The Commander Print Friendly
The Commander Print Friendly
The Commander Print Friendly
A Commander surveys the battlefield, their armour a mosaic of battles past. With a standard held high, they stand
as the decisive hand of strategy amidst chaos.
Upon a war-torn hill, a dwarven Commander bellows orders over the clash of steel, her presence rallying the
faltering line into an impenetrable wall.
High upon the castle ramparts, an elven tactician directs the archers, their arrows raining down like judgement
from the stars.
These Commanders, diverse in their origins, are united by their command over the field of war: the orchestration of
might and mind, a symphony of strategic prowess. Their leadership is not born of brute force but of the unyielding
will to forge disparate warriors into a single relentless force. For every Commander, leadership is not a burden but a
mantle worn with pride, empowering them to shape the flow of battle and shield their comrades from the storm of
war.
A Call To Arms
Not every soldier who dons the mantle of command finds their destiny written in the annals of a Commander’s
order. A true Commander is as rare as the finest blade, honed through experience and necessity. The world is a
crucible, and from it, Commanders are born through fire, adversity, and the unending pursuit of triumph. They step
forth to shield their kin from the ravages of war, becoming the beacon that guides their people through the darkest of
times.
Their valour in the face of adversity makes Commanders natural adventurers. The call to explore the unknown is a
siren song to their souls, the path of the wanderer, a road paved with the promise of glory. While some may long for
the camaraderie of their comrades-in-arms, they find a new fraternity within the ranks of those who seek to write
their own legends, alongside whom they will carve a path through the annals of history.
1
The Commander
Proficiency
Level Bonus Features Command Dice
1st +2 Fighting Style, Commanding Presence 0
2nd +2 Command 4
3rd +2 War Colleges 4
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
Commanding Presence Improvement,
6th +3 5
War Colleges feature
7th +3 Command Improvement, Directive (1) 5
8th +3 Ability Score Improvement 5
9th +4 Eye for Battle (1) 5
10th +4 Commanding Presence Improvement 5
Commanding Presence Improvement,
11th +4 6
War Colleges feature
Ability Score Improvement, Command
12th +4 6
Improvement
13th +5 Eye for Battle (2) 6
14th +5 Directive Improvement 6
15th +5 Command Improvement 6
16th +5 Ability Score Improvement 6
Commanding Presence Improvement,
17th +6 7
Eye for Battle (3)
18th +6 War Colleges feature 7
19th +6 Ability Score Improvement 7
20th +6 Command Improvement 7
Class Features
As a Commander you gain the following class features.
Hit Points
Hit Dice: 1d10 per Commander level
Hit Points at 1st Level: 10 + your Con mod
Hit Points at Higher Levels: 1d10 (or 6) + your Con mod per Commander level after 1st
Proficiencies
Armour: Light armour, Medium armour and shields.
Weapons: All weapons
Tools: Cartographer's tools
Saving Throws: Constitution and Intelligence
Skills: Choose three skills from History, Insight, Intimidation, Investigation, Perception, Persuasion and Survival.
2
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
⦁ (a) Chain Shirt or (b) leather, 2x hand crossbow, and 40 bolts
⦁ (a) a martial weapon and shield or (b) two martial weapons
⦁ (a) two hand axes or (b) two daggers
⦁ (a) a Diplomat’s pack or (b) a Scholar’s pack
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a
Fighting Style option more than once, even if you later get to choose again.
Defence
While you are wearing armour, you gain a +1 bonus to AC.
Defensive Counter
When an enemy makes an attack against a creature other than you that is within your reach, you can use your
reaction to impose a penalty on the attack roll.
The penalty is equal to your proficiency bonus. If the attack still hits, you can immediately make a melee weapon
attack against the attacker as part of the same reaction.
You must be wielding a melee weapon or a shield to use this feature.
Duelling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction
to impose disadvantage on the attack roll. You must be wielding a shield.
Commanding Presence
Your presence alone on the battlefield can inspire confidence and make you or your allies fight on.
As a bonus action you can encourage one creature within a 15 foot radius that can hear you to fight on. Healing
them for 1d4 + your Commander level. You can do this twice per short rest.
The healing done is increased by 1d4 at level 6, 11, and 17.
Additionally you gain one more use at level 10.
3
Command
You learn to give orders that are fueled by special dice called command dice.
Orders. You learn three orders of your choice. Many orders enhance your or your allies attack in some way. You can
use only one order per attack. You learn one additional order of your choice at 7th, 12th, and 15th level. Each time you
gain a level you can swap out one order of choice as for something else.
Command Dice. You have a number of uses of your command dice, as seen in the command dice column. Your
command dice is 1 x your proficiency bonus D4. A use of command die is expended when you use it. You regain all of
your expended uses when you finish a short or long rest.
At level 20, your Command Dice turns into d8s.
Saving Throws. Some of your orders require your target to make a saving throw to resist the order's effects. The
saving throw DC is calculated as follows:
Order save DC = 8 + your proficiency bonus + your Intelligence modifier.
Order Restrictions. Some orders have level restrictions. You can only pick orders that you are eligible for.
Orders
Level 2
Commander’s Orders - Level 2
As a bonus action on your turn, after taking the Attack action, you can direct an ally to strike. Choose a friendly
creature within 60 feet that can see or hear you and expend one command die. The chosen ally can immediately
make one attack (cantrip, melee, or ranged) against a target you can both see. Add your command die to the ally's
attack roll, and your ally adds your Intelligence modifier to the damage roll.
Special. If both you and your ally target the same creature with your attacks, you both gain advantage on these
attack rolls.
Leading Strike - Level 2
When you make an attack roll against a target add your command dice to the attack roll, and then choose one ally
adjacent to either you or the target.
This ally adds your Intelligence modifier to both the attack roll and the damage roll on his or her next attack
against the target. If the ally does not attack the target by the end of his or her next turn, the bonus is lost.
Inspiring Strike - level 2
As an action, use a command dice and force a target to make a Dex save against your Order DC. If they fail the
target takes damage equal to your command dice roll + your Intelligence modifier.
Then choose an ally you can see. They can use their Reaction to move a number of feet equal to your intelligence
modifier multiplied by 5 without taking an attack of opportunity or they can make a melee attack against one target
using their Reaction.
Risky Tactics - Level 2
When you make an attack roll, you can choose to attack with disadvantage. If you do, you spend and add one
command die to the attack roll.
If the attack hits, all allies that can see both you and the target gain advantage on attack rolls against the target
until the end of your next turn.
This advantage applies only to attacks against the targeted enemy.
4
Level 5
Bolster Morale - Level 6
As an action, expend a command die. Allies within 30 feet gain temporary hit points equal to the roll plus your
Intelligence modifier.
Focused Targeting - Level 6
As a bonus action, expend a command die and choose one enemy you can see. Allies gain a bonus to hit the target
equal to half the command die roll (rounded up) until the start of your next turn.
Guardian Order - Level 6
As a bonus action, expend a command die. Choose an ally within 60 feet. The next time they are hit by an attack,
the damage is reduced by the amount rolled plus your Intelligence modifier.
Shielding Command - Level 6
As a Reaction, when an ally within 60 feet of you is hit by an attack, you can expend a command die. Increase that
ally's AC by an amount equal to half the command die roll (rounded up). This AC boost lasts until the start of your
next turn.
Level 10
Strategic Mastery - Level 10
As an action, expend a command die to issue a strategic directive, you can affect a number of targets equal to your
Intelligence modifier.
For the next minute, affected targets within 60 feet can use their reaction to either move up to 10 feet without
provoking opportunity attacks or gain a +2 bonus to AC against the next attack made against them.
Decisive Command - Level 10
As a bonus action, expend a command die and choose an ally within 60 feet. That ally can immediately take the Use
an Object action or make a Skill check as a free action, with a bonus to the check equal to the command die roll.
Level 14
Warlord’s Rally - Level 14
As a bonus action, expend a command die as an action. Allies within 30 feet can immediately make a single weapon
attack as a reaction, with a damage bonus equal to half the command die roll + Intelligence modifier.
Level 14 - Tactical Advantage
As a bonus action, expend a command die. Choose up to three allies within 60 feet. For 1 minute, these allies can
use their reaction to either:
Make an opportunity attack against a creature that moves more than 5 feet within their reach.
Add half the command die roll to any one saving throw.
Level 18
Overwhelming Assault - Level 18
As an action, expend a command die. Until the end of your next turn, every successful attack made by you and a
number of allies equal to your command dice roll within 60 feet deals additional damage equal Intelligence
modifier.
Grand Maneuver - Level 18
As an action, expend a command die. Select a point you can see within 120 feet. You can forcibly reposition any
number of enemies within a 30-foot radius of that point. Each enemy is moved up to 15 feet towards the chosen point.
Enemies can make an Intelligence saving throw against your Order save DC to halve the distance they are moved. This
movement does not provoke opportunity attacks.
5
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score
above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Directive
At 7th level, you can forgo your action to direct an ally to use their Reaction to immediately take an action. The ally
must be able to hear and see you.
At level 14 this increases to two allies
6
War Colleges
In the realms where strategy and leadership are as crucial as sword and shield, Commanders find their path
through the esteemed War Colleges. These institutions are more than just schools; they are crucibles where the art of
command is elevated to its highest form. Here, prospective leaders study not only the tactics of war but also the
responsibilities of command, learning to wield influence and strategy as deftly as any weapon. The War Colleges are
diverse, each fostering a unique approach to leadership, from the courageous Vanguard at the frontlines to the
cunning Tactician orchestrating battles from afar.
Vanguard
The Vanguard stands where the battle rages fiercest, a bulwark against the chaos of war. Those who join the ranks
of the Vanguard are not just warriors; they are protectors, shield-bearers who forge ahead, clearing a path for their
allies. In the heart of conflict, the Vanguard shines brightest, embodying the courage and resilience of those who
stand first and retreat last. Trained in the art of defence and leadership under duress, the Vanguard is the unyielding
face of their army, an inspiration to allies and a terror to foes.
Charge
At level 3 you gain the order Charge. This order is in addition to any other Orders you already know and does not
count against your total of Orders known.
Charge
As an action you issue a charge. You and any ally that can hear and see you within 60 ft., can take part in the charge.
Using their Reaction to charge a target of your choice. As part of the movement, roll your command dice and add the
result to the number of feet everyone can move (rounded to the nearest 5 ft).
Strength in Numbers
At level 6, when you are within 10 feet of an ally who is not incapacitated, both you and that ally gain advantage on
attack rolls against a creature you are both engaging in combat.
Tactical Assault
At 11th level, your keen insight into warfare allows you to effectively assess tactical situations. By spending a
minimum of 10 minutes observing or studying a specific area or a group of creatures, you develop a comprehensive
strategy for an upcoming assault or manoeuvre.
Upon completing your assessment, you can choose one of the following benefits to implement in your plan:
Stealth Advantage. You and your allies gain advantage on Stealth checks made to move undetected by the
observed enemies.
Initiative Insight. You and your allies gain advantage on the next initiative roll when engaging the observed
enemies.
Enemy Analysis. You discern one damage resistance or vulnerability of the observed enemies, allowing you and
your allies to prepare accordingly.
Unyielding Vanguard
At 18th level, your presence on the frontline becomes an unbreakable force. You gain the following benefits:
Indomitable Aura. Once per long rest, as an action, you can activate this aura for 1 minute. While active, allies
within 30 feet of you gain resistance to all damage. This effect ends early if you are incapacitated.
Frontline Command. Once per long rest, as an action, you can issue a command that immediately allows all allies
within range to make an attack as a Reaction.
7
Tactician
In the shadowed halls of strategy and foresight, the Tactician finds their calling. Masters of the long game,
Tacticians view the battlefield as a grand chessboard, each piece moved with precision and purpose. Their strength
lies not in brute force but in anticipation, outmanoeuvring opponents through cunning and insight. Tacticians are the
unseen hand guiding each skirmish and conflict, turning the tide of battle with a well-placed word or a meticulously
planned strategy. In the War College of Tacticians, the mind is the greatest weapon, and knowledge is the armour
against uncertainty.
Battlefield Overseer
At level 3, you can use a bonus action to spot a weakness in an enemy's defence. Once per turn, you can grant an ally
advantage on their next attack roll against a target you can see.
Commanding Voice
At level 3, you extend the range of your Commanding Presence from 15 ft to 60 ft. And increase the number of
times you can use it by 1.
Tactical Retreat
At level 6, as a Reaction, allow an ally within 90 feet to move up to half their speed without provoking opportunity
attacks. This can be used a number of times equal to your Intelligence modifier, regaining all expended uses after a
long rest.
War Council
At 11th level, you can conduct a "War Council" with your allies. Once per long rest, you can spend an hour
strategizing with your party. During this time, each participant, including you, can choose to gain one of the following
benefits:
● Advantage on the first attack roll in the next combat.
● Bonus to initiative equal to your Intelligence modifier for the next combat.
● Granting advantage on the first ability check or saving throw next combat.
● Bonus to AC equal to half your Constitution modifier rounded up, until taking damage for the first time next
combat.
Commander's Decree
At 18th level, your commands carry the weight of your experience and authority. As an action you can issue a decree
with one of the following effects:
Charge Decree: Choose an ally with 120 ft of you that can hear and see you. Allies within 60 ft of them, can
immediately use their Reaction to move up to their speed and make a single melee attack.
Defend Decree: All allies within 120 ft of you, gain a +2 bonus to AC and advantage on all saving throws until the
start of your next turn.
Redeployment Decree. Choose a point that you can see within 120 ft. You can reposition any number of allies within
60 feet radius that you can see to any other point within that radius.
Each decree can only be used once per long rest.
Special thanks!
To all my Patrons. Alex Fer, George Costigan, Minh Hoàng, The Infidel Netwerk, Th3Crew, Ultama Omega, Wouter
Legal
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC
and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the
Creative Commons Attribution 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/legalcod.
Art
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