We've Got Your Back!

Command
Cost: 
1 command point
Action: 
Interrupt
Target: 
One nearby confused, dazed, or weakened ally (at the start of the ally's turn)
Effect: 

Roll a d20. On a 11+, the target ignores the effects of one of those conditions (confused, dazed, weakened) this turn. On a 16+, the condition ends instead.

Adventurer Feat: 

You now gain 1d4 command points when you hit with a melee attack during your turn instead of 1d3.

Champion Feat: 

After the first time in a round you use this command as an interrupt action, you can use it as a free action until the start of your next turn if you have the command points for the cost. You can still only use the command once per ally’s turn.

Epic Feat: 

Add hampered and stunned to the list of conditions the effect includes.