Command

Chain of Commands

Command
Cost: 
1 command point
Action: 
Free
Target: 
You
Effect: 

The next interrupt action you use to make a command doesn’t prevent you from using another interrupt action later in the round.

Charge!

Command
Cost: 
1 command point
Action: 
Interrupt
Target: 
One nearby ally (on the ally's turn)
Effect: 

As a standard action this turn, the target can both move and make a basic attack.

Adventurer Feat: 

If you spend an additional command point, the target can use a melee attack instead of a basic attack.

Champion Feat: 

The target gains a bonus to the melee attack it makes from this command equal to your Charisma modifier.

Epic Feat: 

This turn, if the target moves to attack an enemy you are also engaged with, that enemy is vulnerable to the attack.

Get out of There!

Command
Cost: 
1 command point
Action: 
Interrupt
Target: 
One nearby ally (on the ally's turn)
Effect: 

The target can use a quick action this turn to pop free from one enemy.

Adventurer Feat: 

If you spend an additional command point, the target (or targets) can pop free from all enemies instead of only one enemy.

Champion Feat: 

If you spend an additional command point, you can now target one additional nearby ally with this command.

Epic Feat: 

When targets of this command are stuck, that condition ends on them.

Hit 'Em From Here!

Command
Cost: 
1 command point
Action: 
Interrupt
Target: 
One nearby ally (on the ally's turn)
Effect: 

This turn, the target ally can target one far away enemy with a power, spell, or attack that normally only targets or affects nearby enemies.

Adventurer Feat: 

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

Champion Feat: 

The target can now be a far away ally.

Epic Feat: 

The target ally’s power, spell, or attack can now target multiple far away creatures (if it can target multiple creatures normally).

Hit Harder

Command
Cost: 
1 command point
Action: 
Interrupt
Target: 
One nearby ally who hits with an attack (on the ally's turn)
Effect: 

The target can reroll any of the damage dice. They must accept the rerolled result.

Adventurer Feat: 

The target gains a bonus to the damage roll equal to your Charisma modifier (double your Charisma modifier at 5th level; triple it at 8th level).

Champion Feat: 

You can spend an additional command point (1 max) to add another damage die of the same type to the damage roll when you reroll damage dice. (You only roll the extra damage die once.)

Epic Feat: 

You can also use this command as a free action (instead of as an interrupt action) when an ally hits with an opportunity attack.

Natural Command

Command
Cost: 
2 command points
Action: 
Interrupt
Target: 
One nearby ally (on the ally's turn)
Effect: 

Count a natural odd roll the target rolls as natural even, or count a natural even roll the target rolls as natural odd (without actually changing the numerical result).

Epic Feat: 

This command costs 1 command point instead of 2 while the escalation die is 3+.

Rally Now

Command
Cost: 
1 command point
Special: 

If you spend an additional command point on this command, you can target an unconscious ally with it.

Action: 
Interrupt
Target: 
One nearby ally (on the ally's turn)
Effect: 

The target can rally as a free action this turn. (If it’s their second or a subsequent rally, they still need to succeed on the save.)

Adventurer Feat: 

The target also adds hit points equal to your Charisma modifier to the recovery. (Double your Charisma modifier at 5th level; triple it at 8th level.)

Champion Feat: 

When the target has to roll a save to rally, you can grant them a +2 bonus to the roll as a free action after seeing it for each additional command point you spend on the command.

Epic Feat: 

The target of this command also gains a +2 bonus to all defenses until the end of its next turn.

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.

Strike Here!

Command
Action: 
Interrupt
Target: 
One ally engaged with an enemy you are engaged with (on the ally's turn)
Effect: 

The target can take an extra standard action this turn.

Adventurer Feat: 

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

Champion Feat: 

This command costs 3 command points instead of 4.

Epic Feat: 

If the extra standard action is an attack, the crit range of that attack expands by an amount equal to the escalation die.

Supreme Tactical Strike

Tactic
Recharge 16+ after battle
Action: 
Quick
Target: 
One nearby ally
Effect: 

The target can make a standard action attack as a free action.

Epic Feat: 

If the attack hits, it’s a critical hit.

Try Again

Command
Cost: 
2 command points
Action: 
Interrupt
Target: 
One nearby ally that made an attack roll (on that ally's turn)
Effect: 

The target can reroll the attack but must use the new result.

Adventurer Feat: 

If the escalation die is 3+, the target gains a bonus to the reroll equal to your Charisma modifier.

Champion Feat: 

If the rerolled attack scores a critical hit, you gain 1 command point.

Epic Feat: 

You can use this command before an ally makes an attack roll for 3 command points (instead of 2) for an entirely different effect: The target can make an additional basic attack this turn as a free action if the attack hits.

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.

You Are a Precious Snowflake!

Command
Cost: 
1 command point
Action: 
Interrupt
Target: 
One nearby non-human ally using a once-per-battle racial power (on the ally's turn)
Effect: 

Roll a d20. On a 11+, the target doesn’t expend the use of its racial power and can use it again later this battle.

You Know What to Do!

Command
Cost: 
4 command points
Action: 
Interrupt
Target: 
One nearby ally (on the ally's turn)
Effect: 

The target can take an extra standard action this turn.

Champion Feat: 

This command costs 3 command points instead of 4.

Epic Feat: 

The target also gains temporary hit points equal to 3d10 + triple your Charisma modifier.

You Set Them Up, I Finish

Command
Cost: 
4 command points
Action: 
Interrupt
Target: 
One nearby ally (on the ally's turn) that hits an enemy you can see with an attack this turn.
Effect: 

Add your Charisma modifier to the damage dealt by your ally (double your Charisma modifier at 5th level; triple it at 8th level). In addition, during your next turn, you gain a +2 attack bonus with melee attacks against the enemy that your ally hit.

Adventurer Feat: 

The target ally also gains the damage bonus with any other attacks it makes against the same enemy this turn.

Champion Feat: 

The command now costs 3 command points to use.

Epic Feat: 

Your attacks that benefit from the +2 attack bonus against that enemy also add triple your Charisma modifier to your damage on a hit.

You'll Die When I Tell You to Die!

Command
Cost: 
Your remaining command points
Action: 
Interrupt
Target: 
One nearby ally about to roll a death save (on the ally's turn)
Effect: 

The target gains a +2 bonus to the death save for each command point spent on this command.

Epic Feat: 

If the target succeeds on its death save, it can take its turn normally as if it rolled a natural 20.

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