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.