Commander Class 5e v2.0 - GM Binder
Commander Class 5e v2.0 - GM Binder
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?
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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
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.
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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.
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.
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.
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 .
success.
Commanding Styles
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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).
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.
Familial Understanding
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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.
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.
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).
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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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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
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.
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.
Protection
Disarm
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.
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.
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.
Opening
Warning
Resolve
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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
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This document was lovingly created
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