“Lead, follow, or get out of the way.” Commanders are an essential component of any army, government, or organization. Often, the same skills that serve a commander when leading an army are directly relevant to leading an adventuring group. Whether commanding legions or a handful of intrepid explorers, commanders are at their best when they have a stout-hearted group of comrades whose strengths they can leverage toward victory. Quick Build You can make a commander quickly by following these suggestions. First, choose the Noble background, with Noble Duelist (Wis), Cunning Leader (Int), or Knight (Cha) as your martial tradition. The martial tradition you choose determines your highest ability score. Your next-highest score should be Strength or Dexterity, depending upon whether you want to focus on melee weapons or ranged combat (or finesse weapons). Your third-highest score should be Constitution.
Martial Training You gain 3/4ths of a martial talent every level, according to Table: Commander. Direct Ally As a bonus action, you can direct an ally who can see and hear you to make a single attack with a melee or ranged weapon or an unarmed attack as a reaction. At 17th level, you may direct two allies instead of one. Commands Your words have strength, and success comes more readily to those who obey your orders. To do so, you may, as a reaction, choose one creature other than yourself within 60 feet of you who can hear you. That creature rolls one command die, a d6, and adds the number rolled to one ability check, attack roll, or saving throw it makes before the end of its turn. You can choose to wait until after the creature rolls the d20 before deciding to use the Command die, but must decide before the GM says whether the roll succeeds or fails. A creature can only benefit from one Command die or bardic inspiration die on any given roll. You can use this feature a number of times equal to your key ability modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Command die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Group Focus Beginning at 2nd level, you can spend an action to rally your allies. You restore the martial focus of all allies that can see and hear you. Creatures without the martial focus ability gain 1 use of martial focus that must be used within 1 minute or is lost. Once you use this ability, you cannot do so again until you have taken a short or long rest. You can use this an additional time at 11th and 18th levels. Commander Assignment At 3rd level, you choose the type of commander you embody, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Group Commands Beginning at 7th level, instead of granting a Command die to a single creature, you may use your action and expend your martial focus to grant that Command die to a number of individual creatures not exceeding your proficiency bonus + your key ability modifier. You still may not grant yourself a Command die with this feature. Once before the start of your next turn, these targets can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A target can wait until after it rolls the d20 before deciding to use the Command die but must decide before the GM says whether the roll succeeds or fails. Natural Leader At 9th level, you regain your uses of Command after a short or long rest. Masterful Rally Beginning at 13th level, you may use both group commands and group focus as part of the same action and expenditure of martial focus. Superior Commands At 20th level, when you roll initiative and have no uses of Command left, you regain one use.
You start with equipment granted by your background, and either the following equipment or the equipment granted by your martial tradition; You must be proficient with the chosen class equipment to select it as part of your starting equipment:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
Level | Proficiency Bonus | Features | Martial Talents |
---|---|---|---|
1st | +2 Martial Training, Commands (d6), Direct Ally | 0 | |
2nd | +2 | Group Focus | 1 |
3rd | +2 | Commander Assignment | 2 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Commands (d8), Extra Attack | 3 |
6th | +3 | Commander Assignment feature | 4 |
7th | +3 | Group Commands | 5 |
8th | +3 | Ability Score Improvement | 6 |
9th | +4 | Natural Leader | 6 |
10th | +4 | Commands (d10), Commander Assignment feature | 7 |
11th | +4 | Group Focus (2) | 8 |
12th | +4 | Ability Score Improvement | 9 |
13th | +5 | Masterful Rally | 9 |
14th | +5 | Commander Assignment feature | 10 |
15th | +5 | Commands (d12) | 11 |
16th | +5 | Ability Score Improvement | 12 |
17th | +6 | Direct Ally (2) | 12 |
18th | +6 | Group Focus (3) | 13 |
19th | +6 | Ability Score Improvement | 14 |
20th | +6 | Superior Commands | 15 |