Martial Archetype

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Warlord

A Warlord is a leader on the battlefield, standing on the front line, commanding troops and offering aid to allies as the battle rages. They are brilliant tacticians, often spelling the difference between defeat and victory.

Warlords are warriors, born of battle. They stand alongside dedicated warriors like the knight or the paladin, without those the strict codes of behavior. They are focused upon cunning strategies, tactical superiority and offering leadership to their allies.

Bonus Proficiency

At 3rd level, you gain proﬁciency in Charisma (Persuasion) or Charisma (Intimidation) checks, your choice when you gain this feature.

Command

Beginning when you choose this archetype at 3rd level, you can make quick on the fly commands to change the shift of battle. As a bonus action, you can choose a non-hostile creature within 30ft of you that can understand you to gain the benefits of one of the following commands:

Tactical Movement. The creature may immediately use its reaction to move half its movement speed in a direction of your choice. This movement does not provoke opportunity attacks.

The creature may immediately use its reaction to move half its movement speed in a direction of your choice. This movement does not provoke opportunity attacks. Get Down. The creature may immediately use its reaction to go prone. On the creatures next turn, it only requires 5ft of movement to stand up.

In order to use the following commmands, you must expend the resource associated with that command:

Action Surge. The creature may immediately use its reaction to make one weapon attack.

The creature may immediately use its reaction to make one weapon attack. Second Wind. The creature gains 1d10 + your fighter level in temporary hit points. These temporary hit points last for 1 hour.

The creature gains 1d10 + your fighter level in temporary hit points. These temporary hit points last for 1 hour. Indomitable. The creature may select one spell or spell like effect affecting it that would allow it to make a saving throw at the start or end of each of its turns to end the effect. They may immediately attempt that saving throw.

Tactical Knowledge

Starting at 7th level, your knowledge of battle lends to your ability to compare your strengths against others. Whenever you make a Intelligence or Wisdom check related to combat, you may add your Strength or Dexterity modifer to the check.

Fight on!

At 10th level, when you use Command to give temporary hit points, all creatures of your choice other than your initial target within 30ft of you gain the same number of temporary hit points. These temporary hitpoints last for 1 hour.

Improvised Command

Beginning at 15th level, you can use Command a number of times equal to your Charisma modifier (minimum of once) per long rest without having to expend the necessary resource.

Battle of Attrition

At 18th level, whenever you would roll to determine how many temporary hit points you would give to other creatures, you instead use the maximum number.

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