Commander

Created by Gaz

The Commander is a formidable class built on the bedrock of strength, resilience, and the power of their own intellect. Masters of martial combat and leadership, Commanders are the unyielding anchors of their adventuring parties and the fierce motivators of their comrades on the battlefield. Clad in heavy armor and wielding powerful weapons, they exemplify courage and tenacity, leading the charge with thunderous shouts that inspire and embolden their allies.

## 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 + your Constitution modifier per commander level after 1st

### Proficiencies

**Armor:** All Armor, shields

**Weapons:** Simple weapons, martial weapons

**Tools:** None

**Saving Throws:** Intelligence and either Constitution or Strength.

**Skills:** Choose two skills from Survival, Athletics, Intimidation, History, Investigation, Medicine, Perception or Religion.

### Equipment

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

* (a) chain mail, (b) scale mail, or (c) leather armor, light crossbow, and bolts (20)
* (a) a martial weapon and a shield or (b) two martial weapons
* (a) a dungeoneer’s pack and two handaxes or (b) an explorer’s pack and two javelins

### Fighting Style

You 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.

#### Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

#### Defense

While you are wearing armor, you gain a +1 bonus to AC.

#### Dueling

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.

#### Protection

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.

### Thickheaded

At 1st level, you have advantage on saving throws against the Charmed or Frightened conditions.

### Battlecry

Starting at 2nd level, you can scream out to your allies on the battlefield, pushing them to hold fast against their foes. Using a bonus action, yourself as well as any ally within 30 feet of you cannot be charmed or frightened. Additionally, you and your allies deal bonus damage on all attacks. The additional damage is equal to your Proficiency bonus. These effects last until the start of your next turn.

You may use this feature a number of times equal to your Intelligence modifier. You regain all charges lost after completing a long rest.

### Leadership Archetype

At 3rd level, you choose an archetype that will encompass your mannerisms and confidence in combat. Choose Warchief, Warlord, or Warmonger, and additional Leadership Archetypes might be available soon. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Patched Up

Also at 5th level, when you receive healing of any kind, you may add your Intelligence modifier (minimum of 1) to the number of hit points regained.

### Warworn

By 7th level, your battle instincts are so honed that you have advantage on initiative rolls. Additionally you cannot be surprised.

### Invulnerable Spirit

Also at 7th level, when you take a short rest you may sacrifice a number of your hit die to regain that number back in Battlecry charges. (Max Intelligence Modifier)

### Call of Victory

At 9th level, when an ally you can see within 30 feet of you fails a saving throw, you may use a reaction and one of your Battlecry charges to turn their failure into a success.

### Unwavering Resilience

At 11th level, when you take damage from any source, you may use a reaction and one of your Battlecry charges to half the incoming damage directed at you.

### Skillful Veteran

At 13th level you may choose one skill you already have proficiency in. You gain expertise in this chosen skill.

### Extra Attack

Beginning at 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

### Leaders Folly

Starting at 17th level, when one of your allies you can see falls unconscious or dies you immediately gain temporary hit points equal to your level + Intelligence modifier + Proficiency bonus.

### Steel Mind

At 18th level nothing can shake your might, you are immune to the Charmed and Frightened conditions.

### A Valiant Legend

You have become a conqueror of true legend. At 20th level you can use your Battlecry any number of times without expending a charge.

## Optional Class Features

### Fighting Style Options

1st-level commander feature

When you choose a fighting style, the following styles are added to your list of options.

#### Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

#### Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

#### Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Intelligence modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

#### Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

#### Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

### Martial Versatility

4th-level commander feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

* Replace a fighting style you know with another fighting style available to commanders.
* If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

## Leadership Archetypes

Each Leadership Archetype offers a distinct path for the Commander class, allowing players to tailor their character to their preferred style of leadership and role in the party. Whether you choose to be an inspiring Warchief, a cunning Warlord, or a skilled Warmonger, as a Commander, your leadership will be the cornerstone of your adventuring group's success.

## Warchief

The Warchief is a fearsome and charismatic leader, commanding the respect and loyalty of their tribe or warband. They are the embodiment of primal strength, indomitable will, and an unyielding commitment to their people. As a Warchief, you wield a warbanner, not only for your personal strength but also to inspire and protect those who follow you into battle. You are a force of nature, a living symbol of unity and ferocity.

### Warbanner

Starting when you choose this archetype at 3rd level, when you use your Battlecry feature you plant a banner into the ground centered on your position. Your banner produces the same effects as your Battlecry with the same range, and still uses charges. However your banner will continue to give you and your allies the effects of your Battlecry for up to one minute, upon which it will disappear. The warbanner is physical and can be destroyed. Upon taking 15 or more damage your warbanner will perish, canceling your Battlecry.

You may only have Warbanner down at a time, and once it is planted it cannot be moved by any normal means (with the exception of your 6th level feature).

### Sending Aid

Starting at 6th level you may use a bonus action to throw your Warbanner up to thirty feet away. Additionally you may cast the Aid spell as a bonus action, once per short rest, using your Intelligence as your spellcasting modifier.

### Defensive Awareness

At 10th level, yourself and any ally within your Warbanner range is granted a +1 bonus to Armor Class, as well as resistance to any non-magical slashing, piercing, and bludgeoning damage. Additionally your Warbanners maximum hit point total increases to 35.

### True Chieftain

At 14th level, you gain advantage on all attacks while you are within your Warbanner range. Additionally you may recall your Warbanner to your location as a bonus action.

## Warlord

The Warlord is a master tactician and seasoned commander on the battlefield. With an unparalleled understanding of strategy, leadership, and combat tactics, they excel at turning the tide of battle in their favor, whether leading a small band of adventurers or an entire army. As a Warlord, you blend martial prowess with strategic brilliance, and medicinal knowledge, guiding your allies to victory and ensuring that your enemies face a relentless and organized force.

#### Bolstering Shout

Starting when you choose this archetype at 3rd level, when you use your Battlecry feature, any ally within range regains hit points equal to your Intelligence modifier + Proficiency bonus. Additionally you gain proficiency in the Medicine skill if you do not already have it.

#### Saviour

Also at 3rd level, when you use your Battlecry, any downed ally within range will be granted a successful death saving throw.

#### Show Me Courage

At 6th level you may cast the Bless spell as a bonus action, once per short rest, using your Intelligence as your spellcasting modifier.

#### Hero’s Rest

Also at 6th level, upon taking a short rest, you and your companions take the maximum result of any number of hit dice you spend to regain any lost health.

#### Warbound

At 10th level, your leadership and battlefield experience have made you a veteran to combat. You gain the following benefits:

* When you roll for initiative and have no more uses of your Battlecry feature remaining, you regain one Battlecry charge. When you regain a Battlecry charge as part of this ability, you can choose to use it immediately as a reaction.
* You gain advantage on Wisdom (Perception) checks made to detect hidden or disguised enemies, and traps.

#### Unbreakable Formation

At 14th level, you have honed your skills in command and organization to perfection. When you and your allies are in combat, your tactical genius becomes a force that is nearly impossible to overcome. As an action, you can rally your allies and form an Unbreakable Formation. For the next minute, all allies within 5 feet of you gain the following benefits:

* Advantage on all saving throws.
* Resistance to all damage types.
* Opportunity attacks made by your allies have advantage.

Once you use this feature, you can't use it again until you finish a long rest.