Commander class features and progression.
Soldier… Warrior… Fearless Leader. Among the most skilled soldiers in the world, Commanders are masters of every weapon and form of close combat. A small cohort of soldiers led by a trained Commander is more feared than innumerable legions without one.
An “empire” isn’t an Empire until they have their own academy of command: Famed schools where these supremely capable soldiers are trained in battlefield tactics and leadership. Commanders are defined by their:
-
Tactical Commands. Issue powerful orders to your allies, bolstering their abilities, and coordinate devastating strikes among yourselves. Command the battlefield with precision and skill, turning the tide of any battle in your favor.
-
Weapon Mastery. Exert mastery over all weapon types, wielding them with deadly efficiency. Your versatility ensures victory against any foe.
-
Strategic Leadership. Exploit your tactical prowess to outwit and outmaneuver foes, leading your party to triumph through cunning strategy and decisive action.
- Key Stats
- STR, INT
- Hit Die
- d10
- Starting HP
- 17
- Saves
- STR+, DEX−
- Armor
- mail, shields
- Weapons
- All STR weapons
- Starting Gear
- Hand Axe, Javelins (4), Rusty Mail
Class features
Level 1
Gain the Coordinated Strike! Commander’s Order.
Level 2
Choose 2 Commander’s Orders.
Roll 1 additional die for any health potion you administer. Whenever you or an ally spends any number of Hit Dice to recover HP, if you spent at least ten minutes examining their wounds, they can add your Examination bonus to the HP recovered.
Level 3
Choose a Commander subclass.
Level 4
Choose a Combat Tactics. When you roll Initiative, gain STR Combat Dice, each a d6. (1/attack) You may expend a Combat Die to perform a special maneuver. Combat Dice are lost when combat ends.
+1 STR or INT.
Level 5
When you roll Initiative, regain 1 spent use of Coordinated Strike (lost if not spent during that encounter). Attacks made from your Coordinated Strikes also now ignore disadvantage.
Your Combat Dice are now d8s.
+1 DEX or WIL.
Level 7
Gain your Commander subclass feature.
Level 8
Choose another Combat Tactics or gain +1 max Combat Dice.
+1 STR or INT.
Level 9
+1 use of Coordinated Strike/Safe Rest.
Your Combat Dice are now d10s.
+1 DEX or WIL.
Level 10
Choose another Combat Tactics or gain +1 max Combat Dice.
Choose a 2nd weapon type to specialize in.
Level 11
Gain your Commander subclass feature.
Level 12
Choose another Combat Tactics or gain +1 max Combat Dice.
+1 STR or INT.
Level 13
+1 use of Coordinated Strike/Safe Rest.
Your Combat Dice are now d12s.
+1 DEX or WIL.
Level 14
You have complete mastery of all weapon types.
Level 15
Gain your Commander subclass feature.
Level 16
Choose another Combat Tactics or gain +1 max Combat Dice.
+1 STR or INT.
Level 17
+1 use of Coordinated Strike/Safe Rest.
Your Combat Dice are now d20s.
+1 DEX or WIL.
Level 19
Choose an Epic Boon.
Commander's Orders
Choose Commander’s Orders as you level up.
Combat Tactics
- Commanding Presence.
Action: Shout a command up to 2 words long at an enemy. On a failed WIL save (DC 10+STR), they must spend their entire next turn obeying it to the best of their ability, provided it is not obviously harmful to themselves.
- Heavy Strike.
When you hit, push a Medium creature STR spaces and deal extra damage equal to a roll of your Combat Die. A Small creature is pushed twice as far; Large, pushed half as far.
- Inerrant Strike.
Reroll a missed attack, add 1 to the Primary Die, and deal extra damage equal to a roll of your Combat Die.
- Lunging Strike.
Gain +1 Reach on an attack and deal extra damage equal to 2× a roll of your Combat Die.
- Sweeping Strike.
2 actions: Select any contiguous area within your weapon’s Reach and damage ALL targets there. This attack does not miss on a 1.
Weapon Mastery
Choose a weapon mastery at levels 6, 10, and 14.
- Slashing.
Your attacks with slashing weapons cannot miss unarmored enemies.
- Bludgeoning.
When your primary die rolls a 7 or higher with a bludgeoning weapon, ignore Heavy Armor.
- Piercing.
Your attacks with piercing weapons ignore Medium Armor.
Subclasses
Bulwark
Level 7
When you use Coordinated Strike, you deal extra damage equal to your armor, and you can add 1 to your primary die.
Level 15
Allies within 2 spaces gain ALL the benefits of the shield you have equipped.
Vanguard
Level 11
When you roll Initiative, regain 1 use of Coordinated Strike. +1 max Combat Dice.
Level 15
Attacks made with your Coordinated Strike also grant advantage and ignore all disadvantage. Your chosen allies gain 1 additional action to use on their next turn.