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The Commander

A 5e class by platinumsketch, version 2.0

1
Quick Build
Commander You can make a Commander quickly by following these
An Orc clad in full half plate stands in the front lines. With axe suggestions. First, make Strength or Dexterity your highest
in hand he runs into the fray, commanding his men to charge ability score, followed by Charisma, Constitution or
with him, storming the enemy's position and cutting through Intelligence. Second, choose the soldier background. Third,
them. As he comes upon their commander he swings his axe choose two Combat Maneuvers.
down, cutting through him and his armor.
While surveying the battlefield, a she sees her mark. Far off
in the distance there is unprotected infantry. As the human
woman looks down, she recites an incantation and unleashes
a fireball. Soon after she draws her blade and runs down,
preparing to join her allies in the fray.
Stalwart and unmovable, the dwarf stands, surrounded by
allies and waving a banner. As he does so a spark of arcane
energy flies off it tip, and his ally's wounds heal. As he sees the
tide of battle turn, he his banner shifts to a deep red, and his
ally's blades are infused with energy, easily cutting through
the enemy ranks.
Moving as if walking itself is beneath him, a high elf strolls
along the battle field. He surveys the chaos and issues
commands accordingly, shifting allies and enemy alike so as to
assure his victory.
Silent, waiting, the tiefling woman stands hidden, with her
group of three alongside her. They lie in wait of their target,
utilizing her knowledge of their abilities and environment to
better the advantage they already have.

Combat Strategist
A commander shines most when in the midst of battle, as
their abilities revolve around disabling opponents, and
maneuvering allies. How each commander does this though is
unique, as a commander can cast spells, use a standard to
elevate allies or simply run in with the rest of their group.
Yet a commander always excels at combat, using their
weapon to push or disarm a foe, and occasionally even shatter
their armor. This causes commanders to be more capable in
terms of adapting to moment to moment strategy and
battlefield changes.

Enhancers
Unlike most other warriors, a commander focuses not on
their own abilities, but rather improving their allies. This is
done both by directly moving them around the battlefield, as
well as using magic to better their weapons or even heal them.
Some commanders however have a more in depth
knowledge of their allies, and can use this to their advantage.
Granting certain benefits to allies through enacting well
drilled procedures in the midst of combat.

Creating a Commander
When creating a commander character, think about where
and how your character served and the type of training he or
she received. Talk with your DM about an appropriate origin
for your commander. Were you the general of a now fallen
kingdom, making you a renowned strategist and leader? Or
are you new to this, just now taking up this position after
learning the basics of strategy and warfare?
What caused you to go out and adventure? Is it the fall of
your home country? Did you join a particularly well trained
group and were appointed leader? Or were you pressed out of
the land you previously held by hordes of unconquerable foes?

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Commander
Level Proficiency Bonus Features Tactics Die Tactical Maneuvers
1st +2 Battlefield Awareness, Tactical Maneuvers 2d6 2
2nd +2 Press On 2d6 2
3rd +2 Commanding Style 2d6 2
4th +2 Ability Score Increase 2d6 2
5th +3 Extra Attack, Improved Maneuvers 4d8 3
6th +3 Strategic Decision 4d8 3
7th +3 Commanding Style Feature 4d8 3
8th +3 Ability Score Increase 4d8 3
9th +4 Keep Fighting 4d8 4
10th +4 Improved Maneuvers 6d10 4
11th +4 Commanding Style Feature 6d10 4
12th +4 Ability Score Increase 6d10 4
13th +5 Vendetta 6d10 5
14th +5 Commanding Style Feature 6d10 5
15th +5 Improved Maneuvers 8d12 5
16th +5 Ability Score Increase 8d12 5
17th +6 Unending Resolve 8d12 6
18th +6 Commanding Style Feature 8d12 6
19th +6 Ability Score Increase 8d12 6
20th +6 Charge 8d12 6

(a) Light crossbow and 20 bolts or (b) two simple weapons


Class Features Navigator's Tools and Cartographer's Tools
As a Commander, you gain the following class features (a) Diplomat's Pack or (b) explorer's pack

Hit Points
Battlefield Awareness
Hit Dice: 1d10 per Commander level As part of your profession, you are keenly aware of all that
Hit Points at 1st Level: 10 + your Constitution modifier occurs on the battlefield around you. You ignore difficult
Hit Points at Higher Levels: 1d10 (or 5) + your Constitution terrain and are immune to the Surprised condition.

modifier per fighter level after 1st


Tactical Maneuvers
Proficiencies
Armor: light medium, medium armor, shields You are an expert in positioning and martial combat. You have
Weapons: simple weapons, martial weapons die to represent the effectiveness of these abilities, as well as a
Tools: Cartographer's Tools known number of these maneuvers. When you perform a
manuever, you expend one die, which you regain at the end of
Saving Throws: Strength, Charisma a long rest.
Skills: Choose three from Athletics, History, Investigation, Maneuvers. You know two maneuvers of your choice, which
Perception, Survival, Persuasion and Intimidation are listed under "Tactical Maneuvers" on page 8. Maneuvers
Equipment alter an attack or action of some kind, and can only be done
You start with the following equipment, in addition to the once per turn.
equipment granted by your background: You learn one additional maneuver at 5th, 10th and 15th
level. When this occurs, you can also swap one maneuver.
(a) Scale mail or (b) studded leather, longbow and 20 Tactitican Die. You have two tactician die, which are d6s.
arrows The number and size of these die increase at 5th, 10th and
(a) Martial weapon and shield or (b) two martial weapons 15th level as shown on the class table.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Press On Every leader or commander has their own style, here yours is
represented; be it charging into the fray alongside your allies,
By 2nd level, you have learned how to rally your allies and bearing your group's standard to inspire your allies, or
make them charge. Using your Bonus Action, you can allow utilizing magics to control the battle field.

allies to move up to half their speed. You can do this a number


of times per long rest equal to your Charisma modifier Warlord
(minimum of 1).

Unlike other commanders who prefer to stand back away


Commanding Style from the front lines, you like to be right in the hear of battle.
Specializing in running into combat, and keeping your army
Beginning at 3rd level, you have developed an understanding together, the Warlord is a force to be reckoned with.

of your style of commanding. Choose a Commanding Style,


which will determine your feature 3rd level and onward.

Commander's Strike
After choosing Warlord at 3rd level, you can quickly command
Ability Score Improvement an ally to attack. As a Bonus Action, choose an ally within 30
When you reach 4th level, and again at 8th, 12th, 16th and feet who can see and hear you, this ally may then use their
19th level, you can increase one ability score of your choice by reaction to take the attack once or cast a cantrip. You can do
2, or you can increase two ability scores of your choice by 1. As this a number of times per day equal to your Charisma
normal, you can't increase any ability score above 20 using modifier (min. 1) per long rest.

this feature.

Stand Tall
Extra Attack At 7th level, you can wade through foes and bring an ally out of
the fray. Once per long rest you may use your reaction to run
Beginning at 5th level, you can attack twice, instead of once, to an ally who has dropped to 0 hit points, so long as they are
whenever you take the attack action on your turn.

within your movement. Once you reach this ally, they heal an
amount equal to your Commander level times the number of
Strategic Decision opportunity attacks made against you (min. 1). Additionally,
you can not drop to 0hp until you reach your ally.

At 6th level, you have learned how to better predict the battle
field. Once per long rest you can relinquish your turn, and Master Combatant
instead allow an ally to act as if it were there turn. This does Beginning at 11th you can attack three times, instead of twice,
not effect initiative order, and if the ally's turn is later they will when you take the attack action.

still go.

Battle Frenzy
Keep Fighting At 14th level, you can command your allies to go into a battle
By 9th level, you have become strong enough to withstand frenzy. As an action, you can allow all allies to make a single
grievous wounds. Once per long rest, when you drop 0 HP you attack or use a 3rd level or lower spell as a Bonus Action,
instead drop to HP equal to your Charisma modifier plus the additionally these attacks deal an additional amount of
number of allies within 30 feet of you.

damage equal to your Charisma modifier. This lasts for 1


minute, and you may do this once per long rest.

Vendetta
Hold the Line
Beginning at 13th level, you hold a personal grudge against Beginning at 18th level, you can rally your allies with a war
those that attack your allies. If a creature that you can see cry. Once per long rest, you can use an action to cause all
attacks an ally with 30 ft you, you have advantage on your next allies within 30 feet of you to regain hit points using up to half
attack against that creature until the end of your next turn. If their hit die, rounding down.

that attack lands, you deal bonus damage equal to your


charisma modifier (minimum of 1).

Squad Leader
Unending Resolve You've always stuck with a smaller group than most
commanders. In fact, so small you can likely count them on
Once you reach 17th level, you can overcome all foes and one hand, even including yourself. Here you make the most of
forces. Once per long rest, when you fail a saving throw, you each ally's individual talents, rather than giving basic
can instead choose to succeed it.

commands .

Charge Pack Tactics


At 20th level, you gain the ability to supremely measure and When you choose Squad Leader at 3rd level, you have gained
utilize your allies abilities. Once per long rest, you can give all an innate understanding of your allies tactics. Whenever an
of your allies within 120 feet an additional action and bonus ally is within 5 feet of you and not incapacitated, you have
action on each of their turns for a number of rounds equal to advantage on attack rolls. Additionally, when an ally casts a
your Charisma modifier. Additionally, if you enter combat with spell that you are in the radius of, you have advantage on your
less than half of your Commander Die, you are instantly save, and take half damage on a fail and no damage on a
brought up to half.

success.

Commanding Styles
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Focused Assault Once you've reached 18th level, you and your allies have a
Beginning at 7th level, you can mark a creature, giving allies complete understanding of each other, their skill sets and your
different effects against that creature. As an Action, you can strategies. You can now use Focused Assault and Defensive
mark a creature within 30 feet of you that you can see. The Positions as a bonus action. Additionally Prepare Maneuvers
party gains one of the following advantages against it until the can be performed in 30 seconds and lasts for up to 10
beginning of your next turn: minutes plus double your Charisma modifier (minimum of 1).

Arcane Susceptibility. The marked target has Standard Bearer


disadvantage on saving throws against spells casted by you Though not the best fighter, as a Standard Bearer you provide
allies, and spells attacks against the creature have constant, passive enhancements to all of the allies around you.
advantage. This goes from being a passive heal, to increasing the damage
Pinning Fire. Ranged attacks have advantage against this all allies do.

creature, and attacks against the creature for the next


round ignore disadvantage imposed by range. Eagle Standard
Swarmed. Melee attacks against the creature have After choosing Standard Bearer at 3rd level, over the course of
advantage, and all allies within 30 feet of the creature can a night you craft your standard. This standard is where the
use their reaction to move up to their speed to that effects and auras come from. If it is broken, you can expend
creature. 50gp and a day of work to replace it, additionally, you may
Defensive Positions have more than one of these at a time, though no more than
Once you've reached 11th level, you have an understanding of one can have an effect at one time. The effects take a Bonus
your allies defensive capabilities. As an action, you can tell all Action to activate, and you can hold or plant the banner while
allies within 60 feet to take a defensive position, allowing this effect is active, though if you hold it it takes one hand, and
them to utilize the following benefits until the beginning of can be used as a quarterstaff.

your next turn: Defender's Rally


Arcane Ward. Using their reaction, an ally with the spell After choosing Standard Bearer at 3rd level, you can plant the
casting feature can create an arcane barrier that adds a Standard you built causing you and your allies to rally. This
bonus to their AC equal to your Charisma modifier. causes all allies within a 15 foot radius of the Standard to add
Prone Fire. If an ally chooses to fall prone, they gain three your half your proficiency bonus (rounded down) to their AC.

quarters cover against ranged attacks and advantage on Inspiring Banner


Dexterity and Strength saving throws. Starting at 6th level, you can cause your standard to inspire
Defensive Posture. Any ally can take the Dodge action as your allies to keep fighting. All allies within 15 feet of the
a Bonus Action. standard heal an amount equal to your Charisma modifier
Prepare Maneuvers (min. 1) per turn.

By 14th level, you have an indepth understanding of all of your Warding Aura
allies abilities. Over the course of 1 minute, you can order all
allies within 30 feet to prepare for battle. They can choose one Starting at 10th level, your standard has a ward that has been
of the following benefits, which lasts until the action is placed upon it, deflecting magic partially. All allies within 30
completed or 10 minutes has passed, which ever is sooner: feet of the standard add half of your proficiency bonus
(rounded down) to all saving throws.

Focused Energy. An ally with spell casting can choose to


prepare to cast a spell. If they do so, they can reroll all Charged Offensive
ones, twos and threes on damage dice or healing when Starting at 14th level, you can cause your allies to take a
that prepared spell is triggered. Once they have rerolled, superior offensive position by using the standard. All allies
they must take the new rolls, even if they are a one, two or within 15 feet of the standard add half of your proficiency
three. bonus (rounded down) to all attack and damage rolls.

Lined Shot. An ally can choose to prepare the Attack


action using a ranged weapon. If they do so they have Ultimate Standard
advantage on all attacks and deal additional damage equal Once you reach 18th level, you can have two standard abilities
to your Charisma modifier (minimum of 1) on each hit active at one time. Additionally, you can use your bonus action
when the Attack action is triggered. to swap both of the current abilities.

Bladed Frenzy. An ally can choose to prepare the Attack


action using a melee weapon. If they do so, they gain
additional attacks equal to half you Charisma modifier
rounded down (minimum of 1) when the Attack action is
triggered.

Familial Understanding

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tactician Constant Commands
By 18th level you have learned how to keep tabs on all allies
Always thinking, always looking process as the Tactician. Here around you. When you take the Help action, you can use it to
you play the battlefield as if it were chess, moving and benefit a number of creatures equal to your Intelligence
commanding allies to give your side an advantage over the modifier (minimum of 1) that are up to 30 feet away.
other.

Additionally, the range of Easy to Read increases to 30 feet,


Intuitive
and can target a number of creatures equal to half your
Intelligence modifier (minimum of 1).

When you choose Tactician at 3rd level, you culminate your


knowledge of others and your surroundings as tangible skills. Devastator
You add you Intelligence modifier to Initiative rolls.
Additionally, you gain proficiency in Insight, Investigation and As a Devastator you may rarely be seen in the front lines,
Perception if you were not proficient already.

instead utilizing magic to aid your allies and decimate all that
stands on your path.

Quick Aid
When you choose Tactician at 3rd level, you learn how to Spellcasting
quickly aid allies. You can now take the Help action as a When you choose Devastator at 3rd level, you gain the ability
Bonus Action, and can do so from up to 10 feet away.

to cast battle altering magic.


Cantrips. You know two cantrips of your choice from the
Insightful Help wizard spell list. You learn an additional wizard cantrip of your
Beginning at 7th level, when you use the Help action, you give choice at 10th level.
an ally a command along with it. Choose from one of the Spell Slots The Devastator Spellcasting table shows how
following benefits to give them until the beginning of your next many spell slots you have to cast spells of 1st level or higher.
turn or the action is complete, which ever comes first: To cast one of these spells you must expend a slot of the
spell's level or higher. You regain all of these spells on a long
Step Aside. The ally moves a number of feet equal to 5 rest.
plus your Intelligence modifier (minimum of 1). During this Spells Known of 1st-Level and Higher You know three
movement allies can walk through one another's space 1st-level wizard spells of your choice, two of which you must
without it acting as difficult terrain. choose from the abjuration, evocation or transmutation spells
A Chink in the Armor. The ally deals additional damage on the wizard spell list.
on their next attack equal to your Intelligence modifier The Spells Known Column of the Devastator Spellcasting
(minimum of 1). table shows when you learn more wizard spells of 1st-level or
Watch Out. The ally gains a bonus to all saving throws higher. Each of these spells must be an abjuration or
equal to your Intelligence modifier (minimum of 1). evocation spell of your choice, and must be of a level for which
Take it to Heart you have spell slots. For instance, when you reach 7th level in
Once you have reached 11th level, you learn to take your own this class, you can learn one new spell that is abjuration,
advise as much as you hope others do. When you take the evocation or transmutation, and is 1st or 2nd level of your
Help action, you gain one of the following benefits until the choice.
end of your next turn or the action is complete, which ever The spells you learn at 8th, 14th, and 20th level can come
comes first: from any school of magic.
Whenever you gain a level in this class, you can replace one
The Right Path. Your movement speed increase by a of the wizard spells you know with another wizard spell of
number of feet equal to 5 plus your Intelligence modifier your choice from the wizard spell list. The new spell must be
(minimum of 1). During this movement you can move of a level for which you have spell slots, and it must be an
through any other creature's space without it being difficult abjuration, evocation or transmutation spell, unless you're
terrain. replace the spell you gained at 3rd, 8th, 14th, and 20th level
Time to Strike. You have advantage on all attacks against from any school of magic.
against the creature you or your ally is engaged with. Spellcasting Ability. Intelligence is your spell casting
About to Fire. You gain a bonus to all saving throws equal ability for your wizard spells, since you learn your spells
to your Intelligence modifier (minimum of 1). through study and memorization. In addition, you use your
Intelligence modifier when setting the saving throw DC for a
Easy to Read wizard spell you cast and when making an attack roll with
Beginning at 14th level, you have learned how to read enemies one.

with the same skill as your allies. As a Bonus action you can
make an Insight check on a creature within 10 feet of you, Spell Save DC = 8 + your proficiency bonus +
with the DC being 10 plus the creature's Intelligence modifier.
On a success choose on of the following penalties to impose: your Intelligence modifier

I See Your Target. The creature has disadvantage on all Spell attack modifier = your proficiency bonus +
their attacks against a one of your allies. your Intelligence modifier
Watch Your Step. The creature has its speed reduced by 5
plus twice your Intelligence modifier (minimum of 1).
Enjoy. The creature subtracts an amount from their saving
throws equal to your Intelligence modifier (minimum of 1).

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Retributive Strike
Once you have picked Devastator, when an ally you can see
within 60 feet of you is attacked, you can fire a cantrip at the
attacker as your reaction.

Battle Magics
At 6th level, you have learned how to better cast spells to
cause more damage. When you cast a spell or cantrip, you can
add your Intelligence modifier to the damage. Additionally, you
can change the type of damage a spell deals an amount of
times per long rest equal to your Intelligence modifier
(minimum of 1).

Arcane Barrage
Beginning at 10th level, you are capable of casting cantrips at
the same speed one swings a blade. When you cast a cantrip,
it acts as if you have made a weapon attack for the purposes of
using the Extra Attack feature.

Swift Casting
Once you’ve reached 14th level, you have mastered quickly
casting lesser spells. As a Bonus Action, you can cast a spell of
2nd level or lower.

Master Devastator
At 18th level, you have mastered the ability to both wage
combat with weapons and spell alike. As a bonus action, you
can cast a spell which normally has a casting time of one
action. Additionally, if you cast a spell as an action, you can
make a melee attack as a bonus action.
Devastator Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 1 — — —
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 5 3 — — —
7th 2 6 4 2 — —
8th 2 6 4 2 — —
9th 2 7 4 2 — —
10th 3 8 4 3 — —
11th 3 8 4 3 — —
12th 3 9 4 3 — —
13th 3 10 4 3 2 —
14th 3 10 4 3 2 —
15th 3 11 4 3 2 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 11 4 3 3 —
19th 3 12 4 3 3 1
20th 3 12 4 3 3 1

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Keep Fighting
You can use a Bonus Action to reinvigorate an
Tactical Maneuvers ally. Expend a Tactics Die, an ally you choose within 30 feet of
Trip

you heals an amount equal to that plus their Constitution


You can choose to attack a creature with the intention to trip modifier.

it. When you roll damage on an attack, add a Tactics Die to the Barrage

damage. The creature must then make a Dexterity saving You can choose to fire a barrage of arrows or bolts to hit large
throw, with the DC equal to the damage you dealt. If the groups of targets. Expend a Tactics Die, the amount rolled on
creature fails they are knocked prone.

it is the amount of 5 foot squares you can choose to fire upon.


Shove

Every creature within the targeted squares takes damage


Once you attack a creature, you can choose to force a creature equal to that of your normal attack damage.

into a specific position. When you roll damage on an attack, Guard

add a Commander Die to the damage. The creature must then After being attacked, you can choose to partially block an
make a Constitution saving throw, with the DC equal to the oncoming blow. Expend a Tactics Die and subtract it from the
damage you dealt. If the creature fails they are forced back 10 damage taken.

feet in any direction of your choice.

Protection

Disarm

As an action, you can attempt to guard an ally from oncoming


When attacking a creature, you can choose to make it drop an strikes. Expend a Tactics Die and add it to the AC of an ally
item it's holding. When you roll damage on an attack, add a who is within the range of your weapon.

Tactics Die to the damage. The creature must then make a Burst of Life

Dexterity or Strength saving throw, with the DC equal to the As a bonus action, you can regain a bit of stamina. You use a
damage you dealt. If the creature fails they are forced to drop Tactics Die and heal an amount equal to what you rolled
one item they are holding.

added to your Constitution modifier (mim. 1).

Parry

Pinning Fire

As your reaction, you can expend a Tactics Die and add it to You can fire down a small barrage of arrows that pins down a
your AC until the end of your next turn.

creature. As an action, you can fire several bolts or arrows at a


Riposte

creature, causing them to be engaged with you. The creature


After you are attacked by a creature, you can use your reaction can not disengage from you, and if it chooses to move, it takes
to make an attack against them. You add a Tactics Die to the an opportunity attack, which you add a additional Tactics Die
attack roll.

to hit. Additionally, all ranged attacks against it have


Concussive Bash

advantage.

After you attack a creature, you can choose to attempt to Destructive Assault

temporarily stun it. When you roll damage, add a Tactics Die. You can choose to attack a creature’s defenses instead of it.
The target must then make a Constitution saving throw, with When you roll damage, add a Tactics Die to it. The creature’s
the DC equal to the damage you dealt, if the target fails they AC is then reduced by half your proficiency bonus (rounded
are stunned for the next round.

down). This can only be done once to a creature, or until it


Devastating Blow

changes the armor it is using if it can.


When you are deciding to attack, you may choose to perform
an extremely devastating blow. This attack has a -10 in
addition to your other bonuses to hit. If you do hit however,
you add a Tactics Die to the damage, and all damage is
doubled.

Assault on Two Fronts

When an ally attacks, you can choose to join them and


perform a more powerful attack. As a reaction, you can attack
the creature one of your allies is attacking. If your attack hits,
you add a Tactics Die to the damage, and if your ally hits they
add a Tactics Die to their damage as well.

Opening

You can use an attack to open up an enemy’s defenses for an


ally to follow up on. You can add a Tactics Die to the attack. If
the attack hits, then the next attack made against the creature
has advantage.

Warning

If an ally is forced to make a saving throw, you can use your


reaction to call out and warn them. Expend a Tactics Die and
add it to their saving throw.

Resolve

As a reaction, you can strengthen your resolve and stand


against a powerful attack. Expend a Tactics Die and add that
to a saving throw you are making.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Proficiencies
Multiclassing When you gain a level in a class other than your first, you only
As with most homebrew, multiclassing can cause unexpected gain some of that class's starting proficiencies, as shown in
results. The following are rules on how to do so, though do so the Multiclassing Proficiencies table.
at your own risk.
Multiclassing Porficiencies
Prerequisites Class Proficiencies Gained
To qualify for your new class, you must meet both the light armor, medium armor, shields, simple
prerequisites for your new class, shown in the Prerequisites Commander weapons, martial weapons, one skill from the
table, and the prerequisites of your current class. class's skill list

Prerequisites
Class Ability Score Minimum Credits
Commander Consitution 13 and Charisma 13 Author: u/platinumsketch

Thanks to Reddit and r/UnearthedArcana for providing


feedback as well as simply checking out this class.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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