On offense or defense, courage is one of the most valuable and important traits a soldier can possess, and the best commanders can share their own with others around them. The marshals known simply as the Valorous embody this iron-spined, contagious courage, much to the dismay of their enemies.
At 3rd level when you take this archetype, your own courage inspires those around you to greater feats of valor and battlefield prowess, clearing their minds and hardening their resolve. Choose one of the following options:
Stand Fast. Friendly creatures within range of your Commanding Presence make their saving throws against effects that would cause them to become confused, frightened or rattled with advantage. In addition, if a creature so affected makes such a saving throw and both dice would have been sufficient to make the save, their attacks deal an additional 1d6 points of psychic damage to the source of the effect for the next 10 minutes.
Shake It Off. If a friendly creature within the range of your Commanding Presence feature deals damage to the source of an effect that has caused it to become confused, frightened, or rattled, it gains an additional free saving throw against the effect, ending it on a success. If the creature successfully saves, it also regains hit points equal to 1d4+your Charisma modifier.
At 7th level, you spur your teammates to bring down the most dangerous foes, one little bit at a time. Choose one of the following options:
No Quarter. If a creature is bloodied, weapon attacks from you and friendly creatures within the range of your Commanding Presence ability do additional damage to it equal to your Charisma modifier.
No Mercy. Whenever you or a friendly creature within the range of your Commanding Presence makes a successful weapon attack against a creature that has been marked with your Mark Foe feature, the attack deals 1d4 ongoing damage for one minute or until the creature or one of its allies spends an action to stanch the wound. A target can only suffer one instance of this ability from any given creature at a time. Multiple hits from the same creature reset the duration of the ongoing damage, but do not increase the amount of it.
At 11th level, when you go on the offensive, your foes find it very hard to stand against you and your allies. Choose one of the following options:
Flushing Wrath. When you or a friendly creature in the range of your Commanding Presence ability takes the Attack action for the first time against a creature each turn, the target must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. If it fails, it must use its reaction to move at least half its movement speed away from its current position. This movement is considered a use of the Disengage action and as such does not normally provoke attacks of opportunity.
Lock Shields. You and friendly creatures within the range of your Commanding Presence feature gain a +1 bonus to AC while wielding a shield and within 5 feet of another friendly creature affected by this feature that is also wielding a shield.
At 15th level, you and your allies can turn the tide against greatly superior forces. Choose one of the following options:
Last Stand. As a bonus action, you can declare a last stand, which lasts for 10 minutes. While your Last Stand is active, for each allied creature within the range of your Commanding Presence ability that is at 0 hp, you and any friendly creatures within the same area gain a +1 bonus to damage with weapon attacks. These bonuses stack, but the maximum bonus you can receive is equal to your proficiency bonus. If one of the creatures is revived, the bonus to damage decreases, but you and allied creatures in the area gain temporary hp equal to your proficiency bonus. Once you have used this ability, you can’t use it again until you finish a long rest.
No Retreat. As a bonus action, you can declare No Retreat which lasts for 10 minutes. When you do, you and friendly creatures within the range of your Commanding Presence become immune to the frightened, confused, stunned, and paralyzed conditions as long as one other friendly creature is conscious and within range. Your Commanding Presence range still applies if you fall unconscious or even die for the purposes of this ability only. If a creature becomes the last one of its allies standing from its group of allies while this feature is active, it is immediately healed to full hit points and loses immunity to the frightened, confused, stunned, and paralyzed conditions, but gains advantage on saving throws against them instead. If another creature is revived from the group, the condition immunity returns. If any additional creatures become the last one standing after the first, they are only healed to half hit points, not full. Once you have used this ability, you can’t use it again until you finish a long rest.
At 18th level, Death itself seems to need your permission to carry out its work. Choose one of the following options:
Down But Not Out. If they are not killed outright, friendly creatures within range of your Commanding Presence ability automatically stabilize when they drop to 0 hit points. This ability only works while you are alive.
Unbreakable. If you would be reduced to 0 hit points and are not killed outright, you instead drop to 1 hit point and may use your reaction to make a single weapon attack against the source of the damage that felled you. If this counterattack is a critical hit, you immediately heal to half of your maximum hit points. Once you have used this ability, you can’t do so again until you finish a long rest.