Commander, the Fish Variant (5e Class)

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Commander, the Fish Variant[edit]

"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.

Commander[edit]

A person to look up to, a person of order, a person who dedicates their lives to the service, a commander has been called all these things and more, but that just scratches the surface of the truth. Being a commander really means always being ready for the unexpected, having to deal with failures and loss in battle and war while maintaining composure, and always following the chain of command. You have embodied these traits to heart through your service with the military even if you have since moved on. Other commander's have known to a one point held power in places besides the military, like the head of a household or clan, or the head of an organization or guild.

Creating a Commander[edit]

Why did you decide to become an adventurer? Did you get bored of being a soldier, get demoted for some reason, get transferred and leave instead or some other reason? What parts of being in the military have stuck to you, or are you not from the military and instead got experience being a leader elsewhere? What do you want to accomplish now?

Quick Build

You can make a Commander quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Next, choose the soldier background.

Class Features

As a Commander you gain the following class features.

Hit Points

Hit Dice: 1d8 per Commander level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Commander level after 1st

Proficiencies

Armor: Light Armor, medium armor, and shield
Weapons: Simple Weapons
Tools: One of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose three skills from Athletics, Animal Handling Deception, History, Insight, Intimidation, Investigation, Nature, Perception, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Commander

Level Proficiency
Bonus
Features Commander's Inspiration Die
1st +2 Battle Commands, Commander's Inspiration 1d6
2nd +2 Helping Hand, Leadership Role, Rebellion 1d6
3rd +2 Sacred Oath 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Lead by Example, Font of Inspiration 1d8
6th +3 Leadership Role Improvement, Rebellion Improvement 1d8
7th +3 Sacred Oath Feature 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Dampen Friendly Fire, Supervise 1d8
10th +4 Natural Leader 1d10
11th +4 Improved Lead by Example 1d10
12th +4 Ability Score Improvement 1d10
13th +5 Troop's Training 1d10
14th +5 Hit the Weak Spot! 1d10
15th +5 Sacred Oath Feature 1d12
16th +5 Ability Score Improvement 1d12
17th +6 With Me, You will Live 1d12
18th +6 Aura Improvement 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Sacred Oath Feature 1d12

Battle Commands[edit]

At 1st level, you give a motivating speech to your troops. As a bonus action, you can issue a battle command from below. The battle command effects all allied creatures within 30 ft of you. The battle command remains active until the start of your next turn. You cannot have more than one battle command active at the same time.

Charge! All allied creatures can use their bonus action to take the dash action. This movement must end nearer to the enemy.
Reformation All allied creatures gain the disengage action when they take the dash action.
Attack! All allied creatures gain +1 to their attack rolls and damage rolls when only targeting a creature that you have chosen within 60 ft of you.
Be Quiet All allied creatures gain +3 to their stealth checks.
Commander's Challenge All allied creature's ac is increased by 2 while your ac is decreased by 5. All hostile creatures is aware of this effect.

Commander's Inspiration[edit]

At 1st level, you can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. 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 Commander's Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Leadership Role[edit]

At 2nd level, there is multiple ways to lead your Troops. Choose between Battle Cry, Moral Banner, or Voice of Reason:

Battle Cry[edit]

In battle, your mere presence can inspire everyone. Any creature with or had your Commander's Inspiration die is your Troop.

As a bonus action, you can expend one use of your Commander's Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of Troops you can see and that can see you within 60 feet of you. Choose one of the battle cries below as an effect that they gain.

Charge! All Troops can move twice their movement.
Hold Strong! All Troops regain 1d8 hit points.

The dice increases when you reach certain levels in this class, increasing to 2d8 at 5th level, 2d8 at 10th level, and 4d8 at 15th level.

No Fear! All Troops make a saving throw to resist charmed or frightened. If they pass, they gain temporary hit points equal to two rolls of your commander's inspiration.
Reposition! All Troops gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Defend! All Troops can use their reaction to take the dodge action.

Moral Banner[edit]

Through a piece of fabric, creatures flock to your cause. As a bonus action, you can magically summon an incorporeal banner to a point you can see within 60 feet of you. The banner creates an aura in a 30-foot radius around that point. As a bonus action, you can teleport the banner up to 60 feet to a point you can see.

Any ally creature in the banner's aura becomes your Troop or been in the banner's aura within the last long rest is your Troop.

The banner persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the banner's aura depends on the type of banner you summon from the options below.

Bear Banner. The bear banner grants you and your Troops its might and endurance. Each creature of your choice in the aura when the banner appears gains temporary hit points equal to 5 + your commander level. In addition, you and your Troops gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Banner. The hawk banner is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the banner's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your Troops have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Banner. The unicorn banner lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the banner's aura. In addition, if a Troop cast a spell using a spell slot that restores hit points to Troop inside or outside the aura, each Troop of your choice in the aura also regains hit points equal to your commander level.

Voice of Reason[edit]

Among the chaos of the world and combat, your voice brings calm and respect from your Troops. When you make a speech that last at least 1 minute, choose up to your charisma modifier of willing creatures that hear or see your speak (you may include yourself). They have become your Troops for the purpose of your Commander features.

While you can make a speech unlimited number of times, you can only have up to your charisma modifier of Troops at time. You cannot make a Troop out of creature that is already a Troop to someone else or have been a Troop since their last long rest. A creature is your Troop until they complete a long rest.

Additionally, each of your Troop's gain temporary hit points equal to your level in Commander. As long as they have temporary hit points (from any source), they are immune to frighten and charm effects.

Rebellion[edit]

At 2nd level, when their is loyal Troops, there will be rebellious Troops. At any time, you can mark any of your Troops as a Rebellion. A Rebellion no longer a Troop for the purpose of your features.

Helping Hand[edit]

At 2nd level, you help your Troops in battle directly. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid a Troop in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Sacred Oath[edit]

When you reach 3rd level, you swear the oath that binds you as a commander forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include the Channel Divinity feature.

Channel Divinity[edit]

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals to 8 + your charisma modifier + your proficiency modifier.

Ability Score Improvement[edit]

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.

Lead by Example[edit]

At 5th level, you lead others into combat. When you take an attack action, choose one of your Troops within 120 ft of you. They make one free weapon attack.

Font of Inspiration[edit]

At 5th level, your commander's Inspiration is restored after a short or long rest.

Improved Leadership Role[edit]

At 6th level, you become better at leading others. You gain one of the features below depending on your leadership role of Battle Cry, or Moral Banner, or Voice of Reason.

Battle Cry: Aura of Protection[edit]

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Moral Banner Improvement[edit]

You can summon your banner twice per short or long rest.

Voice of Reason Improvement[edit]

All of your Troops can the temporary hit points once per short or long rest. Additionally, when they have temporary hit points in any way, they gain immunity to poisoned and deafened conditions.

Improved Rebellion[edit]

At 6th level, you become better at dealing with rebellion: and the rebellion trained better to deal with you. You know the location of any creature marked as a rebellion up to 1 mile away. You and your Troops have advantage to hit a rebellion creature. All rebellion creatures have advantage to hit you or your Troops.

Dampen Friendly Fire[edit]

At 9th level, you prevent your troops from hurting each other. All of your Troops take half damage dealt by your own Troops. Regardless of spell and effects, Troops have disadvantage to hit other Troops and have advantage to all saving throws caused by other Troops.

Supervise[edit]

At 9th level, under your leadership, your Troops will always succeed. When you use an help action on an ability check that you have proficiency in, they can treat a d20 roll of 9 or lower as a 10.

Natural Leader[edit]

At 10th level, your experience as a leader has allowed you become fast friend with other or limit your enemy's actions. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Improved Lead by Example[edit]

At 11th level, your leadership through example bore fruits. When a Troop makes an attack from Lead by Example, it deals an extra 1d8 radiant damage.

Troop's Training[edit]

Starting at 13th level, you train your Troops to be deadlier in combat. All of your Troops deal an extra 1 damage.

Hit the Weak Spot![edit]

At 14th level, you attacks show your Troops where to hit. If you deal weapon damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your Troops hits the cursed creature with an attack, the target also takes 2d6 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

With Me, You will Live[edit]

At 17th level, you push your Troops survival rate to the max. At the start of each of the Troop's turn, they regain 1 hit points if they have no more than half of their hit points left. They don’t gain this benefit if they have 0 hit points.

Optional Features[edit]

Infuse Items[edit]

Replaces Battle Commands

At 1st level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.

Whenever you gain a level, you can change your infused item.

Infuse Items[edit]

Replace Natural Leader

At 10th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.

If you already have infuse Items from this class, this feature grants two more items to infuse.

Whenever you gain a level, you can change your infused item.

Infuse Items[edit]

Replace Hit the Weak Spot!

At 14th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.

If you already have infuse Items from this class, this feature grants two more items to infuse.

Whenever you gain a level, you can change your infused item.

Infuse Items[edit]

Replace With Me, You will Live

At 17th level, you prefer to use simpler and safer methods help your Troops. You gain one infused item from artificer class. This infused item can be only used by your Troops.

If you already have infuse Items from this class, this feature grants two more items to infuse.

Whenever you gain a level, you can change your infused item.

Divine Oaths[edit]

You can take a divine oath from paladin class or one from below.

Oath of Apothecary[edit]

"Once a pound a time, there was a young Apothecary named Iris. She was in an adventuring party with a giant construct and a child. From the beginning, the adventuring party called Iris their commander."

Tenets of the Apothecary[edit]

The tenets of the Oath of the Apothecary have carefully chosen to reflect Iris' great work. This oath emphasizes the principles of love ones above any concerns of good or evil. Its four central principles are simple.

Protect Your Love Ones: Above all, protect your love ones regardless the cost.

Let Nature Bloom: Take care of the plants and they will return the favor.

Potions for All: Experiment, craft, and learn potions to save your love ones.

Slay the Heretic: Hunt down every shambling mound. They have rebelled against the gods.

Budding[edit]

"Iris was part plant and part humanoid. As honor to the great Apothecary, we grow plants on ourself"

You have plants growing from you, making you slightly part plant. Pick one from below

Budding Appearance
1d6
1 Leaves and buds grow on your head to create a crown
2 Vines and buds grow around your arm in an exotic fashion design
3 Leaves and buds grow among your hair, as if it was always been there
4 Vines and buds form an accessory like a belt, necklaces, or bracelet
5 Vines, leaves, and buds grow around your feet to create a boot
6 Vines, leaves, and buds create a natural but fashionable clothing

Tool Proficiency[edit]

"She was one of the most talented Apothecary of her time."

At 3rd level, you gain proficiency in herbalism and alchemist

Channel Divinity: Potion crafting[edit]

"While her companions rest during the night, Iris stayed up late to craft potions to help her friends in the coming battle."

At 3rd level, you can use your channel divinity to create potions from nature. As an action, you can make any common potion after spending 10 gd pieces. You must have alchemist or herbalism kit to craft potions.

At 7th level, you can craft uncommon potion for 50 gd. At 15th level, you can rare potion for 100 gd.

Channel Divinity: Bloom[edit]

"Plants counted Iris as one of their own. It is said that even the most stubborn plant bloom in her care."

At 3rd level, you can your channel divinity to bloom your budding flowers. As an action, all of the buds on you bloom into a flower and release a strong smell. Every plan within 30 feet of you that can smell you must make a Wisdom saving throw. On a failed save, the creature is charmed for 1 minute or until it takes damage.

While charmed this way, the plant is friendly to you and your Troops. You and your Troops can communicate with charmed plants as if they are under the effects of Speak with Plants spell.

Potion Thrower[edit]

"Like all Apothecary adventurers, Iris primary used potions to fend off great evil foes."

At 7th level, you can throw potions without loosing its effectiveness. As an action, you throw a potion. It uses strength to hit and has a range of 30/90 ft. If the target is a willing Troop, it automatically hits.

Thorn Armor[edit]

"On that dark day, a shambling mound went wild and attacked Iris and her friends. The Apothecary try her best to save her friends."

At 15th level, your gift of plants is spread to your allies. As an action, every Troop within 30 ft of you has thorny vines grow around them. They gain temporary hit points equal to your charisma modifier. Until an hour past or all temporary hit points is used up, any melee attack takes your charisma modifier of magical piercing or poison damage.

You can use this feature once per short or long rest.

Iris Rose Bush[edit]

"Iris sacrifice herself to save her friends from the shambling mound. The gods saw her great deeds. They caused a rose bush to grow from her corpse as a memorial of her heroic death."

At 20th level, you plant seeds in your Troops just in case the worst happens.

Whenever you or your Troops die, an Iris rose bush grows from their body. It has the same ingigitive as the dead creature and attacks anything hostile to it.

As long as the rose bush is alive, the corpse is perfectly preserved as if it just died. Additionally, the corpse is immune to all magic except spells to revive the corpse. Once the corpse is revived or removed, the rose bush withers away.


Oath of Pirate Captain[edit]

"Legend says that a leonin pirate captain has the fate to choose to save the world or doom it to destruction."

Tenets of Pirate Captain[edit]

Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Pirate Captain, freedom is the highest calling, and a gift to be granted to all.

No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

Protect the Crew. Your crew is the most important thing to a captain. Lead them to victory or failure. As long as they stay alive, there is always another chance

Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.

Loyalty. Stay true to those who are loyal to you. Reward loyalty with glory and treasure. Traitors deserve ruthless judgment.

Channel Divinity: Raid[edit]

"It is said that the pirate captain used to go on raids with her father, whom was also a pirate captain."

At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:

  • Increase movement speed by 5 ft
  • Increase jump distance by 5 ft
  • Gain swimming speed equal to walking speed
  • Advantage to saving throws against cannons

Channel Divinity: Plunder[edit]

"Right before she became captain, she plundered entire castle without killing a single soul."

At 3rd level, you use your channel divinity to cause your crew to be ready for a raid. As an action, all Troops within 30 ft of you gain the following for 1 hour:

  • Advantage to stealth
  • Advantage to sleight of hand
  • Advantage to thieves' tools

Aura of Liberation[edit]

"The legendary pirate captain will roam the seas, unhindered by wizards, cultist, fey, and daemons."

Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Rebuke of the Captain[edit]

"While hard to anger, this captain will seek vengeance against anyone whom dare to take another life away from her."

At 15th level, you can cast silvery Mockery without any spell slots. You must apply the advantage to one of your Troops to cast this spell.

You can use this feature up to your charisma modifier per short or long rest.

Grand Captain[edit]

"At the final battle to determine the fate of the world, the leonin pirate captain will play a critical role that tips the results of battle to her favor."

At 20th level, you are a living avatar of the high seas. As a bonus action on your turn, you can transform, becoming as terrible as a storm for 1 minute. While transformed you gain the benefits below:

  • You are immune to cold, lightning, and thunder damage.
  • You can cast command at 1st-level as a bonus action on each of your turns without expending a spell slot.
  • Whenever you hit a Huge or smaller creature with a melee attack, it must succeed on a Strength saving throw against your channel divinity save DC or be knocked prone.

Once you use this feature, you must complete a long rest before you can use it again

Oath of Legionnaire[edit]

"There is a mighty legionnaire leonin that survived unbelievable odds... and constantly hungers for bone marrow"

Tenets of Legionnaire[edit]

Though the exact words and strictures of the Oath of Legionnaire vary, paladins of this oath share these tenets.

Duty. You never stand down as long there is someone to protect

Sturdy. You have to stay strong to serve as the anchor for everyone else around you

Repentance. I protect others since I failed to protection someone important in my past.

Fisherman. Fishing is a great hobby and survival skill

Guard[edit]

"Her body cannot easily be slayed by normal means."

At 3rd level, you can block attacks easier than most. When wearing armor that you are proficient in, your ac is increased by 1.

Your ac is increased by an addition 1 at 7th, 15th, and 20th levels.

Channel Divinity: Combat Stances[edit]

"She stand strong in front of many fearsome monsters."

At 3rd, you use your channel divinity to pull knowledge from many generations of Legionnaires. As a bonus action, choose one stand from below. Your stance last for 1 minute.

Sentinel Stance

While in this stance, you gain a bonus to attack rolls equal to half of your proficiency bonus. In addition, you may make a melee weapon attack as a bonus action.

Phalanx Stance

While in this stance, you gain a bonus to Armor Class equal to half of your proficiency bonus. In addition, all allies within 5 feet of you gain half cover.

Berserker Stance

While in this stance, you gain a bonus to damage rolls equal to half of your proficiency bonus. In addition, you score a critical hit on a 19 or 20.

Channel Divinity: Talent[edit]

"The pirate leonin was talented in many things, like fishing."

As an action, you use your channel divinity to gain a feat for 1 hour.

Additionally, you have advantage to all rolls to do fishing for 1 hour.

Endurance[edit]

"She can take more blows than mortal can."

At 7th level, your maximum hit points is increased by 5 + your Constitution modifier.

At 15th and 20th, you gain this benefit again.

Defender[edit]

"As the pirate crew begin to loose trust in their captain, the leonin stand strong among the chaos." At 15th level, your ac and all saving throws is increased by 2.

At 20th level, your ac and all saving throws is increased another 2.

Body of a God[edit]

"With her never wavering bravery, the pirate captain stepped down and grant the legionnaire the command of the crew."

At 20th level, your body is better than a god. The maximum constitution is increased to 30 and your constitution score is increased by 2.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the General class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the General class, you gain the following proficiencies: simple weapons, light armor, medium armor, and shield

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