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.  
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 level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier
 

Proficiencies

  Armour: light, medium, heavy
Weapons: 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:
  • You gain the ability to make a Targeted Strike.
  • You gain proficiency in Athletics.
  • At 4th level, when you take the attack action, you attack twice.
Tactics and Leadership 0 You’ve learned how to command the battlefield. Gain the following traits:
  • You gain proficiency in light, medium, and heavy armour, shields, simple, martial, and exotic weapons
  • You gain proficiency in Speech and one type of artisan's tools.
  • You gain one fighting style: defence, dueling, great weapon fighting, two weapon fighting.
  • You gain the Inspiration feature.
Perk Name Tier Description
Combat Manoeuvres 1 Experienced and flexible, you manoeuvre around battles with ease. Gain the following benefits:
  • You gain two combat manoeuvres from the Man-at-Arms manoeuvre list. Using a combat manoeuvre requires the use of an Inspiration.
This perk can be taken multiple times; a combat manvoeuvre cannot be taken twice.
Insightful Fighting 1 You've learned to read your enemy during battle and exploit their weaknesses. Gain the following benefits:
  • You can use a bonus action to make an Investigation check to determine the health points and armour class of a creature within 10 feet of you. Depending on your roll, you may learn nothing, a range, an approximate value, or an exact value. If your Investigation roll is higher than the target’s AC, you gain +5 to hit on your next attack against that creature. You can use this feature a number of times equal to your commander level until you need to finish a rest.
  • When you roll to hit, after you see the result, as a reaction, you may change the target of your attack to another creature within range.
Quick Orders 1 You inspire fear in your enemies, and possibly the same in your allies. Gain the following traits:
  • As a reaction, you can use an Inspiration to give a creature you can see within 60 feet of you a −3 to their attack roll.
  • When an ally you can see within 60 feet of you misses an attack, you can spend an Inspiration as a reaction to give them +3 to their attack roll, possibly causing them to hit.
Relaxation 1 Gain the following traits:
  • When resting, you can spend 1 Mood to give everyone in your party (including yourself) an additional rest die.
  • You can spend 2 rest dice during a rest to give a creature +1 to all d20 rolls until they take their next rest.
Shield Combat 1
  • As a bonus action, you may make an attack with your shield.
  • You can add your ability modifier to the damage of a shield used in the off-hand.
  • If you use an action to attack with your shield and hit against a Medium or smaller creature, it must make a Constitution saving throw (DC 8 + your Strength modifier + your proficiency modifier) or become Prone.
  • When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to make an attack with your shield against that creature.
Valorous Leader 1 Just hit them harder. Gain the following trait:
  • When a creature uses Inspiration on an attack roll, they add 1d6 additional damage of the attack's type to the damage dealt.
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:
  • For 1 adrenaline point, you can make an additional attack if you took the attack action.
  • For 1 adrenaline point, you can gain an additional reaction for this turn.
  • For 1 adrenaline point, you can reroll a saving throw as a reaction.
  • For 2 adrenaline points, you gain 1d4 + CON temporary hit points that last until combat ends as a bonus action.
  • For 2 adrenaline point, gain and immediately spend an Inspiration.
  • For 3 adrenaline points, you can make a combat manoeuvre without expending a combat manoeuvre use.
You gain an adrenaline point by ending your turn Flanked. You gain adrenaline points proportional to damage taken: 1 point for damage between 10–25% of your maximum health, 2 points for damage between 26–50% of your maximum health, and 3 points for damage over 50% of your maximum health. You may have a number of adrenaline points equal to your level in the Martial Discipline. You lose all adrenaline points upon going unconscious or 1 minute after the end of combat.
Gambler 2 I guess you're feeling lucky... or your allies are. Gain the following trait:
  • Your Inspiration becomes a d8, which is rolled upon use, rather than a determined +3.
Lead by Example 2 Do as I do, not as I say. Gain the following trait:
  • When you score a critical hit, allies within 30 feet of you gain a +2 to their next attack roll, and allies within 5 feet of you gain +5 to their next attack roll.
Inspiring Aura 2 You can spend an Inspiration as an action to invoke an aura, which can do the following things:
  • Aura of Poor Footing: Enemies within 10 feet of you suffer a -1 to their attack rolls.
  • Aura of Protection: Allies within 15 feet of you gain a +1 to saving throws.
  • Aura of Intimidation: A creature that starts their turn or enters within 5 feet of you must make a Charisma save of DC 8 + your proficiency + your Charisma modifier or else become Frightened. An affected creature is able to repeat this save at the start of each of their turns.
This aura counts as a Concentration spell.
Valorous Leader 2 2 Prerequisite: Valorous Leader
Gain the following trait:
  • The additional damage granted by the Valorous Leader perk increases to a d10..
Perk Name Tier Description
Bulwark 3 Gain the following traits:
  • You gain +2 resistance to physical damage, and +1 resistance to elemental damage.
  • You gain +1 to all ACs.
  • You cannot be pushed, and you gain +4 to saving throws against being knocked Prone, Blinded, Stunned, or Grappled.
Left Hook 3 Gain the following trait:
  • If your Inspiration raises an attack roll above 25, the attack becomes a critical hit.
Unkillable 3 Gain the following traits:
  • When an attack would reduce you below 0 hit points, but not kill you outright, you can instead drop to 1 hit point. When an attack would kill you outright, you can instead drop unconscious and automatically take one failed death saving throw. Once you use this feature, you must spend a rest die to regain use of it.

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