Health Die. 1d10 Hit Points at 1st level. 10 + Constitution Ability Score Hit Points at Higher levels.1d10 (or average roll, 6) + Con Mod per level after 1st. Mana Die. 1d6 Mana Points at 1st level. 6 + Intelligence Ability Score Mana Points at Higher levels. 1d6 (or average roll, 4) + Int Mod per level after 1st.
Proficiency
Skill Groups.AcademiaAcademiaCulture (Int), Dungeoneering (Int), Geography (Int), History (Int), and Religion (Int), PerceptionPerceptionAppraisal (Int), Awareness (Int), Dungeoneering (Int), Investigation (Int), and Insight (Wis), and SocialSocialCulture (Int), Deception (Cha), Diplomacy (Cha), Insight (Wis) and Intimidation (Cha).. Defense.WillWill DefenseUsed to resist mental attacks and spells. Determined by 10 + Wisdom or Charisma Modifier + Class Bonus. Offense.Two Weapon Types Spell Focus.Orbs, Staves Armor.Light, Medium, Heavy, Shields
Spellcasting
The Commander learns 2 + Intelligence Modifier (minimum +1) spells at 1st level and learns an additional spell in the Commander Spell List every 4th Commander level gained.
Raising The Banner
At 1st level, once per Encounter the Commander uses a banner worn on their person, weapon, etc., to command, bolster, and enhance themselves and their allies around them within a 30 ft Aura around the Commander that lasts for 1 minute. At 1st level the Commander has two banners and may use them as a Standard Action to activate. The Commander learns an additional Banner at 7th and 13th and 19th level. Below is a list of Banners to choose from;
Banner of the Bear. The Commander’s banner grants all allies a +2 Fortitude bonus and ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to being FrightenedFrightened The target must move away from the source they’re Frightened by until they have exhausted their movement or if the source is out of sight..
Banner of Gaia. The Commander chooses an Elemental Condition. The Commander and all allies within the Aura gain ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to that element. If the Commander or an ally has ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. then they gain Immunity instead.
Banner of the Phoenix. Allies within the Aura gain the ability to regain a number of HP equal to their average HP die on the start of their next turn when they hit 0 HP for the first time in the encounter.
Banner of the Serpent. The Commander’s banner applies a PoisonedPoisoned ConditionPoisoned. The target takes Poison damage at the beginning of their turn based on the average damage die of poison as well as other effects of the poison. effect to allies’ Attacks of Opportunity dealing additional 1d4 Poison damage and leaves the target PoisonedPoisoned ConditionPoisoned. The target takes Poison damage at the beginning of their turn based on the average damage die of poison as well as other effects of the poison. until the end of their next turn, dealing damage equal to the Commander’s Charisma Modifier. If the target was already PoisonedPoisoned ConditionPoisoned. The target takes Poison damage at the beginning of their turn based on the average damage die of poison as well as other effects of the poison. by another source then the Commander’s Poison stacks.
Banner of the Roots. The Commander and all allies within the Aura are able to stack temporary HP.
Banner of the Stallion. The Commander and all allies within the Aura have AdvantageSkill AdvantageCharacters with Advantage gain an additional die in their dice pool for the skill check. on skill checks made while MountedMounted ConditionThe target has a creature(s) that is two sizes smaller or more are climbing on it. as well as all Handle Animal checks.
Banner of the Tome. The Commander and all allies gain a +2 Will bonus and ignore allies spells when in the radius of a damaging Area of Effect.
Banner of the Tower. The Commander and all allies gain a +2 to allies targeted Defense when being targeted by a Combat Maneuver.
Banner of the Unicorn. Any allies who enter the Aura heal HP equal to the Commander’s Charisma Modifier at the beginning of their turn.
At 11th level the Commander can Raise The Banner twice per encounter.
Tactician’s Analytics
At 2nd level, while in combat the Commander is able to use their Standard Action and spend 6 MP to analyze a creature on the battlefield, learning any choice of one of the opponents’ AbsorptionsAbsorptionThe creature is healed by the damage taken., ImmunitiesImmunityThe creature cannot be affected by these Conditions/Damage under any circumstances with the exception of skills that would ignore Immunity., ResistancesResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected., or WeaknessesWeaknessThe creature always yields an Advantage when the Condition is used on them and the hit is always treated as a Critical hit. If the roll of the attack on it is a Critical hit roll then apply an additional die for the Critical..
Leadership
The Commander has learned different means to help with their leadership. At 3rd, 6th, 9th, and 15th levels the Commander gains a Leadership ability from the list below;
Cavalry Leader: Your Aura from Raise the Banner is increased by 10 ft while MountedMounted ConditionThe target has a creature(s) that is two sizes smaller or more are climbing on it. and you’re able to use flyby attacks on all Mounts under your control.
Effective Parley: While engaged in combat the Commander has AdvantageSkill AdvantageCharacters with Advantage gain an additional die in their dice pool for the skill check. on social checks to negotiate a parley with opponents who can understand and communicate with them, provided both parties would still be inclined to parley, potentially turning the combat encounter into a still potentially dangerous social encounter.
Inspiring Leader: When the Commander uses the Help action to assist an ally, they always grant a d10 to the assisted roll.
Interjection. When an ally within the Commander’s Aura is targeted by an attack, the Commander may use their Reaction to redirect the attack to themselves, provided they are within range to be hit.
Mental Resilience. You and allies who can see you gain AdvantageSkill AdvantageCharacters with Advantage gain an additional die in their dice pool for the skill check. on opposing Social checks involving Deception and Intimidation.
Merchant’s Friend: When negotiating with merchants and shops you gain double your Ability modifier to the roll of your Social skill checks.
Opportunist: The Commander may use their Minor Action to allow an ally who can hear them within a 60 ft range make a basic melee or ranged attack as a free Reaction.
Resurgence: When making a basic melee or ranged attack, the Commander may heal their MP equal to the damage of the attack. This may be used after the damage has been rolled and may be used a number of times equal to the Commander’s Charisma modifier per encounter.
Trade’s Captain: The Commander’s Auras from Raise the Banner is increased by 10 ft while traversing on a land, sea, or air vehicle.
Additional Attack
At 5th level Commander is able to attack multiple times in one turn. At 11th level they gain a third attack and at 17th level they gain a fourth attack.
Indomitable
At 10th level the Commander gains ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to Psychic damage and mind altering Conditions such as CharmedCharmedThe target is friendly to the one who Charmed them, taking inaction against them in combat and becoming hostile to anyone who is hostile toward them., EnragedEnragedThe creature is angered, taking Disadvantage to hit any creature that is not the source of its Enrage., DerangedDerangedThe target has lost their head, attacking the nearest creature to it, whether it be friend or foe., and FrightenedFrightened The target must move away from the source they’re Frightened by until they have exhausted their movement or if the source is out of sight..
At 14th level the Commander gains ImmunityImmunityThe creature cannot be affected by these Conditions/Damage under any circumstances with the exception of skills that would ignore Immunity. to Psychic damage and ResistanceResistanceThe creature takes half the damage of the attack if damage occurs. On a Condition Resistance the attacker must roll again on their attack to confirm the Condition, otherwise the target is unaffected. to mind altering Conditions.
At 18th level the Commander reflects all Psychic damage back onto the attacker and may use their Reaction to leave the attacker CharmedCharmedThe target is friendly to the one who Charmed them, taking inaction against them in combat and becoming hostile to anyone who is hostile toward them., EnragedEnragedThe creature is angered, taking Disadvantage to hit any creature that is not the source of its Enrage., DerangedDerangedThe target has lost their head, attacking the nearest creature to it, whether it be friend or foe., or FrightenedFrightened The target must move away from the source they’re Frightened by until they have exhausted their movement or if the source is out of sight..
Cookie Consent
We use cookies to improve your experience on our site. By using our site, you consent to cookies.
Websites store cookies to enhance functionality and personalise your experience. You can manage your preferences, but blocking some cookies may impact site performance and services.
Essential cookies enable basic functions and are necessary for the proper function of the website.
Name
Description
Duration
Cookie Preferences
This cookie is used to store the user's cookie consent preferences.
30 days
Statistics cookies collect information anonymously. This information helps us understand how visitors use our website.
Google Analytics is a powerful tool that tracks and analyzes website traffic for informed marketing decisions.
Contains information related to marketing campaigns of the user. These are shared with Google AdWords / Google Ads when the Google Ads and Google Analytics accounts are linked together.
90 days
__utma
ID used to identify users and sessions
2 years after last activity
__utmt
Used to monitor number of Google Analytics server requests
10 minutes
__utmb
Used to distinguish new sessions and visits. This cookie is set when the GA.js javascript library is loaded and there is no existing __utmb cookie. The cookie is updated every time data is sent to the Google Analytics server.
30 minutes after last activity
__utmc
Used only with old Urchin versions of Google Analytics and not with GA.js. Was used to distinguish between new sessions and visits at the end of a session.
End of session (browser)
__utmz
Contains information about the traffic source or campaign that directed user to the website. The cookie is set when the GA.js javascript is loaded and updated when data is sent to the Google Anaytics server
6 months after last activity
__utmv
Contains custom information set by the web developer via the _setCustomVar method in Google Analytics. This cookie is updated every time new data is sent to the Google Analytics server.
2 years after last activity
__utmx
Used to determine whether a user is included in an A / B or Multivariate test.
18 months
_ga
ID used to identify users
2 years
_gali
Used by Google Analytics to determine which links on a page are being clicked
30 seconds
_ga_
ID used to identify users
2 years
_gid
ID used to identify users for 24 hours after last activity
24 hours
_gat
Used to monitor number of Google Analytics server requests when using Google Tag Manager
1 minute
You can find more information in our Cookie Policy and .