• Extra Attack: Once per round, command an ally to immediately make an attack
  • Tactical Withdrawal: Party can retreat without anyone sacrificing themselves
  • Master Plan: Enemies have -2 to all rolls in round 1
  • Weakness Exploitation: When you identify a weakness, party gets +5 damage against that enemy for 1 round
  • Hold the Line: Allies in formation with you can’t be moved/knocked prone