Commander (5e Class)
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Commander[edit]
"A good Commander prefers strength in numbers and tactics opposed to pure physical strength,"-A successful Commander.
Commander[edit]
A person to look up to, a person of order, a person who dedicates their lives to the service, a commander has been called all these things and more, but that just scratches the surface of the truth. Being a commander really means always being ready for the unexpected, having to deal with failures and loss in battle and war while maintaining composure, and always following the chain of command. You have embodied these traits to heart through your service with the military even if you have since moved on. Other commander's have known to a one point held power in places besides the military, like the head of a household or clan, or the head of an organization or guild.
Creating a Commander[edit]
Why did you decide to become an adventurer? Did you get bored of being a soldier, get demoted for some reason, get transferred and leave instead or some other reason? What parts of being in the military have stuck to you, or are you not from the military and instead got experience being a leader elsewhere? What do you want to accomplish now?
- Quick Build
You can make a commander quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Constitution is a good ability score as well. Second, choose the soldier background.
Commander ready for battle. Source |
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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Commander level after 1st
- Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Athletics, Insight, Intimidation, Investigation, Persuasion, and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) five javelins
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) chain shirt or (b) chain mail
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Commander's Inspiration(d6), Fighting Style |
2nd | +2 | Battle Cry, Superior training |
3rd | +2 | Commanding Style, Great Inspirer |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Supreme Training |
6th | +3 | Commander's Inspiration(d8) |
7th | +3 | Commanding Style Feature, Master Academist |
8th | +3 | Ability Score Improvement |
9th | +4 | Fighting Style(2), Commander's Inspiration(d10) |
10th | +4 | Commanding Style Feature |
11th | +4 | Hardened Resolve |
12th | +4 | Ability Score Improvement |
13th | +5 | Commanding Style Feature |
14th | +5 | Ability Score Improvement, |
15th | +5 | Experienced Combative |
16th | +5 | Ability Score Improvement |
17th | +6 | Commander's Inspiration(d12) |
18th | +6 | Commanding Style Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Singular Focus |
Commander's Inspiration[edit]
You can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Commander's Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Commander's Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Commander's Inspiration die is rolled, it is lost. A creature can have only one Bardic or Commander's Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest or half when you finish a short one.
Your Commander's Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 11th level, and a d12 at 17th level.
Fighting Style[edit]
By 1st level, you can 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.
- 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.
Battle Cry[edit]
By 2nd level, you can inspire those around you to take up arms. As a bonus action, you can call out to all allied creatures within 120ft, making them deal addition damage on all attacks equal to your Charisma modifier(minimum of one) until the start of your next turn. You can use this feature times equal to your Wisdom modifier. Once you use your Battle Cry in this way the Dm decides if you can use it again otherwise you must complete a long rest before you can do so again.
Superior Training[edit]
Starting at 2nd level, while wielding a weapon you are proficient with you add a +1 bonus to your Attack roll and +2 to your damage.
Commanding Style[edit]
At level 3, you select a Commanding Style for your commander. Your choice gives you new class features at 3rd level and again at levels 7, 10, 14, and 18.
Great Inspirer[edit]
At 3rd level, you have advantage in all Persuasion checks and against illusions. You gain the trait Diplomat.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can (at your choice):
- Increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- Choose one talent increasing your ability only by 1 and rolling a d6 instead of a d10 for the hit points.
Supreme Training[edit]
At 5th level, you learn maneuvers that are fueled by special dice called superiority dice.
- Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuvers of your choice at 10th level.
- Superiority Dice. You have five superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long rest. You gain another superiority die at 7th level and one more at 15th level.
- Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
- Maneuver save DC = 8 + your proficiency bonus + your Strength or Charsisma modifier (your choice)
The Manuvers that you can choose from are:
- Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
- Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.
- Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
- Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
- Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
- Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
- Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
- Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
- Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Extra Attack[edit]
At 5th level, whenever you take the attack action, you can make two attacks as part of that action, instead of one.
Master Academist[edit]
At 7th level, you have mastered all the academic teachings you received. Choose 1 feat and a type of creature you have studied; you knows his stats and get advantage on attack rolls against it.
Hardened Resolve[edit]
By the 11th level, you have steeled your resolve. When you fail an ability check or a saving throw you may roll a d100; The base success for the ability is 20% until Dc of 15 and of 10% to a superior Dc. You regain use of this feature after you finish a short rest.
Experienced Combative[edit]
By 15th level, you have obtained unrivaled experience in close range combat. Whenever you are hit with a melee attack, you may use your reaction to reduce the damage by 3d8 + your Strength or Constitution modifier.
Singular Focus[edit]
By 20th level, you can command legions to focus down a single target. As an action, you can single out the target of Singular Focus within 120ft. of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120ft of you have advantage on attacks and saving throws against the target of Singular Focus. If you are in a city you can persuade the some of the high ranked militia and their followers to join you automatically. You regain the use of this feature after you finish a long rest.
General[edit]
A commander who was once in the military and have since adapted the things they learned to better suit their needs.
- Commanding Presence
Starting at 3rd level, you gain proficiency in the Intimidation and Perception skill, and if you already have proficiency in them, you can double your proficiency bonus.
- Guidance
Starting at 3rd level, whenever you or an allied creature you can see within 30 feet of you misses an attack, as a reaction you may call upon them, allowing to immediately make another attack against the creature adding your Charisma modifier to the Attack and damage roll. You can use this feature equal to your Charisma modifier (Min. 1)
- Improved Critical
Starting at 7th level you have mastered all the aspects of a weapon. Whenever you make an attack with a weapon you are expert with add 1d8 + Strength mod to the damage. You make a critical on a 19-20.
- Tempered Warrior
By 10th level, you have upmost confidence in your abilities. As an action, you call for your combat experience; you gain temporary hit points equal to your commander level + Charisma modifier (minimum of one) and have resistance to non-magic attacks. This feature has 3 charges and lasts for 1 minute. You regain use of this feature after you finish a long rest.
- Rally
By 13th level, your presence inspires those around you. When the commander rolls for Initiative all your allies within 60 feet add your Proficiency bonus. If the commander has no Superiority Dice you get one back up to twice.
- Charge
By 18th level, your commands are treated as law. As an action, you can yell to charge your foes, giving you and all allied creatures within 120 feet of you advantage on attack roll and against saving throws for 1 hour and resistance to non-magic and magic attacks; their speed is also set to 39 feet and all the attacks have the Charge bonus. Also, while under this effect, you and all your allies ignore difficult terrain and cannot be frightened. You regain use of this feature after you finish a long rest.
Tribe Leader[edit]
A tribe leader is someone who has lost their position within a tribe, but still holds significant sway with both humanoids and beasts.
- Animalistic Presence
Beginning at 3rd level, you gain proficiency in the Athletics skill and two musical instruments of your choice, if you already have proficiency in it, you can double your proficiency bonus.
- Wild Kinsmanship
Starting at 3rd level, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
- Evolving Protection
You have come to understand how to rapidly adapt to your surroundings you to better fit your needs. Starting at 3rd level, whenever you finish a long rest, you may choose a damage type besides bludgeoning, slashing, and piercing to gain resistance to. You lose this resistance when you start a long rest.
- Primal Scream
By 7th level, your very voice can be a source of horror for some. As an action, you may make all enemy creatures within 60ft of you make a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier. On failure, they are frightened for 1 minute. At the end of their turn they may repeat this saving throw. A creature that succeeds on this saving throw is immune to your aura for 24 hours. You regain use of this feature after you finish a short or long rest.
- One With Beasts
By 10th level, you can channel the spirt of animals within you. As an action, you may cast the conjure animals spell once and regain use of this feature after you finish a long rest.
- War Horn
By 14th level, you can inspire those around you to take up arms. As an action, you can blow a horn affecting all allied creatures within 120ft. They gain temporary hit points equal to your commander level + your Charisma modifier (minimum of one) for 1 minute. You regain use of this feature after you finish a short or long rest.
- Onslaught
By 18th level, you have enough experience in combat to be able unleash everything you have in an instant. Before you take the Attack action, you may choose to focus down a creature within 5 feet of you. When you do so, your attacks against the creature deal 3d10 additional damage until the start of your next turn. You regain use of this feature after you finish a short or long rest.
Warrior Guild Leader[edit]
A commander who was in or currently still in a warrior guild of some sort, whether it be mercenary, bounty hunters, convoys, or some other sort.
- Guiding Presence
Beginning at 3rd level, you gain proficiency in the Insight or Persuasion skill, and if you already have proficiency in them, you can double your proficiency bonus.
- Trained Fighter
Starting at 3rd level, you gain the following benefits due the countless battles you have been involved in and the non-stop training you go through.
- The first creature you hit on each of your turns with a weapon attack takes extra damage equal to half your commander level rounded up.
- You have advantage on saving throws against being frightened.
- Protector
By 7th level, you have become a excellent protector. When an allied creature that is within 5ft of you takes damage from a ranged or melee weapon attack, you can use your reaction to jump in front of them and take the damage instead. When an allied creature that is within 5ft of you takes damage from an aoe, you can use your reaction to jump in front of them and take the brunt of the damage. You automatically fail your save while your ally automatically makes their save. You can only use this feature if you are wielding a shield. You can use this feature a number of times equal to your Constitution modifier(minimum of one). You regain all uses of this feature after you finish a long rest.
- One for All
Begging at 10th level, when you take the Help action, you may Help a separate target as a bonus action.
- Song of Readiness
By 14th level, you speech makes those around less likely to fall prey to harmful effects. As an action, you can yell words of protection giving all allied creatures within 60ft of you have advantage on all saving throws against spells that apply a condition until the start of your next turn. You can use this feature a number of times equal to your Charisma modifier(minimum of one). You regain all uses of this feature after you finish a long rest.
- Reinvigorated
By 18th level, you are accustomed to long fights. As a bonus action, you can gain temporary hit points equal to double your commander level that last for a minute. You regain use of this feature after you finish a short or long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the commander class, you must meet these prerequisites: Strength 13 and Charisma 13.
Proficiencies. When you multiclass into the commander class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons.
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