Knight Commander
Arcane Officer | Concordant Commander
Expedition Leader | Gambling General
Knight Commander | Lionheart
Sea Scourge | Swift Strategist
Talented Tactician | Wallrider
War Falconer
To most, the image of a knight is a lone warrior astride a noble steed, challenging a mighty dragon to mortal combat. However, many knights are also leaders, able commanders who lead others into battle or man the walls against fearsome invaders.
Rousing Speech
When you choose this archetype at 3rd level, you gain the ability to spend one minute making an inspiring speech to remove a level of strife from one ally who can hear you. Once you have used this feature, you can’t do so again for 1 week.
Additionally, you now know the guidance and resistance cantrips and can cast them with only verbal components.
Stand Your Ground!
At 7th level, your very presence encourages your allies. When one or more allies within your Commanding Presence make a saving throw against being charmed , confused , or frightened , you can use your reaction to spend 1 exertion per ally (to a maximum equal to your Charisma modifier) to grant them an expertise die on the check.
Commanding Tones
Additionally at 7th level, you learn the command spell and can use it once per short or long rest . Charisma is your spellcasting ability modifier for this spell.
Fearsome Charge
At 11th level, you gain the ability to coordinate a charge. As an action, choose up to a number of allies in your Commanding Presence equal to your proficiency bonus and move up to your Speed and make a single weapon attack against an enemy. Each chosen ally can then use their reaction to move up to their Speed and make a single weapon attack against the same enemy. Once you have used this feature, you cannot use it again until you have taken a long rest .
Stalwart Leader
At 15th level, you can use your reaction to spend 3 exertion and choose charmed , confused , or frightened . You and a number of allies equal to your Charisma modifier within 30 feet are immune to the chosen condition until the beginning of your next turn. If a creature is already affected by the condition, this feature suppresses it, though it resumes once this feature ends (time spent suppressed counts against a condition’s duration). Once you have used this feature a number of times equal to your Charisma modifier, you can’t do so again until you finish a long rest .
Implacable Command
At 18th level, your words carry such weight that you learn the geas spell and can cast it using only verbal spell components. You can use it once per long rest , and Charisma is your spellcasting ability modifier for this spell.