Team Leader (5e Subclass)
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Team Leader[edit]
Fighter Archetype
The team leader is a warrior who focuses in leading a crew on the battlefield. Acting as a frontline commander, the team leader uses tactics to move their allies as chess pieces, while fighting alongside them, instead of hiding behind the safe walls of a castle or the defensive lines of an army, as pompous and noble generals do.
- Tactical Command
Starting at 3rd level, you can give orders to your allies. As a bonus action on your turn, you can command a willing creature that can hear or see you within 30 feet. The creature can move up to its movement speed and take the Dash, Dodge, Disengage, or make a single weapon attack as a reaction upon receiving your command. The chosen action can be taken after or before the movement.
In addition, when you take the Attack action, you can sacrifice one of your attacks to allow an allied creature within range to make an attack or cast a cantrip instead.
- Execution Order
Also at 3rd level, when you command an ally to attack, on a hit you can command an execution order. The execution order causes additional 2d6 damage on a hit, from the same type of the attack. This damage increases to 4d6 at 15th level.
You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain your uses after completing a long rest.
- Leadership
When you choose this archetype at 3rd level, you become a inspiring and respected figure. As a result, whenever you make a Charisma check, you can add your Constitution modifier (minimum of +1).
In addition, you gain proficiency in Persuasion.
- Control the Battlefield
At 7th level, while you aren't incapacitated,the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
- Inspiring Shout
At 10th level, you gain the ability to encourage your allies with your words. Immediately after you use your Action Surge, you can use your reaction and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d10 + your Charisma modifier, divided among the chosen creatures however you like.
- Battle Orders
At 15th level, your ability to command your allies increases further. Whenever you give a command to a creature, that creature gain a bonus of +2 to its AC, that lasts until the start of your next turn.
In addition, your allies no longer need to use their reactions to follow your commands.
- Legendary Commander
At 18th level, you can command two allies, instead of one, as part of the same bonus action.
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