Uses your bonus action)

Slash (Swiftness and Might). Melee Weapon Attack: one target. Hit: 1d8 + PB slashing damage.

Bash (Brawn). Melee Weapon Attack: reach 5 ft., one target. Hit: 2d4 + PB bludgeoning damage. A Medium or smaller target is also pushed back 5 feet.

Frightening Roar (Might, 2/day). All hostile creatures in a 15-foot cone must make a Wisdom saving throw (DC equals 8 + PB + your Charisma modifier). Each creature that fails this save is frightened of the beast until the end of its next turn.

Wild Tactics 6th level

You and your animal companion coordinate your attacks in a deadly combination of claws and steel. When you hit a creature with an attack roll, you can mark it for your companion until the start of your next turn.

The beast's attacks deal additional damage to the marked creature equal to your Charisma modifier (minimum of 0). If the beast can see the marked creature, its movement does not trigger opportunity attacks from the creature.

Finally, if you used a magic weapon to mark the creature, the beast can target the same spot, bypassing any resistance to non-magical damage the creature may have.

Pack Rally 13th level

Your rally calls forth your pack to gather and fight together. Immediately after you use your Rally feature, each rallied creature gains an additional benefit for 1 minute. While this benefit lasts, a creature has advantage on melee attack rolls against enemies that are within 5 feet of another rallied creature, provided the ally is not incapacitated. This effect ends if you use your Rally feature again.

Apex Empowerment 18th level

As a bonus action, you howl to awaken the primal instincts within yourself and up to five allies within 30 feet, amplifying each ones's natural abilities. For the next 10 minutes, each creature deals an additional 1d6 damage with melee attacks and has advantage on Wisdom checks to track, locate, and follow other creatures. You must then finish a long rest before you can use this feature again.

Arcane Strategist

Arcane strategists are leaders who understand the power of magic. They learn a small number of spells and abilities that enhance their leadership abilities, such as by protecting themselves and their allies from harm, debuffing enemies to weaken their attacks, and gaining an edge in social situations. These magical abilities make them particularly valuable in quests that involve facing magical enemies or traversing magical realms.

Arcane Strategist Spellcasting
Commander Level Cantrips Known Spells Known Slots 1st 2nd 3rd 4th
3rd Message + 2 3 2
4th Message + 2 4 3
5th Message + 2 4 3
6th Message + 2 4 3
7th Message + 2 5 4 2
8th Message + 2 6 4 2
9th Message + 2 6 4 2
10th Message + 3 7 4 3
11th Message + 3 8 4 3
12th Message + 3 8 4 3
13th Message + 3 9 4 3 2
14th Message + 3 10 4 3 2
15th Message + 3 10 4 3 2
16th Message + 3 11 4 3 3
17th Message + 3 11 4 3 3
18th Message + 3 11 4 3 3
19th Message + 3 12 4 3 3 1
19th Message + 3 13 4 3 3 1

Spellcasting 3rd level

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn three cantrips: Message and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and enchantment spells on the wizard spell list.

The Spells Known column of the Arcane Strategist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your wizard spells. Although you learn your spells and study them much like a wizard does, your particular style of spellcasting uses your force of personality to project your magic. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a shield or weapon in your hand as a spellcasting focus for your wizard spells.

Magical Communication 3rd level

Your ability to command in battle is enhanced by magic, allowing you to deliver directives to targets up to 120 feet away as a whisper that only the target can hear.

In addition, when you cast mage hand, you may choose to do so as a bonus action. The number of creatures you can target with this cantrip increases to two at 5th level, three at 11th level, and four at 17th level.

War Leader Magic Idk 6th level

When you use your action to cast a cantrip or 1st level spell, you can give one directive as a bonus action.