Officer

"'THIS CLASS IS UNDER CONSTRUCTON MAGGOT!' -Nestor McKellen, probably."Officer is currently being converted into a full class.

Health
Hit Dice: 1d8 per Officer Level

Proficiencies
Armor: Light, Medium and Heavy

Weapons: Light and Medium, Simple Melee and Improvised Weapons

Tools: One of your choice.

Saving Throws: Strength, Constitution and Wisdom

Inspiring Words
You provide supporting words of encouragement to a willing character within 30ft as a Bonus Action. The target can roll a d4 and add the number rolled to one ability check or attack roll of its choice. It can roll the die before or after making the ability check.

Battlefield Aid
You can take the Help action as a Bonus Action, and it has a range of 30ft.

Commander's Charisma
You gain expertise in Persuasion or Intimidation.

Target Acquisition
When you hit an enemy with an attack, until the start of your next turn the next attack made against that target has Advantage.

First Response
You may grant a +5 bonus to Initiative to a willing ally in the same combat as yourself. You must state who you apply your bonus to when combat is declared, and before the first move is taken in combat. Otherwise it defaults to your ally with the lowest initiative. Furthermore, whoever you grant this bonus to also gains +10ft of movement on their first round in combat.

Officer's Orders
You gain 2 more Reactions, which can only be used on the following Orders.


 * Get Down!
 * Target a willing ally that can hear you. They may immediately drop Prone.
 * Stop Dying!
 * Target a willing ally that is unconscious. They immediately stabilize.
 * Get Moving!
 * Target a willing ally that can hear you. They may immediately move 15ft.
 * It Ain't That Bad!
 * Target a willing ally that can hear you. If they are taking a critical hit, the hit becomes normal damage.

Ability Score Improvement
As 5e. Feats are available to take instead as per usual. You gain this ability again at 8th,12th,16th and 19th Level.

Offensive Orders
You gain the following Officer Orders. Using one consumes a Reaction.
 * Concentrate Fire!
 * When you hit with a strike on your turn, choose an ally within earshot. If they are in range, they may immediately make a strike against your target.
 * Behind You!
 * When an enemy flanks an ally (one on either side of them), you may immediately make a strike against one of the enemies. If you hit with the strike the outmanoeuvred ally may move up to 20ft without provoking Opportunity Attacks or making Disengage Checks.

Courageous Words
Your Inspiring Words die increases to a d6.

Never Off Duty
When you take a short rest, you may choose to donate your hit dice to another character to roll. If a character restores health this way, they add your Intelligence or Charisma modifier (instead of their Constitution modifier) to the donated hit dice. You may donate a maximum number of hit dice equal to your Proficiency Modifier. You regain your donated hit dice on a long rest.

Skillshare
At the start of the day, you can choose a Skillset from the list below to share with an ally. This lasts until the end of a long rest.
 * Driver
 * Proficiency in one type of vehicle.
 * If a character already has proficiency in that vehicle, they gain expertise.
 * +2 AC while driving a vehicle
 * Infiltrator
 * Proficiency in Stealth.
 * If a character already has proficiency in Stealth, they gain expertise.
 * Climber
 * +15ft climbing speed.
 * Negate 10ft when calculating falling damage.
 * Swimmer
 * +15ft Swimming speed.
 * +1 minute for holding breath.
 * Diplomat
 * Advantage on Charisma checks.
 * Proficiency in Insight.
 * If a character already has proficiency in Insight, they gain expertise.
 * Problem-Solver
 * Proficiency in Engineering, Science and Computers.
 * If a character already has proficiency in Engineering, Science or Computers they gain expertise for the relevant skill.

Commander's Courage
You are Immune to the effects of fear, and allies within 30ft of you have advantage on saves against fear.

Leader's Confidence
While out of cover, you have a +1 Bonus to your AC. If an attack misses you while out of cover, you can expend one of your Reactions to gain Temporary HP equal to half your Officer Level.

Lead by Example
When you hit with a Strike on your turn you deal an additional 1d8 Damage of the weapon's type.

Advanced Orders
You gain the following Officer Orders.


 * Stop Whining!
 * Target a willing ally that can hear you. They may expend a hit dice to restore an amount of health equal to their hit dice + their Constitution modifier.
 * Pick on Someone Your Own Size!
 * Target an hostile creature that can you that is making an attack on an ally within 30ft of you. You may impose disadvantage on that enemy's attacks against your ally, but advantage on attacks made against you.
 * Brace Yourself!
 * Target a willing ally that can hear you that is about to take damage. Reduce the incoming damage by a number equal to 3 + your Charisma modifier.

Unwavering Authority
As a bonus action, you may assert your authority over the battlefield. For 1 minute, whenever an enemy tries to attack you for the first time on their turn, they must make a Wisdom saving throw against your Unwavering Authority. The DC is equal to you 8 + your Proficiency + your Charisma modifier. On a success, they may attack you as normal, but on your next turn, you have advantage on all attacks against them. On a failure, they must redirect their attack or it will be wasted, and they cannot attack you until the start of their next turn. You may exert your Unwavering Authority once per short rest.

Legendary Leadership
When you use your Inspiring Words ability, your die is upgraded to a d8. Your Leader's Confidence ability now grants +2 to your AC rather than +1.

Master Tactician
Your range for your Battlefield Aid is increased to 60ft, and you can affect a second ally if they are within 5ft of your initial target.

Supreme Orders
You gain the following Officer Orders. These Orders consume two reactions instead of one.

Focus Fire!

Target a creature within 60ft of you. 5 willing allies that can hear you may make a single attack against the target creature as a reaction.

Freeze!

Target a creature within 60ft of you that can hear you. They must make a Wisdom saving throw or stop moving and become immediately paralyzed until the start of their turn. The save DC is equal to 8 + your proficiency + your Charisma modifier.

Rapid-Fire Orders
You gain an additional Reaction on top of what you already have.

Unparalleled Leadership
When you use your Inspiring Words ability, your die is upgraded to a d12. Your Leader's Confidence ability now grants +3 to your AC rather than +2.

The Last Stand
As an Action, you call out to your allies to hold the line. This effect lasts for 1 minute or until you are incapacitated. While active, your allies within 30ft of you cannot be reduced below 1 Hit Point unless the attack would kill them outright. You may do this once per short rest. You cannot be affected by an ally's usage of this ability while you are using it yourself.