Commander

Soldier… Warrior… Fearless Leader. Among the most skilled soldiers in the world, Commanders are masters of every weapon and form of close combat. A small cohort of soldiers led by a trained Commander is more feared than innumerable legions without one.

Commanders are defined by their Tactical Commands, Weapon Mastery, and Strategic Leadership. They issue powerful orders to allies, exert mastery over all weapon types, and exploit tactical prowess to outwit and outmaneuver foes.

Key Stats
STR
INT
Hit Die
D10d10
HP
17
Saves
STR+
DEX
Armor
Mail, Shields
Weapons
STR
Gear:Hand Axe, Javelins (4), Rusty Mail
LVL 1
Coordinated Strike!

Gain the Coordinated Strike! Commander's Order.

LVL 2
Commander's Orders

Choose 2 Commander's Orders.

Field Medic

Roll 1 additional die for any health potion you administer. Whenever you or an ally spends any number of Hit Dice to recover HP, if you spent at least ten minutes examining their wounds, they can add your Examination bonus to the HP recovered.

LVL 3
Subclass

Choose a Commander subclass.

LVL 4
Fit for Any Battlefield

Choose a Combat Tactics. When you roll Initiative, gain STR Combat Dice, each a d6. (1/attack) You may expend a Combat Die to perform a special maneuver. Combat Dice are lost when combat ends.

Key Stat Increase

+1 STR or INT.

LVL 5
Master Commander

When you roll Initiative, regain 1 spent use of Coordinated Strike (lost if not spent during that encounter). Attacks made from your Coordinated Strikes also now ignore disadvantage.

Combat Tactics

Your Combat Dice are now d8s.

Secondary Stat Increase

+1 DEX or WIL.

LVL 6
Fit for Any Battlefield (2)

Choose another Combat Tactics or gain +1 max Combat Dice.

Weapon Mastery

You may sheathe a weapon and draw a different one 2×/round for free. Choose a weapon type to specialize in.

LVL 7
Subclass

Gain your Commander subclass feature.

LVL 8
Fit for Any Battlefield (3)

Choose another Combat Tactics or gain +1 max Combat Dice.

Key Stat Increase

+1 STR or INT.

LVL 9
Master Commander (2)

+1 use of Coordinated Strike/Safe Rest.

Combat Tactics (2)

Your Combat Dice are now d10s.

Secondary Stat Increase

+1 DEX or WIL.

LVL 10
Fit for Any Battlefield (4)

Choose another Combat Tactics or gain +1 max Combat Dice.

Weapon Mastery (2)

Choose a 2nd weapon type to specialize in.

LVL 11
Subclass

Gain your Commander subclass feature.

LVL 12
Fit for Any Battlefield (5)

Choose another Combat Tactics or gain +1 max Combat Dice.

Key Stat Increase

+1 STR or INT.

LVL 13
Master Commander (3)

+1 use of Coordinated Strike/Safe Rest.

Combat Tactics (3)

Your Combat Dice are now d12s.

Secondary Stat Increase

+1 DEX or WIL.

LVL 14
Weapon Mastery (3)

You have complete mastery of all weapon types.

LVL 15
Subclass

Gain your Commander subclass feature.

LVL 16
Fit for Any Battlefield (6)

Choose another Combat Tactics or gain +1 max Combat Dice.

Key Stat Increase

+1 STR or INT.

LVL 17
Master Commander (4)

+1 use of Coordinated Strike/Safe Rest.

Combat Tactics (4)

Your Combat Dice are now d20s.

Secondary Stat Increase

+1 DEX or WIL.

LVL 18
Unparalleled Tactics

The first time each encounter you use Coordinated Strike, an ally who can hear you also gains 1 action to use on their next turn.

LVL 19
Epic Boon

Choose an Epic Boon.

LVL 20
Captain of Legions

+1 to any 2 of your stats. The first time each encounter you use Coordinated Strike, EVERY ally within 12 spaces gains +1 action (replaces Unparalleled Tactics).

Commander's Orders

Choose Commander's Orders as you level up.

Coordinated Strike!

(1/round) Free action: you and an ally within 6 spaces both immediately make a weapon attack or cast a cantrip for free. You can do this INT times/Safe Rest.

Face Me!

Reaction (after an ally is crit within 12 spaces): Taunt that enemy until you drop to 0 HP.

Hold the Line!

(1/encounter) Reaction (when an ally drops to 0 HP): Command them to continue the fight! Set their HP to 3× your LVL.

I Can Do This ALL DAY!

(1/encounter) Reaction (when you would drop to 0 HP): You may expend any number of Hit Dice and set your HP to the sum rolled instead (do not add your STR).

Move it! Move it!

When you roll Initiative you may give yourself and an ally advantage on the roll and +3 speed for 1 round.

Reposition!

Action/Reaction (on an ally's turn): Command 1 ally to move up to their speed (or 2 allies up to half their speed) for free.

Combat Tactics

1/attack, you can expend a Combat Die to add one of the following effects to your attack.

Commanding Presence

Action: Shout a command up to 2 words long at an enemy. On a failed WIL save (DC 10+STR), they must spend their entire next turn obeying it to the best of their ability, provided it is not obviously harmful to themselves.

Heavy Strike

When you hit, push a Medium creature STR spaces and deal extra damage equal to a roll of your Combat Die. A Small creature is pushed twice as far; Large, pushed half as far.

Inerrant Strike

Reroll a missed attack, add 1 to the Primary Die, and deal extra damage equal to a roll of your Combat Die.

Lunging Strike

Gain +1 Reach on an attack and deal extra damage equal to 2× a roll of your Combat Die.

Sweeping Strike

2 actions: Select any contiguous area within your weapon's Reach and damage ALL targets there. This attack does not miss on a 1.

Weapon Mastery

Choose a weapon mastery at levels 6, 10, and 14.

Slashing

Your attacks with slashing weapons cannot miss unarmored enemies.

Bludgeoning

When your primary die rolls a 7 or higher with a bludgeoning weapon, ignore Heavy Armor.

Piercing

Your attacks with piercing weapons ignore Medium Armor.