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.