OldSchoolGamerGirl
Adventurer
I asked chat GP AI to make a warlord subclass for 5e and it did make a fighter. Also this thing is scary advanced, I have to start it's own thread on it thought.
IT doesn't know wabout 1D&D though so it can't help with the new playtest
Commander
Fighters who follow the Commander subclass are natural leaders, inspiring their allies to fight harder and smarter. They are skilled in tactics and strategy, able to coordinate their allies and turn the tide of battle.
Level 3: Tactical Expertise
At 3rd level, you gain proficiency in the Persuasion skill and the ability to use your action to grant a tactical advantage to an ally within 30 feet of you. When you use this feature, choose one of the following options:
Rally: The ally gains temporary hit points equal to your Fighter level + your Charisma modifier.
Reorient: The ally can use their reaction to move up to their speed without provoking opportunity attacks.
Strike: The ally can use their reaction to make a weapon attack against a creature of your choice within range.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.
Level 7: Tactical Mastery
At 7th level, you can use your action to grant a more powerful tactical advantage to an ally within 30 feet of you. When you use this feature, choose one of the following options:
Reinvigorate: The ally regains hit points equal to your Fighter level + your Charisma modifier.
Hold the Line: The ally gains temporary hit points equal to your Fighter level + your Constitution modifier.
Exploit Weakness: The ally's next attack against a creature within range has advantage.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Level 10: Tactical Superiority
At 10th level, you gain proficiency in the Insight skill or expertise in it if youare already proficent and the ability to use your action to grant all allies within 30 feet of you a tactical advantage. When you use this feature, choose one of the following options:
Inspired Assault: Each ally can use their reaction to make a weapon attack against a creature of your choice within range.
Shield Wall: Each ally gains temporary hit points equal to your Fighter level + your Constitution modifier.
Coordinated Movement: Each ally can use their reaction to move up to their speed without provoking opportunity attacks.
You can use this feature once per long rest.
Level 15: Tactical Genius
At 15th level, you can use your action to grant an ally within 30 feet of you an extraordinary tactical advantage. When you use this feature, choose one of the following options:
Second Wind: The ally can use their bonus action to regain hit points equal to your fighter level + their Constitution modifier.
Perfect Strike: The ally's next attack against a creature within range scores a critical hit on a roll of 17, 18, 19 or 20.
Tactical Retreat: The ally can use their reaction to move up to their speed without provoking opportunity attacks and becomes invisible until the end of their next turn.
You can use this feature once per long rest.
Level 18: Tactical Legend
At 18th level, you become a legendary commander, able to inspire and lead your allies to greatness. You gain the ability to use your bonus action to grant an ally within 30 feet of you a tactical advantage without expending one of your uses of Tactical Expertise. Additionally, whenever you use Tactical Expertise, Tactical Mastery, or Tactical Genius, you can choose to affect one additional ally within range.
IT doesn't know wabout 1D&D though so it can't help with the new playtest
Commander
Fighters who follow the Commander subclass are natural leaders, inspiring their allies to fight harder and smarter. They are skilled in tactics and strategy, able to coordinate their allies and turn the tide of battle.
Level 3: Tactical Expertise
At 3rd level, you gain proficiency in the Persuasion skill and the ability to use your action to grant a tactical advantage to an ally within 30 feet of you. When you use this feature, choose one of the following options:
Rally: The ally gains temporary hit points equal to your Fighter level + your Charisma modifier.
Reorient: The ally can use their reaction to move up to their speed without provoking opportunity attacks.
Strike: The ally can use their reaction to make a weapon attack against a creature of your choice within range.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.
Level 7: Tactical Mastery
At 7th level, you can use your action to grant a more powerful tactical advantage to an ally within 30 feet of you. When you use this feature, choose one of the following options:
Reinvigorate: The ally regains hit points equal to your Fighter level + your Charisma modifier.
Hold the Line: The ally gains temporary hit points equal to your Fighter level + your Constitution modifier.
Exploit Weakness: The ally's next attack against a creature within range has advantage.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Level 10: Tactical Superiority
At 10th level, you gain proficiency in the Insight skill or expertise in it if youare already proficent and the ability to use your action to grant all allies within 30 feet of you a tactical advantage. When you use this feature, choose one of the following options:
Inspired Assault: Each ally can use their reaction to make a weapon attack against a creature of your choice within range.
Shield Wall: Each ally gains temporary hit points equal to your Fighter level + your Constitution modifier.
Coordinated Movement: Each ally can use their reaction to move up to their speed without provoking opportunity attacks.
You can use this feature once per long rest.
Level 15: Tactical Genius
At 15th level, you can use your action to grant an ally within 30 feet of you an extraordinary tactical advantage. When you use this feature, choose one of the following options:
Second Wind: The ally can use their bonus action to regain hit points equal to your fighter level + their Constitution modifier.
Perfect Strike: The ally's next attack against a creature within range scores a critical hit on a roll of 17, 18, 19 or 20.
Tactical Retreat: The ally can use their reaction to move up to their speed without provoking opportunity attacks and becomes invisible until the end of their next turn.
You can use this feature once per long rest.
Level 18: Tactical Legend
At 18th level, you become a legendary commander, able to inspire and lead your allies to greatness. You gain the ability to use your bonus action to grant an ally within 30 feet of you a tactical advantage without expending one of your uses of Tactical Expertise. Additionally, whenever you use Tactical Expertise, Tactical Mastery, or Tactical Genius, you can choose to affect one additional ally within range.