Commander

*Commanders began their career in the same way rank-and-file soldiers did before moving into a command position. Commanders are considered the leader in most teams. It will be assumed by outsiders, even if the assumption is inaccurate. They coordinate other members of the team, plot out strategies before a battle, and alter them tactically as the need arrives.*

## Class Features

As a commander, you gain the following class features.

### Hit Points

**Hit Dice:** 1d10 per commander level
**Hit Points at 1st Level:** 10 + your Constitution modifier
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per commander level after 1st

### Proficiencies

**Armor**: All armor
**Weapons**: Melee weapons, all firearms
**Tools**: None
**Saving Throw**: Strength, Charisma
**Skills**: Choose three from Acrobatics, Athletics, History, Intimidation, Medicine, Perception, Persuasion, Stealth, Survival, and Vehicle Handling

### Equipment

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

* (a) P-10 Predator or (b) SM-5 Shuriken or (c) AR-20 Avenger or (d) SR-2 Mantis or (e) SG-30 Katana

* (a) Baton or (b) Knife
* (a) Stock Light Armor or (b) Stock Medium Armor or (c) Stock Heavy Armor
* 5,000 credits worth of additional gear

### Commanding Presence

Starting at 1st level, your words and actions generate a presence that can motivate or generally boost those you deem your allies. Select one commanding presence from the list below. These are always in effect. Each commanding presence you possess can also be temporarily boosted, after which you cannot boost it again until you finish a long rest. Unless otherwise stated, you gain no benefit from your own commanding presence.

At 3rd level, and again at 6th and 9th level, you can either select another commanding presence or increase the potential of a presence you already possess (gaining the tier 2 ability).

#### By Example

You don't keep back and order from a distance; you stand shoulder to shoulder with those you lead. Allies that can see and hear you have advantage on Intelligence, Wisdom and Charisma saving throws.

* **Exemplary Example (boost)**. Use an action, and for one minute, all allies within 20 feet of your gain a +1 bonus to AC.
* **Tier 2.** Allies also gain advantage on Constitution and Strength saving throws as well; the bonus from exemplary example increases to +2.

#### Field Advice

Using only your words, you call your comrades back from the most harmful of afflictions. Allies that can see and hear you double any effect that removes exhaustion. Finishing a long rest reduces an ally’s exhaustion level by 2, provided that the ally has also ingested some food and drink.

* **Profound Advice (boost).** Use an action to give a rousing speech and all allies that can see and hear you reduce their exhaustion by 1.
* **Tier 2.** You gain a number of Hit Dice equal to half your level that you can distribute to allies that can see and hear you when you and they finish a long rest. These additional Hit Dice must be used immediately or are lost. Additionally, when you use profound advice, each ally recovers hit points equal to a quarter of your current hit points.

#### Intimidating Mug

Opponents take one look at you and begin to rethink their approach. All enemies within 10 feet of you treat the area as difficult terrain.

* **Menacing Mug (boost).** As an action, you double the range of *intimidating mug* for one minute.
* **Tier 2.** The range increases to 20 feet, and you can use *menacing mug* twice before needing to finish a long rest.

#### Mask of Authority

Your friends believe themselves better knowing you are around. All allies that can see and hear you can re-roll one result of a natural 1 on the damage dice they roll per hit.

* **Personification of Authority (boost).** Use an action, and for one minute, all allies that can see and hear you gain a +1 bonus to damage rolls.
* **Tier 2.** Allies re-roll all 1s on all damage rolls; *personification of authority* improves to a +2 bonus to damage rolls.

#### Stand as One

As long as you stand, no one falls. All allies that can see and hear you reduce all damage inflicted on them by 1 (2 at 9th level).

* **Brotherhood (boost).** As an action, you advise your allies on the best way to avoid damage. Select a damage type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder)—for one minute, all allies that can see you gain resistance to that damage type.
* **Tier 2.** All allies in range reduce all damage inflicted on them by 2 (3 at 9th level).

#### Strategic Precision

You lead the attack, drawing allied fire to your target. Once per turn, if you hit a creature, pick one ally that can see or hear you—the targeted ally gains a +2 bonus to their next attack roll against that target.

* **Strategic Superiority (boost).** As an action, you convey an attack plan—for one minute, all allies that can see and hear you gain a +1 bonus to attack rolls against the last target you hit until the beginning of your next turn. Your selected ally still only gains a +2 bonus.
* **Tier 2.** Instead of a +2 bonus, the selected ally gains advantage.

### Team Power

Starting at 1st level, and again at 3rd, 6th and 9th level, you can select one team power. Several powers are only available to choose after level 6.

### For The Good Of The Team

Starting at 3rd level, as an action, you can allow one ally within line of sight to take any action as a reaction, or as an additional action on their next turn. Additionally, you can swap your initiative order with another ally once per round.

### Double Tap

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Manifestation of Greatness

Starting at 9th level, you gain a pool of 1d4 natural 20s when you finish a long rest, which you can use to replace any d20 rolled by any ally you can see and communicate with as a reaction.