Commando (5e Class)
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Commando[edit]
Commandos are designed to go in alone, scout or attack, and then retreat without being seen, or unharmed if discovered. They are expected to undertake missions deep into hostile territory and survive without the aid of friendly forces.
Creating a Commando[edit]
When making a commando, ask yourself why they became a commando. Were they a part of some faction's military? Were they a mercenary for hire, a grizzled fighter selling their skills to the highest bidder? Or, were they a rebel or a vigilante with their own views on what "justice" really is?
Quick Build[edit]
You can make a Commando quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by either Constitution or Wisdom. Secondly, choose either the "Soldier", "Urban Bounty Hunter", "Outlander", or "Mercenary Veteran" background.
Class Features
As a Commando you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Commando level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Commando level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieve's tools
Saving Throws: Strength, Dexterity
Skills: Choose two from Athletics, Insight, Intimidation, Investigation, Nature, Perception, Sleight of Hand, Stealth, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain Shirt or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- a longbow and a quiver of 20 arrows
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Behind Enemy Lines, Fighting Style |
2nd | +2 | Takedown |
3rd | +2 | Ranger Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack (2) |
6th | +3 | Second Story Work |
7th | +3 | Archetype Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Infiltrate |
10th | +4 | Archetype Feature |
11th | +4 | Extra Attack (3) |
12th | +4 | Ability Score Improvement |
13th | +5 | Supreme Sneak |
14th | +5 | Feral Instinct |
15th | +5 | Archetype Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Brave the Odds |
18th | +6 | Elusive |
19th | +6 | Ability Score Improvement |
20th | +6 | One with the Shadows |
Behind Enemy Lines[edit]
Beginning at 1st level, you have significant experience in operations deep in hostile territory, away from allies. You gain proficiency in Stealth and Survival. If you already have proficiency with those skills, you add twice your proficiency bonus in checks with them.
In addition, you may learn up to two additional languages.
Fighting Style[edit]
At 1st level, 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.
- 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.
- Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Takedown[edit]
By the time you have reached 2nd level, you have learned how to eliminate targets with precision. As a bonus action, you can mark a target you can see within 60 feet. While the target is marked, you gain a bonus of 1d6 on your damage rolls against that creature, and advantage on your Strength (Athletics) checks made to grapple your marked target. The mark lasts for a number of hours equal to half your level in this class (rounded down).
When you succeed on a grapple check against your target, you can choose to make it drop one object it is holding on his hands, or to take the object if you have a free hand.
You can't concentrate in spells while you have a marked target, and can't mark more than one target at the same time. You can choose to end the mark on a creature without using an action on your turn, or change the target of the mark using your bonus action. You can use this feature a number of times equal to 2 + your proficiency bonus, and regain your uses upon completion of a long rest.
Ranger Archetypes[edit]
At 3rd level, you choose an archetype that defines how you conduct your missions. Choose either Stalker or Sniper, detailed at the end of the class description. The archetype you choose grants you features at 3rd level, and then later at 7th, 10th, and 15th level.
Unnatural Alertness[edit]
Beginning at 3rd level, you instinctively know when enemies are watching you. You gain a bonus of +5 to your passive Wisdom (Perception) if you don't already have a similar bonus from another source.
In addition, you add your proficiency bonus to your initiative rolls.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain an additional extra attack at 11th level.
Rooftop Experience[edit]
Starting at 6th level, when you make running jumps, you may add 5 feet to the distance traveled. In addition, you gain a climb speed equal to your movement speed and advantage on Strength (Athletics) checks made to climb.
Infiltrate[edit]
Starting at 9th level, you gain proficiency in Disguise Kits, and you have advantage on Charisma (Performance) checks related to passing yourself off as another person.
Supreme Sneak[edit]
Starting at 13th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Feral Instinct[edit]
Starting at 14th level, you have advantage on initiative rolls. Additionally, you can't be surprised, and act normally when you would been surprised.
Brave the Odds[edit]
At 17th level, you have learned that you can succeed even when the odds are stacked against you. You are immune to the frightened condition.
Elusive[edit]
Starting at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you unless you are incapacitated.
One with the Shadows[edit]
At 20th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action or using your move action you can teleport up to 80 feet to an unoccupied space you can see that is also in dim light or darkness. This effect does not break stealth. You then have advantage on the first attack you make before the end of the turn.
Sniper[edit]
The archetypal sniper focuses on picking off foes before they can get close enough to retaliate. Those who follow this archetype are skilled with long range attacks.
- Make it Count
For a sniper, it is not the quantity of attacks that are important, but rather the quality. Starting at 3rd level, instead of attacking normally, you may use your Attack action to make one carefully aimed attack with a ranged weapon. If that attack hits, roll 2 times as many dice as that weapon would normally deal. This increases to 4 times as many dice at 5th level, and 6 times as many dice at 11th level, 8 times as many dice at 16th level. You may use this ability up to your Dexterity modifier times per short rest (minimum 1).
- Unseen Shooter
Starting at 7th level, you have become an expert at not breaking cover while attacking at range. After attacking a target with a ranged attack, you may roll stealth in an attempt to remain hidden if the target was unaware of your location.
- Strategic Shot
Starting at 10th level, when you use your Make it Count feature, on a hit you may choose to have the target make a Constitution saving throw (DC 8 + Your proficiency bonus + your Dexterity modifier). On a failure, you may inflict the target with one of the following effects:
- The target’s leg is pinned. Its move speed is halved.
- The target is severely wounded. It takes an additional 1d4 damage on the start of each of its turns.
- The target’s arm is gravely injured. The target deals only half damage on strength-based attacks.
- The target must have the appropriate body part in order to inflict the effect. The target may repeat the saving throw at the end of each of its turns. A successful save ends the effect. You may use this ability up to your Dexterity modifier times per short rest (minimum 1).
- Assassinate
Starting at 15th level, you have learned how assassinate targets. You gain advantage on creatures that haven’t acted yet, and your first attack automatically critically strikes surprised enemies.
Stalker[edit]
The archetypal stalker focuses on tracking and disabling enemies. Those who follow this archetype are skilled with tracking and close-quarters combat.
- Hunt Them Down
Starting at 3rd level, you have experience in taking out targets in their hideouts. You gain darkvision 20’, or increase it by 20’ if you already had it. In addition, you gain limited access to the feature “Sneak Attack”. At 3rd level, you deal 1d6 sneak attack damage. This increases to 2d6 at 7th level, 3d6 at 10th level, and 4d6 at 15th level.
- Push Through the Pain
Starting at 7th level, you have learned how to take blows. You may use your reaction to reduce damage dealt to by an enemy attack to one half of its original amount. This only applies on attacks and spells with an attack roll; spells that allow saves cannot have their damage reduced by this ability.
- Close Quarters Combat
Starting at 10th level, when a creature hits you with an attack, you get +4 AC against all subsequent attacks by that creature until your next turn.
- Ambush
Starting at 15th level, when you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take the Attack or Hide action. If more than one creature in an encounter has a feature that allows them to take a bonus turn when they roll initiative, they all act first in order of initiative, then the regular initiative order begins.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Commando class, you must meet these prerequisites: Strength 13 or Dexterity 13.
Proficiencies. When you multiclass into the Commando class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the class’s skill list or thieve's tools.
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