Theme: Naval Commander

## Take Command of the Battlefield

The Naval Commander Theme represents Tacticians who have undergone training to excel in warfare at sea. The Naval Commander is trained to expect that their Commands will be followed to the letter, consequently allies who follow the advice given using the Strategic Action feature gain additional Momentum. Their commanding presence somehow extends to beyond their own crew however, and the Naval Command may attempt to influence or even Charm their opponents in the heat of battle. As they advance in level the Naval Command becomes better able to command both allies and enemies alike, calling their enemies into a ceasfire and quelling the Charmed and Frightened conditions in their crew. At the highest levels, a Naval Commander that falls in battle may inspire their allies to immediate action, and also may extend their Commands to Characters unable to understand them.

The Naval Commander is inspired by Characters in fiction who hold positions of authority on sea vessels and bring law to the open seas. The most significant of the inspirations for this Theme is Captain Jean Luc Picard of the Star Trek series, however depictions of naval captains such as Captain Marko Ramius in the book and film adaptation of The Hunt for Red October and Commodore Norrington of the Pirates of the Caribbean film franchise are also significant inspirations.

## Prerequisites

The Naval Commander Theme is available to the Tactician Archetype only.

It is particularly well suited to settings which feature ocean exploration and cinematic action, however it may be enjoyed in a range of settings.

## Variant: Deep Space Commander

In Space based settings, change Water Vehicles tool proficiency for Space Vehicle tool proficiency

## Level 3 Features

At Level 3 your Character gains the following features:

### Naval Academy

* You gain proficiency in the Water Vehicles and Navigation tools.
	+ If you already have proficiency in either of these tools, you gain another tool proficiency of your choice for each tool you are already proficient in.

* You may add a roll of your Martial Die to any Skill Check which utilizes these tools

### Captain's Orders

* When you use the Strategic Action feature, recommend an action for all the Targets of this feature to take (Attack, Defend or Move). If a Player chooses the recommended course of Action, they gain a Momentum Point.

### Authority

* You may use the Negotiate Action as a Bonus Action.
* When you use the Negotiate Action on a Character who can understand you within 30ft of you, they must make an Awareness Saving Throw against your Tactician's Save DC. If you Succeed, they are Charmed by you for until the End of their Next Turn, or until they take Damage or subjected to an effect which requires them to make a Saving Throw. A Character who Succeeds on their Saving Throw against this feature or for whom the effects of the feature end prematurely is immune to this feature for the next 24 hours.

## Level 6 Features

At level 6 your Character gains the following features:

### Captain's Command

* When a Character becomes Charmed by you due to the effects of the Authority feature, they may not perform harmful Actions (such as Attacking or causing harmful effects through Spells).
* Additionally you may issue a one-word Command to that Character. While the Character remains Charmed by you, they carry out this Command to the best of their ability provided the effects of this Command do not cause harm to them or Character's they may care about. Examples of Commands you may issue to Characters and their effects may include but are not limited to:
	+ Approach: The Character spends their Turn moving as close as they can to you
	+ Flee: They spend their turn moving as far away as they can from you
	+ Surrender: They drop any weapons they may be holding and take no other Actions
	+ Grovel: they fall prone and take no further Actions (An airborne Character spends it's turn moving safely to the ground before falling Prone

### Quell Mutiny

* When you use the Strategic Action or Rally feature on a Character other than yourself who is under the effects of the Charmed or Frightened conditions, those conditions end for that Character.

## Level 10 Features

At level 10 your Character gains the following features:

### Life at Sea

* You gain a Climbing Speed and a Swimming Speed equal to you Walking Speed.
	+ If you already have both a Climbing and Swimming Speed, your movement Speed is instead increased by 10ft.

### Last Orders

* If you are reduced to Zero Hit Points you may immediately use the Strategic Action feature without expending any Stamina Points (no Action Required).

## Level 14 Features

At level 14 your Character gains the following features:

### Legendary Captain

* When you use the Authority feature, you may Target any number of Characters of your Choice within 30ft of you.
* Additionally you may now Target Characters who do not understand you with the Authority feature, however such Characters will have Advantage on their Awareness Saving Throws to resist the effects.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode