A Commander on the field can be many things - a trusted Sergeant, a weary Veteran, or merely a man with an uncommon degree of common sense and a particularly keen eye for how to win a fight.
While not as flashy as some of the other Presences on the Battlefield, that just means they are less likely to get themselves skewered. A keen word there and helping hand here, their influence is subtle but effective, inexorably shifting the tides of battle in their favor.
A Commander can come from any background, but is usually someone that has acquired their Wisdom the hard way, having seen a bit of what life and battlefields have to offer.
Martial Proficiency
Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons. In addition, you gain 1 hit point whenever you gain a level in this class.
Form Up
Starting at 1st level, when you roll initiative while not surprised, you can allow any allied creatures within 60 feet to move up to a number of feet equal to five times your Wisdom modifier (minimum of 5 feet).
Keen Pointer
Starting at 3rd level, you can take the Helpful Word bonus action without expending a Leadership Die if you are within 5 feet of the creature you are taking the Help action against. When you do so, you can expend a Leadership Die to apply Rallying Mark to the creature you are targeting with this Help action.
On Your Feet
Starting at 7th level, you can restore in an ally the will to fight. As a bonus action, you can expend a Leadership Die, targeting an allied creature within 5 feet. Roll the die and restore health to the target equal to that roll.
If the creature was unconscious, you can add your Wisdom modifier to the health restored. If the creature is prone after the health is restored, it can choose to stand immediately.
Martial Advantage
Starting at 11th level, once per turn, you can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn't Incapacitated.
Bulwark
Starting at 15th level, when you and any allied creature within 30 feet must make a Saving Throw against the same effect, if you pass your Saving Throw, your allies gain Advantage on their Saving Throw against the same effect.
No One Left Behind
Starting at 18th level, you can move up to your speed to get within 5 feet of a creature while taking the On Your Feet bonus action. During that movement, you have resistance to all damage, and the target regains an additional 1d8 health for any attacks of opportunity you take while moving to them.
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