Principle of the Commander
Tacticians who follow the principles of the Commander use their wits to help them overcome both physical and mental battles. These tacticians are quite hard to read and predict, proving to be great opponents against psionics and other mind-bending foes.
Clever Wordplay
When you choose this principle at 3rd level, you know how to manipulate creatures in and outside of combat. Whenever you make a Charisma skill check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
Additionally, you gain proficiency in one Charisma skill of your choice.
Guiding Words
Also at 3rd level, your tactics clear up the minds of your allies. If a friendly creature is the target of one of your tactics, they can use your Intelligence modifier for the next Intelligence, Wisdom, or Charisma saving throw they make before the start of your next turn.
Mental Fortress
At 6th level, you have reinforced your mind against outer forces. Creatures have disadvantage on Wisdom (Insight) checks against you, and creatures cannot read your thoughts nor telepathically communicate with you without your permission.
Additionally, you have advantage on saving throws against being charmed or frightened (your choice when taking this feature).
Marked for War
At 10th level, you direct your allies attention toward a common foe. Upon targeting a hostile creature through a combat tactic, you can make them a valued target. Until the end of your next turn, a number of friendly creatures equal to your Intelligence modifier (minimum of 1) of your choice have advantage on their next attack roll against the target.
Once you have used this feature, you cannot use it again until you finish a short or long rest.
Master Stratagem
Starting at 14th level, you learn one of the following stratagems, which you can perform once per long rest.
- I am your Anchor!. Upon performing a Combat Tactic, you can choose a number of friendly creatures that can hear or see you equal to your proficiency bonus. For the next minute, they are immune to being charmed or frightened (your choice) while they remain within 15 feet of you.
- You will know Fear! Whenever a creature that you can see or hear takes damage, you can spend a reaction to force the creature to make a Wisdom saving throw. On a failed save, the creature is frightened by you, the source of that damage (if it is a creature), and a number of creatures within 30 feet of them of your choice equal to your Intelligence modifier (minimum of 1). This lasts for a minute, or until they are brought to 0 hit points. This stratagem ignores immunities to the frightened condition; instead, if a creature immune to the condition is targeted, it makes its saving throw with advantage.
- Onwards, to Victory! Upon performing a Combat Tactic, you can choose a number of friendly creatures that can hear or see you equal to your Intelligence modifier (minimum of 1) within 30 feet of you. They can immediately move up to their movement. If they finish their movement within range of a creature they can attack, they can immediately make a weapon attack against that creature.
Commander Tactics
Dazzling Distraction
Prerequisite: Principle of the Commander
As a bonus action, you have someone cause a distraction through a myriad of senses. Choose a willing creature that can see or hear you within 60 feet of you to make a Charisma (Performance) check, adding your Intelligence modifier to the roll. Any hostile creatures within 20 feet of the target must make a Wisdom (Insight) check against the target's check. Each hostile creature that fails this check has disadvantage on any attack rolls and Wisdom (Perception) checks that isn't against the target until the end of your next turn.
If you yourself perform this check, you can repeat this check on each of your turn as a bonus action. Any creature who failed the previous checks against this tactic must repeat them, extending the effect of this tactic until you stop or until they succeed the check.
At 11th level, this tactic affects any hostile creatures within 40 feet of the target.
Snap out of it!
Prerequisite: Principle of the Commander
As a bonus action, you force your allies to regain control of themselves. Choose a number of creatures, up to your proficiency bonus, that can see or hear you and is within 30 feet of you. They can immediately make a saving throw against an effect they are inflicted with. This effect must be one that provokes an Intelligence, Wisdom, or Charisma saving throw.
At 11th level, these creatures gain a bonus to this save equal to your Intelligence modifier.
Stoke the Flames
Prerequisite: Principle of the Commander
As a bonus action, you have someone reinvigorate allies to keep fighting. Choose a willing creature that can see or hear you and is within 60 feet of you to make a Charisma (Persuasion) check, adding your Intelligence modifier to the roll. Any friendly creatures within 20 feet of the target gains temporary hit points equal to half of the check for the next minute.
If you yourself perform this check, you gain a bonus to the roll equal to your proficiency bonus.
At 11th level, this tactic affects any hostile creatures within 40 feet of the target.
Terrify the Heart
Prerequisite: Principle of the Commander
As a bonus action, you have someone instill fear into enemies around it. Choose a willing creature that can see or hear you and is within 60 feet of you to make a Charisma (Intimidation) check, adding your Intelligence modifier to the roll. Any hostile creatures within 20 feet of the target must make a Wisdom (Insight) check against the target's check. Each hostile creature that fails this check is frightened of the target until the end of your next turn.
If you yourself perform this check, you can repeat this check on each of your turn as a bonus action. Any creature who failed the previous checks against this tactic must repeat them, extending the effect of this tactic until you stop or until they succeed the check.
At 11th level, this tactic affects any hostile creatures within 40 feet of the target.
Trojan Slip
Prerequisite: Principle of the Commander
As a bonus action, you have someone make themselves look like easy picking. Choose a willing creature that can see or hear you and is within 60 feet of you to make a Charisma (Deception) check, adding your Intelligence modifier to the roll. Any hostile creatures within 20 feet of the target must make a Wisdom (Insight) check against the target's check. Each hostile creature that fails this check has advantage on any attack rolls against the target until the end of your next turn, but they deal half damage against the target.
Until the end of their next turn, the target has advantage on any attacks rolls they makes against creatures that failed this check and attacked it.
If you yourself perform this check, you can repeat this check on each of your turns as a bonus action. Any creature who failed the previous checks against this tactic must repeat them, extending the effect of this tactic until you stop or until they succeed the check.
At 11th level, this tactic affects any hostile creatures within 40 feet of the target.

