Commander (5e Class)
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- 1 Commander
- 1.1 Commander
- 1.2 Creating a Commander
- 1.3 Class Features
- 1.4 General
- 1.5 Tribe Leader
- 1.6 Warrior Guild Leader
- 1.7 Multiclassing
"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.
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
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, Strength should be your highest ability score, followed by Charisma. Constitution is a good ability score as well. Second, choose the soldier background.
|Commander ready for battle. |
As a Commander you gain the following class features.
- Hit Points
Armor: Shields, medium armor, and heavy armor
Weapons: Simple and martial melee weapons
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Athletics, Insight, Intimidation, Investigation, Persuasion, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) five javelins
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) Chain Shirt or (b) Chain Mail
- (a) a dungeoneer's pack or (b) an explorer's pack
|1st||+2||Commander's Inspiration(d6), Fighting Style|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Inspiring Commander|
|6th||+3||Ability Score Improvement, Commander's Inspiration(d8)|
|7th||+3||Commanding Style Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Commanding Style Feature|
|12th||+4||Ability Score Improvement|
|14th||+5||Ability Score Improvement, Commanding Style Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Commanding Style Feature|
|19th||+6||Ability Score Improvement|
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.
Your Commander's Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 11th level, and a d12 at 17th level.
By 1st level, you can 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. Choose another Fighting Style when you reach 9th level.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, 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.
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 impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
By 2nd level, you can inspire those around you to take up arms. As a bonus action, you can call out to all allied creatures within 120ft, making them deal addition damage on all attacks equal to your Charisma modifier(minimum of one) until the start of your next turn. Once you use your Battle Cry in this way, you must complete a short or long rest before you can do so again.
At level 3, you select a Commanding Style for your commander. Your choice gives you new class features at 3rd level and again at levels 7, 10, 14, and 18.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
By 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 5th level, you regain all of your expended uses of Commander's Inspiration when you finish a short or long rest.
By 13th level, you have steeled your resolve. When you fail an ability saving throw, you can choose to succeed instead. You regain use of this feature after you finish a long rest.
By 15th level, you have obtained unrivaled experience in close range combat. Whenever you are hit with a melee attack, you may use your reaction to reduce the damage by 2d8 + your Strength and Constitution modifier.
By 20th level, you can command legions to focus down a single target. As an action, you can single out the target of Singular Focus within 120ft. of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120ft of you have advantage on attacks against the target of Singular Focus. You regain the use of this feature after you finish a long rest.
A commander who was once in the military and have since adapted the things they learned to better suit their needs.
- Commanding Presence
Starting at 3rd level, whenever a creature you can see within 30 feet of you misses a weapon attack, as a reaction you may call upon them, allowing them to immediately make another attack against the creature. Once you use this feature, you can not use it again until you finish a short or long rest.
Starting at 7th level, when you make an attack action on your turn, you can forgo one of your attacks and use a bonus action to make a melee attack towards the target but miss. The next creature that attacks the target of your Feint has advantage on their attack.
- Tempered Warrior
By 10th level, you have upmost confidence in your abilities. When you make a melee weapon attack add your Charisma modifier (minimum 1) to your damage rolls.
By 14th level, your presence inspires those around you. As an action, you can speak out words of encouragement to all allied creatures within 60ft. They gain temporary hit points equal to your commander level + Charisma modifier (minimum 1). You regain use of this feature after you finish a long rest.
By 18th level, your commands are treated as law. As an action, you can yell to charge your foes, giving all allied creatures within 120 feet of you advantage against being frightened and against saving throws to stop being frightened for 1 minute. Also, while under this effect, you and all your allies ignore difficult terrain. You regain use of this feature after you finish a short or long rest.
A tribe leader is someone who has lost their position within a tribe, but still holds significant sway with both humanoids and beasts.
- Animalistic Presence
Beginning at 3rd level, you gain proficiency in the Athletics skill and two musical instruments of your choice, if you already have proficiency in it, you can double your proficiency bonus.
- Wild Kinsmanship
Starting at 3rd level, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
- Evolving Protection
You have come to understand how to rapidly adapt to your surroundings you to better fit your needs. Starting at 3rd level, whenever you finish a long rest, you may choose a damage type besides bludgeoning, slashing, and piercing to gain resistance to. You lose this resistance when you start a long rest.
- Primal Scream
By 7th level, your very voice can be a source of horror for some. As an action, you may make all enemy creatures within 60ft of you make a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier. On failure, they are frightened for 1 minute. At the end of their turn they may repeat this saving throw. A creature that succeeds on this saving throw is immune to your aura for 24 hours. You regain use of this feature after you finish a short or long rest.
- One With Beasts
By 10th level, you can channel the spirt of animals within you. As an action, you may cast the conjure animals spell once and regain use of this feature after you finish a long rest.
- War Horn
By 14th level, you can inspire those around you to take up arms. As an action, you can blow a horn affecting all allied creatures within 120ft. They gain temporary hit points equal to your commander level + your Charisma modifier (minimum one) for 1 minute. You regain use of this feature after you finish a short or long rest.
By 18th level, you have enough experience in combat to be able unleash everything you have in an instant. Before you take the Attack action, you may choose to focus down a creature within 5 feet of you. When you do so, your attacks against the creature deal 3d10 additional damage until the start of your next turn. You regain use of this feature after you finish a short or long rest.
Warrior Guild Leader
A commander who was in or currently still in a warrior guild of some sort, whether it be mercenary, bounty hunters, convoys, or some other sort.
- Guiding Presence
- Trained Fighter
Starting at 3rd level, you gain the following benefits due the countless battles you have been involved in and the non-stop training you go through.
- The first creature you hit on each of your turns with a weapon attack takes extra damage equal to half your commander level rounded up.
- You have advantage on saving throws against being frightened.
By 7th level, you have become a excellent protector. When an allied creature that is within 5ft of you takes damage from a ranged or melee weapon attack, you can use your reaction to jump in front of them and take the damage instead. When an allied creature that is within 5ft of you takes damage from an aoe, you can use your reaction to jump in front of them and take the brunt of the damage. You automatically fail your save while your ally automatically makes their save. You can only use this feature if you are wielding a shield. You can use this feature a number of times equal to your Constitution modifier(minimum 1). You regain all uses of this feature after you finish a long rest.
- One for All
Begging at 10th level, when you take the Help action, you may Help a separate target as a bonus action.
- Song of Readiness
By 14th level, you speech makes those around less likely to fall prey to harmful effects. As an action, you can yell words of protection giving all allied creatures within 60ft of you have advantage on all saving throws against spells that apply a condition until the start of your next turn. You can use this feature a number of times equal to your Charisma modifier(minimum 1). You regain all uses of this feature after you finish a long rest.
By 18th level, you are accustomed to long fights. As a bonus action, you can gain temporary hit point equal to double your commander level that last for a minute. You regain use of this feature after you finish a short or long rest.
Proficiencies. When you multiclass into the commander class, you gain the following proficiencies: martial melee weapons, medium armor, and shields.