Specialist-Officer

Command Abilities
When you take the officer specialization you gain 4d8s which are referred to as Command Dice. You regain used command dice after a short or long rest. You gain another command die at 7th and 15th level. These are used for a selection of special abilities, or maneuvers. At third level you may select 3 maneuvers. At 7th, 10th and 15th you learn two more.

Maneuvers
That’s an Order: You sacrifice your action and bonus action to order another member of your team to use their reaction to make an attack at an enemy you can see. Add your command die to their attack damage.

Covering Fire: You use your attack action to fire at an enemy. Another member of your team may move an extra half their speed, they do not elicit attacks of opportunity from the enemy you attacked. If you hit the enemy add your command die to your damage roll.

Disarming Attack: When you hit an enemy with an attack that enemy must make a strength saving throw or be forced to drop their weapon at their feet. Add your command die to your damage roll.

Distracting shot: When you hit an enemy with a distracting shot they are disoriented leaving them open to further attacks. Every member of your team other than you gains an advantage against that enemy until your next turn. Add your command die to your damage roll.

Concentration: When making an attack against an enemy you are able to concentrate and control your breathing. You may add your command die to your attack roll after your initial roll but before you know if it is a hit or miss.

Pull Yourself Together!: Instead of an attack action you may choose to give another member of your team a pep talk. Give them temporary hit points equal to your command die + your charisma modifier.

First-Aid: You may use your action to help an injured ally. Heal any ally you can see with 5 meters for hitpoints equal to your command die + your Charisma modifier