Commander
Not simply a participant, but an architect of battle, you conduct an army like an orchestra.
You must have a Strength or Agility score of 6 and a Charisma score of 6 to multiclass into this class.
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier
Weapons: simple weapons, martial weapons, exotic weapons
Tools: one type of artisan's tools
Skills: Athletics, Speech
Other: none
Level | Proficiency Bonus | Perk Tier | Other Features | Inspiration Die | № of Attacks |
---|---|---|---|---|---|
1st | +2 | 1 | Martial Discipline, Speech and Tactics | d4 | 1 |
2nd | +2 | 1 | - | d4 | 1 |
3rd | +2 | 1 | Ability Score Improvement | d6 | 1 |
4th | +3 | 2 | Expertise | d6 | 2 |
5th | +3 | 2 | Lingering Inspiration | d8 | 2 |
6th | +3 | 2 | - | d8 | 2 |
7th | +3 | 3 | Ability Score Improvement | d8 | 2 |
8th | +4 | 3 | Expertise | d10 | 2 |
9th | +4 | Ultra | - | d10 | 2 |
10th | +4 | - | Ultra Perk Upgrade | d10 | 2 |
Class Features
As a Commander you gain the following class features.Hit Points
Hit Dice: 1d10 per commander levelHit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier
Proficiencies
Armour: light, medium, heavyWeapons: simple weapons, martial weapons, exotic weapons
Tools: one type of artisan's tools
Skills: Athletics, Speech
Other: none
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.- Defense: While you are wearing armour, you gain a +1 bonus to AC and Blind AC.
- Dueling: When you are wielding a melee weapon in one hand and no other weapons (except shields and fencing daggers), you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand weapon attack.
Expertise
At fourth level, choose two a skill proficiency to receive expertise. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. Again at eighth level, you can choose another of your proficiencies to gain this benefit.Inspiration
You can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration. Once within the next 10 minutes, the creature can use this Inspiration to gain +3 to a d20 roll. A creature can have only one Inspiration at a time. You can use this feature a number of times equal to your Charisma score. You regain any expended uses when you finish a rest.Lingering Inspiration
Starting at 5th level, whenever an ally uses an Inspiration, they gain a +1 to any other d20 rolls they make on their turn.Perk List
Perk Name | Tier | Description |
---|---|---|
Martial Discipline | 0 | As a warrior, you gain the following traits:
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Tactics and Leadership | 0 | You’ve learned how to command the battlefield. Gain the following traits:
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Perk Name | Tier | Description |
Combat Manoeuvres | 1 | Experienced and flexible, you manoeuvre around battles with ease. Gain the following benefits:
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Insightful Fighting | 1 | You've learned to read your enemy during battle and exploit their weaknesses. Gain the following benefits:
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Quick Orders | 1 | You inspire fear in your enemies, and possibly the same in your allies. Gain the following traits:
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Relaxation | 1 | Gain the following traits:
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Shield Combat | 1 |
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Valorous Leader | 1 | Just hit them harder. Gain the following trait:
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Perk Name | Tier | Description |
Adrenaline | 2 | You push yourself to the brink in combat. You gain the ability to gain and use adrenaline points. These points can be used to activate the following effects:
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Gambler | 2 | I guess you're feeling lucky... or your allies are. Gain the following trait:
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Lead by Example | 2 | Do as I do, not as I say. Gain the following trait:
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Inspiring Aura | 2 | You can spend an Inspiration as an action to invoke an aura, which can do the following things:
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Valorous Leader 2 | 2 | Prerequisite: Valorous Leader Gain the following trait:
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Perk Name | Tier | Description |
Bulwark | 3 | Gain the following traits:
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Left Hook | 3 | Gain the following trait:
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Unkillable | 3 | Gain the following traits:
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