Save Now!
Command
Cost:
1 command point
Action:
Interrupt
Target:
One nearby ally (on the ally's turn)
Effect:
The target can roll a save against a save ends effect.
Adventurer Feat:
For each additional 2 command points you spend when you make the command (before the save roll), the target can roll another d20 for the save, choosing the best result.
Champion Feat:
If the save fails, you gain 1 command point.
Epic Feat:
Whether or not the save succeeds, the target of your command heals hit points equal to 3d10 + triple your Charisma modifier.