This in my opinion is not just the most powerful fighter, but the most interesting, it gives you a heal as a fighter, not for yourself,but for allies and it scales pretty well. I foresee a lot of players asking their dms to allow this in their games. Great video. Great subclass
And the RP is great. "YOU THERE! GET BACK IN THE FIGHT!" *breaks fear/charm condition* "WARLOCK. YOU DONT DIE UNTILL I ORDER YOU TOO" *Trows heal* "HEY BARBARIAN AND PALADIN, DO YOU WANT TO LIVE FOREVER?! ATTACK!" *gives them each free extra turn* And then attacks 4 times themself.
The Move It! command could be really helpful for shuffling the field. "Barbarian! Get to the front! Wizard! Are you daft? Get away from those!" All of these features combined let you make sure the rest of the party gets to use their abilities to better effect. Your fighter gets to shine as 'the caller' for the group.
I might start a war here, but this feels like a fighter I can run as an NPC directly designed not to steal the spotlight. And so simple to run I'm not filling my attention with bardnor cleric spells.
This is a very well designed subclass. It's powerful, but the abilities come online at a reasonable levels. So it's strong, but not overpowered. Plus it gives a fighter tools and roles they normally wouldn't be able to do.
This subclass lends itself to weapons that fighters don't normally lean towards: sword-and-board or longbow (weapons that don't give you a bonus action attack).
Not a fan of fighter class, but this fits as a great tactical style of play. Could be ranged or melee too. Feels like a pseudo paladin. Very much enjoy Dungeon Dudes content. Awesome to see others enjoying too
Feels like if the Samurai and PDK had a baby; also I feel like you guys are underrating how good movement mid-initiative can be for a squishy caster. They are effectively getting a free dash action a turn
If you see our ratings, I don’t think you’d say we underrated it ;) also, it is solid but definitely not free as using a reaction can be a big deal sometimes. Thanks for watching!
This subclass is everything Purple Dragon Knight wanted to be. How early it was released and the fear of being to strong probably made it weaker, but this fixed everything. With Call to Arms amd getting a new turn, does this reload your reaction? So you can counterspell, shield or opportunity attack again? Because that alone makes it so much better.
" They made purple dragon knight weaker because of feer to not make it op ". Meanwhile paladin auras, some eldrith incantations or 5,6,7,8,9 level spells " Am I a joke to you ? ".
Oooooh I may be rolling up a 10ish level character with my group to go save our OG party from magical jail in Eberron. I was going to a bit of an odd paladin build where it is 5 levels of fighter + cleric. I think this fighter in particular would be perfect for that! I am looking forward to playing the holy fighter that is different than the actual paladin class, and now I am super excited for these extra goodies.
Yep! That is one of the main points we wanted to mention. With just a little forethought and positioning, it’s basically guaranteed for the rogue! Thanks for watching!
This feels like a Purple Dragon Knight, Echo Knight, and Champion. Echo Knight in power. Purple Dragon Knight in flavor. Champion in simplicity, however not boring.
I`ve imagine this class being given to the veteran when he is in charge of a group of new DnD players. The roleplay blows to the roof if people in game "respect" the hierarchy that the subclass suggests. Through lvls 1 and 2 this player is being prepared to command with this new squadron (the party) and on LvL 2 to 3 some event makes him take the lead.
I bought the PDF and it's fantastic! This subclass is one of my favourite of the book and I loved your review, I totally agree with everything. I would love to watch an interview with the Dungeon dudes about the book and some more review of their subclasses!
XD this subclass is one of the very few subclasses ive seen that actually made me smile! Lol imagine 2 level 20 Commander Fighters run up against a boss with one of them with the new UA alert feat. commander #1 sets his initiative right ahead of commander #2 using the Alert feat. Commander Fighter #1 attacks four times, and bonus action command the Commander Fighter #2 to attack. Then ends turn with commander #2 up next. Commander #2 attacks four times, bonus action command the Commander #1 to attack. Commander #2 The Action Surges, and give Commander #1 an additional turn directly behind him. Commander #1 gets a additional turn and attack 4 times, bonus action command the Commander #2 to attack, then Commander #1 Also Action Surges to give Commander #2 ANOTHER TURN! (lol i hope you can see where this is going xD) Max lvl fighters have 2 action surges..... They can LITERALLY play Combat Leapfrog!!! XD this is Bonkers!!
Definitely enjoying your reviews from this book. This particular subclass might be enough to actually tear me away from my customary spell casters and actually play a Fighter for once.
This class has some interesting features but the main thing that stands out to me is how difficult it might get to try to remember which characters have benefited from the abilities and which havent and which ability they have or haven't benefited from yet. I know there are many people out there who don't like giving abilities limited uses but I wonder if that would make it easier to track than the way it is here.
Don’t forget that with the Move It! Command that it helps anyone who find themselves in melee combat get out of there without having to spend their turn disengaging or running and risking the opportunity attack :)
The commander was one of the only subclasses i hadn't really looked at but WOW! I love this. I dont think ive ever seen a character built around teamwork to this extent and its amazing 😊
This is EXACTLY the template for the kind of non magical ranger/archer I've wanted to play. Buffs to social skills and great options to empower your teammates. I love, love this subclass and thanks for the review :)
I have to think Adaptive Strategy is intentional, as is For Glory! For the former, it's a level 3 ability and cantrips are just way stronger than weapon attacks once they scale (especially booming blade). For the latter, no one weapon attack is that broken at level 15 that this is unfair (very few attack spells) even if it might be better at some things than others.
This sounds amazing; the commands really feel like a more powerful battle master adjacent character. I’m something of a fighter main myself. Do you guys review amateur submissions? I just finished two fighter subclasses and was looking for a good place to get some professional feedback if not a full-on review? Cheers!✌🏾
Call to Action has so much that you could do with it, allied mage dispelling a lot of ugly magic, rogue going ballistic with sneak attack, Paladin Smites, Caster dumping insane spells on someone. Call to Action with Adaptive Strategy though.... It is very strong, but doesn't feel broken. Yes the capstone is REALLY strong, but, its a capstone, they're supposed to be strong.
An interesting class but just like the cosmic warlock is OP as it has resourceless features. The battle commands should have a limited number of uses in line with the battle master. I do like the flavour of this one and I don’t normally like fighters. I would take the inspiring leader feat on this character to fit the theme.
If I was gonna make a character with this subclass it would have to be a Drill Sergeant character. Like Soldier from TF2, or G1 Michigan from AC6, or Major Payne. "Show me your War face! AAAAAAH! Not good enough, work on that!"
Also a good subclass for a newbie player. Not as boring as champion, not trash as PDK, easier to manage than battlemaster and/or echo knight + holds goos potwntial for persuasion-based approach in out-of-battle situations Most importantly, newbie would feel themselves part of the team in every situation
I feel the level 3 abilities are just way too much. Double proficiency/expertise is stronger than many fighters get at level 3. The basically unlimited use of the Battle Commands I also see just being way too powerful. Fight On! being a heal and not temp HP makes it one of the best heals in the game. It basically gives the entire party Second Wind, which itself could be a level 3 ability (which gives me the idea of a Battlefield Medic subclass, not a Commander). Coordinated Command basically breaks the action economy with For Glory! The last two abilities feel more fairly balanced for the levels they are received at. I like the concept of it, but just too overpowered.
Best part is that a DM can easily adjust it if it feels too strong. Put proficiency uses per day or rest or once per character per day etc. etc. several tuning “knobs” the DM can adjust if desired while still keeping the same abilities and functionality. Having the ability consume the players reaction does have a cost, so it isn’t completely free. Also, the healing is once per character per rest which puts some limitations on it, but again can be tweaked by DM by having it once per player per day, X uses total per day, etc. Thanks for watching!
One of the big things is that even the BATTLE MASTER thought it was wise to heavily limit giving another creature a weapon attack by making commander's strike take a reaction, an bonus action, an attack, and a superiority die. Having no limit is absolutely insane
@@DatLeafyBoi And in One D&D Playtest 7, Commander's Strike no longer uses up a bonus action. You give up 1 attack to give your ally the ability to make a +1d8 damage attack as a reaction. Commander, meanwhile, is giving up a bonus action (huge when you talk about the space of many fighters taking things like PAM and GWM) and an ally's reaction, without the +1d8. This kind of feature is great for any party member who has more on-hit damage than you do or who has 1/turn features like Sneak Attack, but otherwise, giving up a bonus action is not a trivial cost in the modern space of 5e. So many multiclasses and feats are rendered significantly less impactful. PAM's butt-strike does less damage, GWM's trigger occurs infrequently. You become less of an island of DPR and work more as a team. Odds are that the best person to use that command on isn't you, and also doesn't have the best defense, which means them going down before you do is more likely, which makes your command less powerful. Everyone points to the Rogue with their sneak attack, who have much less HP and likely much less AC than you will.
Take Inspiring Leader and Healer and you're passing out 1d10+15 +1d6+19 x # in party in healing, and 18 temp hps (with 16 Cha) x # in party per short rest.
Over tuned, you can't give unlimited uses of the command 3rd level feature, needs uses like psi warrior double your proficiency bonus uses per day, battle Master can only pull of like 5 commanding strikes, the commander's unlimited gifting of reaction attacks is broken.
I think it’s more tuned than you give it credit. For example, battle master gets 4 superiority dice that refresh on short rest (and long) and at 15 if you start combat without any you get one back. So with 2 combats in a day and no short rests, you’d have 5. With 1 short rest you’d have 9 uses. I believe the typical average short rest is 2 or 3 per day which would give you around a dozen uses per day on average. Also on average combats last 3 rounds (these are general averages, so take with a grain of salt depending on your play group and averages). With this subclass using your ability on EVERY turn would for 4 combats would on average be 12 uses. Of course it’s unlikely that you’d use it every turn on either subclass, but average number of uses is about the same per day. Also, don’t forget that Commander’s Strike adds your die to the damage which is an extra d12 of damage. With this subclass, there is no bonus to the attack. Another point of comparison is there are more options for the battle master and some of them do not use any of your action economy (such as Bait and Switch or some of the on hit abilities like Disarming Attack) whereas this subclass uses your Bonus Action AND an ally’s reaction. There is a cost to using the abilities. I think in general, for most playgroups, it’ll end up being pretty balanced, but of course for some groups play style and resting/encounter tempo, it may be a bit much. I hope that at least gives you some additional insight to consider. Also, it’s Homebrew/unofficial content anyways, so the DM could always just put a number cap on the uses per day like proficiency bonus or something if it feels a bit much too often. Thanks for watching!
I guess it is situational, my party having just survived a 14 round fight the Commander would come out ahead, shorter fights and more short rests the battlemaster does compete. Its just every other subclass gets a resource pool (sorcery points, psionic dice, superiority dice, soul knife, ki etc..., this keeps things balanced regardless of adventuring day length, number or combats, number of rests. Not having a resource pool makes this an outlier. I would allow the class but give it the psi warrior double your prof bonus uses per day, or match battlemaster with fewer uses but recover on short rest.@@URGE
I don't know, Wisdom save proficiency and advantage against frightened and charmed are pretty huge, and expertise in a fighter (even if limited) isn't half bad either. The fighter main class chassis gives lots of good stuff, this covers a major Fighter weakness of "single target damage and not much else" really well.
The whole idea is quite nice but the subclass itself does not boost the fighter himself, wich he desperatly need as martial class ( mainly because WOTC designed martials SO poorly and lazily ) and again like for literally every fighter subclass this one too has really weak final ability as for level you gain it. Mages on 13-14 lv may literally clone themselfs but this fighter on 18 lv I remind !!!! can.......... just toss his action surge to someone else.......
Anything YOU contribute to the party is YOUR powerlevel, not somebody else's. Pass Without Trace, and so many other support spells, are amazing because of what YOU do to your PARTY. Nobody is out here trying to argue that Twinned Spell + Haste is worthless because it doesn't increase YOUR powerlevel, so why would the same be true here? Fighter has the most consistent single-classed scaling of the martial classes, with some of the best defenses and higher HP. Healing your allies, getting them out of dangerous positions, removing certain conditions, giving them reliable extra attacks, and buffing their damage -- are all incredibly strong things that we constantly give spellcasters high credits for being versatile enough to be capable of. Putting that kind of spread of utility/support on the Fighter chassis is incredibly strong since the class itself already does well. And while there's more competition for your bonus action if you do so, you CAN still take those penultimate combos like PAM+GWM that does as much as it does to make an optimized Fighter that competes with broken spellcasting. Not to mention that you get most of what you need at level 3, so there's still lots of room for optimization within multiclassing too. Frankly, I don't even know what to say about your distaste for Call To Action. You've giving up an action to give someone an entire second turn. That's so insanely powerful. Everyone in your party should be begging for a short rest just so you can give one of them a second turn on round 1.
This feels like the Subclass that Purple Dragon Knight wanted to be
Based on the Dudes' video about fixing the weakest subclasses, I'm pretty sure that is the case.
Genius insight in this comment wow
My thoughts exactly.
To quote the dungeon dudes " Take that purple dragon knight"
Thanks for watching!
This in my opinion is not just the most powerful fighter, but the most interesting, it gives you a heal as a fighter, not for yourself,but for allies and it scales pretty well. I foresee a lot of players asking their dms to allow this in their games. Great video. Great subclass
Thanks for watching!
I agree, this definitely does not dethrone Echo Knight on power level but RP wise - man it’s right there.
And the RP is great. "YOU THERE! GET BACK IN THE FIGHT!" *breaks fear/charm condition*
"WARLOCK. YOU DONT DIE UNTILL I ORDER YOU TOO" *Trows heal*
"HEY BARBARIAN AND PALADIN, DO YOU WANT TO LIVE FOREVER?! ATTACK!" *gives them each free extra turn*
And then attacks 4 times themself.
The Move It! command could be really helpful for shuffling the field. "Barbarian! Get to the front! Wizard! Are you daft? Get away from those!" All of these features combined let you make sure the rest of the party gets to use their abilities to better effect. Your fighter gets to shine as 'the caller' for the group.
The battle strategist! Thanks for watching!
I might start a war here, but this feels like a fighter I can run as an NPC directly designed not to steal the spotlight. And so simple to run I'm not filling my attention with bardnor cleric spells.
That’s a great idea! Always fun to see unique and versatile options for players AND dms! Thanks for watching!
This is a very well designed subclass. It's powerful, but the abilities come online at a reasonable levels. So it's strong, but not overpowered. Plus it gives a fighter tools and roles they normally wouldn't be able to do.
This subclass lends itself to weapons that fighters don't normally lean towards: sword-and-board or longbow (weapons that don't give you a bonus action attack).
Really cool design and a great angle to tackle the martial caster divide. All I have are a couple nitpicks.
Dungeon dudes did not disappoint with their book! Thanks for watching!
Not a fan of fighter class, but this fits as a great tactical style of play. Could be ranged or melee too. Feels like a pseudo paladin. Very much enjoy Dungeon Dudes content. Awesome to see others enjoying too
Feels like if the Samurai and PDK had a baby; also I feel like you guys are underrating how good movement mid-initiative can be for a squishy caster. They are effectively getting a free dash action a turn
can't cast shield/absorb elements/silvery barbs/counterspell so it's good but not free
If you see our ratings, I don’t think you’d say we underrated it ;) also, it is solid but definitely not free as using a reaction can be a big deal sometimes. Thanks for watching!
This subclass is everything Purple Dragon Knight wanted to be. How early it was released and the fear of being to strong probably made it weaker, but this fixed everything.
With Call to Arms amd getting a new turn, does this reload your reaction? So you can counterspell, shield or opportunity attack again? Because that alone makes it so much better.
" They made purple dragon knight weaker because of feer to not make it op ".
Meanwhile paladin auras, some eldrith incantations or 5,6,7,8,9 level spells " Am I a joke to you ? ".
You mentioned an extra fighter, imagine the insane combos you could do with both fighters picking this subclass if the dm allowed it.
"Wonder Twin Powers Activate!"
18th level:
Dm: who's turn is it?
Fighters: yes
Oooooh I may be rolling up a 10ish level character with my group to go save our OG party from magical jail in Eberron. I was going to a bit of an odd paladin build where it is 5 levels of fighter + cleric. I think this fighter in particular would be perfect for that! I am looking forward to playing the holy fighter that is different than the actual paladin class, and now I am super excited for these extra goodies.
That sounds awesome! Let us know how it goes! Thanks for watching!
reaction attack is great for the party rogue, almost guaranteed sneak attack twice on a round
That is what I immediately thought,
Yep! That is one of the main points we wanted to mention. With just a little forethought and positioning, it’s basically guaranteed for the rogue! Thanks for watching!
This feels like a Purple Dragon Knight, Echo Knight, and Champion.
Echo Knight in power. Purple Dragon Knight in flavor. Champion in simplicity, however not boring.
I've got character who is pretty much a roman centurion that this is perfect for.
I`ve imagine this class being given to the veteran when he is in charge of a group of new DnD players. The roleplay blows to the roof if people in game "respect" the hierarchy that the subclass suggests.
Through lvls 1 and 2 this player is being prepared to command with this new squadron (the party) and on LvL 2 to 3 some event makes him take the lead.
It's the tactician figure I've always wanted.... Seriously
I bought the PDF and it's fantastic! This subclass is one of my favourite of the book and I loved your review, I totally agree with everything. I would love to watch an interview with the Dungeon dudes about the book and some more review of their subclasses!
XD this subclass is one of the very few subclasses ive seen that actually made me smile!
Lol imagine 2 level 20 Commander Fighters run up against a boss with one of them with the new UA alert feat.
commander #1 sets his initiative right ahead of commander #2 using the Alert feat.
Commander Fighter #1 attacks four times, and bonus action command the Commander Fighter #2 to attack. Then ends turn with commander #2 up next.
Commander #2 attacks four times, bonus action command the Commander #1 to attack. Commander #2 The Action Surges, and give Commander #1 an additional turn directly behind him.
Commander #1 gets a additional turn and attack 4 times, bonus action command the Commander #2 to attack, then Commander #1 Also Action Surges to give Commander #2 ANOTHER TURN! (lol i hope you can see where this is going xD)
Max lvl fighters have 2 action surges..... They can LITERALLY play Combat Leapfrog!!! XD this is Bonkers!!
Definitely enjoying your reviews from this book. This particular subclass might be enough to actually tear me away from my customary spell casters and actually play a Fighter for once.
Glad to see this kind of build finally in the game. Looking forward to seeing your review of the cosmic warlock.
This class has some interesting features but the main thing that stands out to me is how difficult it might get to try to remember which characters have benefited from the abilities and which havent and which ability they have or haven't benefited from yet. I know there are many people out there who don't like giving abilities limited uses but I wonder if that would make it easier to track than the way it is here.
Don’t forget that with the Move It! Command that it helps anyone who find themselves in melee combat get out of there without having to spend their turn disengaging or running and risking the opportunity attack :)
Alright, they’ve won we back in this book. 🤓
The commander was one of the only subclasses i hadn't really looked at but WOW! I love this. I dont think ive ever seen a character built around teamwork to this extent and its amazing 😊
This is EXACTLY the template for the kind of non magical ranger/archer I've wanted to play. Buffs to social skills and great options to empower your teammates. I love, love this subclass and thanks for the review :)
Please do more of their content!! I'd also love to see y'all interview them
I have to think Adaptive Strategy is intentional, as is For Glory!
For the former, it's a level 3 ability and cantrips are just way stronger than weapon attacks once they scale (especially booming blade).
For the latter, no one weapon attack is that broken at level 15 that this is unfair (very few attack spells) even if it might be better at some things than others.
2:15 stangely looks like the imperial commands of w40k
This sounds amazing; the commands really feel like a more powerful battle master adjacent character. I’m something of a fighter main myself. Do you guys review amateur submissions? I just finished two fighter subclasses and was looking for a good place to get some professional feedback if not a full-on review? Cheers!✌🏾
We are always open to viewer submissions! You can contact us via the email on our page. Thanks for watching!
Call to Action has so much that you could do with it, allied mage dispelling a lot of ugly magic, rogue going ballistic with sneak attack, Paladin Smites, Caster dumping insane spells on someone. Call to Action with Adaptive Strategy though.... It is very strong, but doesn't feel broken. Yes the capstone is REALLY strong, but, its a capstone, they're supposed to be strong.
To be fully effective as this class you'd either have to be the first or the last in the initiative order
An interesting class but just like the cosmic warlock is OP as it has resourceless features. The battle commands should have a limited number of uses in line with the battle master.
I do like the flavour of this one and I don’t normally like fighters. I would take the inspiring leader feat on this character to fit the theme.
Yeah exactly the perfect feat with this
Do the oath of the hexes next pls
You been practicing that disclaimer boy!!
If I was gonna make a character with this subclass it would have to be a Drill Sergeant character. Like Soldier from TF2, or G1 Michigan from AC6, or Major Payne.
"Show me your War face! AAAAAAH! Not good enough, work on that!"
this actually fixes the rogue's damage by itself at level 3.
Commander supports a samurai would be pretty nutz.
I have a nightmare of two of these guys "call to action" each other.
Free skills make me smile
Gotta love it! Thanks for watching!
Also a good subclass for a newbie player. Not as boring as champion, not trash as PDK, easier to manage than battlemaster and/or echo knight + holds goos potwntial for persuasion-based approach in out-of-battle situations
Most importantly, newbie would feel themselves part of the team in every situation
I feel the level 3 abilities are just way too much. Double proficiency/expertise is stronger than many fighters get at level 3. The basically unlimited use of the Battle Commands I also see just being way too powerful. Fight On! being a heal and not temp HP makes it one of the best heals in the game. It basically gives the entire party Second Wind, which itself could be a level 3 ability (which gives me the idea of a Battlefield Medic subclass, not a Commander). Coordinated Command basically breaks the action economy with For Glory! The last two abilities feel more fairly balanced for the levels they are received at. I like the concept of it, but just too overpowered.
Best part is that a DM can easily adjust it if it feels too strong. Put proficiency uses per day or rest or once per character per day etc. etc. several tuning “knobs” the DM can adjust if desired while still keeping the same abilities and functionality.
Having the ability consume the players reaction does have a cost, so it isn’t completely free. Also, the healing is once per character per rest which puts some limitations on it, but again can be tweaked by DM by having it once per player per day, X uses total per day, etc. Thanks for watching!
One of the big things is that even the BATTLE MASTER thought it was wise to heavily limit giving another creature a weapon attack by making commander's strike take a reaction, an bonus action, an attack, and a superiority die. Having no limit is absolutely insane
@@DatLeafyBoi And in One D&D Playtest 7, Commander's Strike no longer uses up a bonus action. You give up 1 attack to give your ally the ability to make a +1d8 damage attack as a reaction.
Commander, meanwhile, is giving up a bonus action (huge when you talk about the space of many fighters taking things like PAM and GWM) and an ally's reaction, without the +1d8.
This kind of feature is great for any party member who has more on-hit damage than you do or who has 1/turn features like Sneak Attack, but otherwise, giving up a bonus action is not a trivial cost in the modern space of 5e. So many multiclasses and feats are rendered significantly less impactful. PAM's butt-strike does less damage, GWM's trigger occurs infrequently.
You become less of an island of DPR and work more as a team. Odds are that the best person to use that command on isn't you, and also doesn't have the best defense, which means them going down before you do is more likely, which makes your command less powerful. Everyone points to the Rogue with their sneak attack, who have much less HP and likely much less AC than you will.
This is pretty awesome - another way to make fighter not feel so white bread boring. Feels really good too - DD’s took their time with this one.
This feels like a 5e version of the Tome of Battle's (Book of Nine Swords) White Raven Crusader or Warblade.
I mean Call to Action works a lot like "White Raven Tactics"
Take Inspiring Leader and Healer and you're passing out 1d10+15 +1d6+19 x # in party in healing, and 18 temp hps (with 16 Cha) x # in party per short rest.
This seems fucking awesome to play
Over tuned, you can't give unlimited uses of the command 3rd level feature, needs uses like psi warrior double your proficiency bonus uses per day, battle Master can only pull of like 5 commanding strikes, the commander's unlimited gifting of reaction attacks is broken.
I think it’s more tuned than you give it credit. For example, battle master gets 4 superiority dice that refresh on short rest (and long) and at 15 if you start combat without any you get one back. So with 2 combats in a day and no short rests, you’d have 5. With 1 short rest you’d have 9 uses. I believe the typical average short rest is 2 or 3 per day which would give you around a dozen uses per day on average. Also on average combats last 3 rounds (these are general averages, so take with a grain of salt depending on your play group and averages). With this subclass using your ability on EVERY turn would for 4 combats would on average be 12 uses. Of course it’s unlikely that you’d use it every turn on either subclass, but average number of uses is about the same per day. Also, don’t forget that Commander’s Strike adds your die to the damage which is an extra d12 of damage. With this subclass, there is no bonus to the attack. Another point of comparison is there are more options for the battle master and some of them do not use any of your action economy (such as Bait and Switch or some of the on hit abilities like Disarming Attack) whereas this subclass uses your Bonus Action AND an ally’s reaction. There is a cost to using the abilities. I think in general, for most playgroups, it’ll end up being pretty balanced, but of course for some groups play style and resting/encounter tempo, it may be a bit much. I hope that at least gives you some additional insight to consider. Also, it’s Homebrew/unofficial content anyways, so the DM could always just put a number cap on the uses per day like proficiency bonus or something if it feels a bit much too often. Thanks for watching!
I guess it is situational, my party having just survived a 14 round fight the Commander would come out ahead, shorter fights and more short rests the battlemaster does compete. Its just every other subclass gets a resource pool (sorcery points, psionic dice, superiority dice, soul knife, ki etc..., this keeps things balanced regardless of adventuring day length, number or combats, number of rests. Not having a resource pool makes this an outlier. I would allow the class but give it the psi warrior double your prof bonus uses per day, or match battlemaster with fewer uses but recover on short rest.@@URGE
Also thanks for taking the time to chat.
I believe u can only take "Resilient" once
PLEASE COME BACK!!!!!
That 18th level feature seems a little too late if imo I wish it was a lot earlier and gets more uses or something at certain levels
Looks fun
big claim but darn thats strong !!!!
my issue it doesnt gove anyting for the fighter themselfs
I don't know, Wisdom save proficiency and advantage against frightened and charmed are pretty huge, and expertise in a fighter (even if limited) isn't half bad either. The fighter main class chassis gives lots of good stuff, this covers a major Fighter weakness of "single target damage and not much else" really well.
Dude, pair this character with a rogue....
Best friends for sure with the rogue! Thanks for watching!
The whole idea is quite nice but the subclass itself does not boost the fighter himself, wich he desperatly need as martial class ( mainly because WOTC designed martials SO poorly and lazily ) and again like for literally every fighter subclass this one too has really weak final ability as for level you gain it. Mages on 13-14 lv may literally clone themselfs but this fighter on 18 lv I remind !!!! can.......... just toss his action surge to someone else.......
Anything YOU contribute to the party is YOUR powerlevel, not somebody else's. Pass Without Trace, and so many other support spells, are amazing because of what YOU do to your PARTY. Nobody is out here trying to argue that Twinned Spell + Haste is worthless because it doesn't increase YOUR powerlevel, so why would the same be true here?
Fighter has the most consistent single-classed scaling of the martial classes, with some of the best defenses and higher HP. Healing your allies, getting them out of dangerous positions, removing certain conditions, giving them reliable extra attacks, and buffing their damage -- are all incredibly strong things that we constantly give spellcasters high credits for being versatile enough to be capable of.
Putting that kind of spread of utility/support on the Fighter chassis is incredibly strong since the class itself already does well. And while there's more competition for your bonus action if you do so, you CAN still take those penultimate combos like PAM+GWM that does as much as it does to make an optimized Fighter that competes with broken spellcasting. Not to mention that you get most of what you need at level 3, so there's still lots of room for optimization within multiclassing too.
Frankly, I don't even know what to say about your distaste for Call To Action. You've giving up an action to give someone an entire second turn. That's so insanely powerful. Everyone in your party should be begging for a short rest just so you can give one of them a second turn on round 1.
Battle command is busted....you can bring up a downed party member from 120 feet away
Also there's basically no limited uses for half of the commands...
I like your content, but your sound is horrid. Please consider improving your sound quality.
We just started using this new system and are trying to improve it asap. Thanks for watching and feedback
First
How is this video 11 minutes old but you commented 3 days ago 😂
That’s what I’m saying!?
I love this, but my current dm would never allow it...
Anyone else think of making a drill Sargent or Lt.Dan..... omg what about a giff major Payne
Brilliant :D thanks for watching!