Difference between revisions of "Commander (5A)"
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=== Tactical Command === | === Tactical Command === | ||
− | Starting at 15th level, the range of all your commander abilities increases to 50 ft. | + | Starting at 15th level, the range of all your commander abilities increases to 50 ft. |
+ | Allies affected by your Inspired Leadership can immediately move up to their speed. | ||
You can now use commander's orders as a bonus action. | You can now use commander's orders as a bonus action. | ||
=== Eternal Leadership === | === Eternal Leadership === | ||
At 18th level, the range of all your commander abilities increases to 100 ft. | At 18th level, the range of all your commander abilities increases to 100 ft. | ||
− | You can use Inspiring Leadership four times | + | You can use Inspiring Leadership four times. |
When you finish a short rest you regain one use of the ability up to your normal maximum. | When you finish a short rest you regain one use of the ability up to your normal maximum. | ||
Revision as of 13:29, 18 October 2021
Starfox's 5th Edition Fan Page |
- Shots ring out in the dead of night, the sergeant calls 'Stand up and fight!'
- You're in the army now, oh-oo-oh you're in the army now
- In The Army Now (1986), Status Quo, Ferdinand D. Bolland, Robert J. Bolland
The commander is a defensive fighter focused on teamwork rather than heroic achievements. The commander is a front-line fighter, but also a support character.
The healing-like and haste-like abilities of the commander may trouble some player's suspension of disbelief, but remember that the time scale in Dungeons and Dragons is arbitrary and hit points largely a question of morale.
Subclass Features
Inspiring Leadership
At 3rd level you gain the ability to inspire your allies. Once, as a bonus action, you can use inspiring leadership on yourself and allies within 20 ft. Targets must be able to see or hear you. An inspired creature gains temporary hit points equal to your fighter level + your Charisma bonus. These temporary hit points last for one minute. Constructs and unconscious creatures are not affected. You regain the ability to inspire leadership when you take a long rest.
Commander's Orders
At 3rd level you can spend an action to give an order to an ally within 20 ft. that can hear the order. The targeted ally can choose one of the following benefits:
- Use their reaction to move up to their speed and make a single weapon attack.
- Use their reaction to take the attack action.
- Use their reaction to cast a spell with a casting time of one action or bonus action.
- Move up to their speed.
Rousing Leadership
Starting at 7th level, the range of all your commander abilities increases to 30 ft. You can use Inspiring Leadership twice, and when you use inspiring leadership, targets that are suffering from effects that allow a saving throw each turn can immediately roll an additional saving throw. If they succeed, the effect ends.
Surging Leadership
At 10th level, the range of all your commander abilities increases to 40 ft. You can use Inspiring Leadership three times. Your inspiring leadership now affects even unconscious allies, rousing them if they are at zero hit points.
Tactical Command
Starting at 15th level, the range of all your commander abilities increases to 50 ft. Allies affected by your Inspired Leadership can immediately move up to their speed. You can now use commander's orders as a bonus action.
Eternal Leadership
At 18th level, the range of all your commander abilities increases to 100 ft. You can use Inspiring Leadership four times. When you finish a short rest you regain one use of the ability up to your normal maximum.
When you use Inspiring Leadership, targets that are suffering from lasting spells that do not allow a saving throw can roll a Constitution saving throw against the save DC of the caster. If they succeed, the effect expires with no effect.
Designer's Notes
Inspired by the 5E Warlord, the commander is simpler, only really having two abilities, but these abilities grow very strong at high level.