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Fighters of Drakkenheim: Commander

For Glory!” the voice of the commander thunders across through the battlefield. Filled with resolve, his troops call out in answer as they push forward. The commander keenly watches as the battle begins, acutely aware of every opening and every weakness. He sees the battlefield like a game of chess, every strike, step, and sacrifice a calculated move on the path to toward victory.

Across the many nations of the continent valiant warri ors take up arms and travel the lands on noble quests, or sharpening their blades preparing for the next war. The continent is a place of chaos. Many great wars have been fought between every nation multiple times over — there is no shortage of battles, conquests, or adventures that trained warriors will find themselves drawn into. Caspian warriors from one of the great noble houses often head out into the world seeking renown and tales to bring home to honor their house. Great champions of the Scalebreaker Legion set forth to track and slay the remaining dragons of the continent. Westemär is still recovering from the scars left behind by its civil war and the fall of its capital. Many veterans of these wars still remain ready to face new threats. Fighters are found among the Knights of the Silver Order from Elyria, and aid on holy missions to track malfeasant wizards or to put an end to corruption caused by delerium. The Eastern Vales, the Isles of Skye, or any of the other many nations of the continent are filled with great warriors who aim to prove their might as they adventure around the world. City guards and guilds often employ trained combatants who yearn to protect the realms from evil. Bands of mercenaries and the remnants of defeated armies from the continent’s many wars often feel the need to take up arms once again, either for their own survival or in service to some greater power. A fighter can come from just about anywhere and be part of any faction. Not all are noble with great causes. Some very skilled fighters have made entire careers of being hired blades. Rumors are that an entire group of fighters make their money as hirelings for the Amethyst Academy, and are paid well to do their dirty work. Many of the knights of the Silver Order who do not possess divine powers are fighters, still loyal to the Faith.

Commander

Between the nations of Westemär, Elyria, and Caspia there have been countless wars fought. Many great knights, valiant soldiers, and powerful combatants have tested their mettle against man and monster alike. Amongst the brave there are always those who are born to lead, and the Commander is just that. They stand at the front of battle, uniting their allies and leading the charge against their enemies.

Groomed for Leadership

3rd-level Commander feature

You gain proficiency in the History and Persuasion skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Battle Commands

3rd-level Commander feature

You can issue a battle command as a bonus action to an ally within 120 feet of you who can hear you. Choose one of the following commands:

  • Fight On! The target regains a number of hit points equal to 1d10 + your fighter level. The creature can’t regain hit points from this command again until it finishes a short or long rest.
  • For Glory! The target can use their reaction to make a melee or ranged weapon attack.
  • Move It! The target can use their reaction to move up to their speed without provoking opportunity attacks.
  • Never Falter! The target recovers from one charmed or frightened condition. Once a creature benefits from this com mand, it can’t do so again until it finishes a short or long rest.

Fearless Commander

7th-level Commander feature

You gain proficiency in Wisdom saving throws, and you have advantage on saving throws against effects which charm or frighten you.

Coordinated Command

10th-level Commander feature

When you issue a battle command on your turn, you can target two allies instead of one. You can give both the same command or a different command to each ally. Both targets must be within 120 feet of you.

Adaptive Strategy

15th-level Commander feature

When you issue a battle command, the targets gain advantage on their next attack roll or saving throw they make before the end of your next turn.

Call to Action

18th-level Commander feature

At 18th level, when you use your Action Surge ability, instead of taking an additional action yourself, one ally you can see can immediately take an additional turn immediately after you finish your turn,


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