Militarist
Bladeseer | Brute | Charging Shield
Dungeoneer | Duelist | Gadgeteer
Gladiator | Houndmaster | Knight
Militarist | Seadog | Sharpshooter
Waverider
As comfortable in a war council as they are on the front lines, militarists are always looking for ways to exploit the weaknesses of their enemies.
Courtly Training
At 3rd level, you gain proficiency with two of the following skills: Culture, History, or Insight. If you are already proficient, you instead gain an expertise die .
Prior Tactics
Also at 3rd level, you become superlative at preparing your fellows for battle. Your allies must spend at least 10 minutes a week discussing strategy with you to benefit from this feature, at which point you spend a number of gold pieces equal to twice your proficiency bonus on materials. At the Narrator’s discretion, these may be collected with a successful Hunt and Gather journey activity.
When taking the Attack action, you can forgo one attack to choose a number of allies equal to or less than your proficiency bonus that are within 30 feet that can hear and see you, and spend an equal amount of exertion. On their next successful weapon attack, the chosen allies deal an extra 1d8 damage as they enact your recommended strategy. Once you have used this feature, you cannot do so again until you finish a short or long rest .
Adept Coordinator
At 7th level, when using Prior Tactics the chosen allies gain an expertise die on their next spell or weapon attack.
In addition, damage dealt by an attack that benefits from your Prior Tactics counts as magical for the purposes of overcoming damage resistances and immunities .
Commander of Armies
At 10th level you learn a marshal lesson of war. Also, whenever you learn a new soldiering knack or replace an existing one, you can instead choose a lesson of war.
Additionally, using Prior Tactics costs 1 less exertion (minimum 1 exertion) and you can now choose for the extra damage dealt by it to be acid, fire, or poison damage.
Lead from the Front
Beginning at 15th level, when you use your Indomitable feature, you may immediately use Prior Tactics without spending exertion (no Attack action or attack to forgo required), its range increases to 50 feet, and you need not choose allies able to hear you.
In addition, you have advantage on saving throws made to resist spells of the compulsion school.
Master Coordinator
At 18th level, the extra damage from your Prior Tactics increases to 2d8 and your chosen allies gain a 1d6 expertise die on their next spell or weapon attacks.