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Commander Class Details

“Real leadership is leaders recognizing that they serve the people that they lead.”


Health and Mana

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. Academia, Perception, and Social.
Defense. Will
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 Resistance to being Frightened.
  • Banner of Gaia. The Commander chooses an Elemental Condition. The Commander and all allies within the Aura gain Resistance to that element. If the Commander or an ally has Resistance 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 Poisoned effect to allies’ Attacks of Opportunity dealing additional 1d4 Poison damage and leaves the target Poisoned until the end of their next turn, dealing damage equal to the Commander’s Charisma Modifier. If the target was already Poisoned 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 Advantage on skill checks made while Mounted 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’ Absorptions, Immunities, Resistances, or Weaknesses.


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 Mounted and you’re able to use flyby attacks on all Mounts under your control.
  • Effective Parley: While engaged in combat the Commander has Advantage 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 Advantage 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 Resistance to Psychic damage and mind altering Conditions such as Charmed, Enraged, Deranged, and Frightened.

At 14th level the Commander gains Immunity to Psychic damage and Resistance 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 Charmed, Enraged, Deranged, or Frightened.


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