Commander

Commander #

A Commander is someone who uses excellent judgment and a quick eye for exploiting tactical realities to give orders and inspire others. Most Commanders use tactical knowledge and charisma alone, but some might include magical prowess in that equation.

Commanders are sometimes explicitly the military kind: many former officers become adventurers after their tour of duty. Sometimes they’re simply mentors, staying back and giving advice and encouragement. And sometimes, they’re people who simply have a strong sense of their own assuredness, through birthright or by other means.

Examples of Commander Skills: Squad Leader, Drill Sergeant, Advisor, Mentor, Tactician, Noble.

A typical Commander Skill should cover at least some of these:

  • Appear to have noble bearing.
  • Come up with a strategy.
  • Convince someone to help you.
  • Gather information in a city.
  • Get a crowd’s attention.
  • Inspire others.
  • Intimidate someone.
  • Navigate a noble court.
  • Negotiate a contract.
  • Train someone.

Uncommon Terms in Commander Abilities #

Interrupt: Weigh the Odds has the ability to allow your Commander actions to be Interrupts. You can use one kinds of actions of these per round, including outside your turn. An Interrupt ability usually specifies the conditions under which you can take it, but if not, you can use it in response to any action taken outside of your turn.

Spend all Command and Prowess: When you use an ability with this, spend all of your Command and Prowess (therefore, afterwards you will have 0 of each). Abilities of this kind do something extra when you spend more than Tier + 2 Command and Prowess (3 in Adventurer Tier, 4 in Champion Tier, and 5 in Epic Tier).

Attributes #

Commanders have the following attributes.

Base Attributes #

Attribute Value
Volition 3
Vitality 5
Initiative Slow
Rolled
Recovery
(1d8 x Level) + (Vitality x Tier)
Average
Recovery
(4 x Level) + (Vitality x Tier)
HP/Level 5 + Vitality*
Other +1 Volition
OR
+1 Vitality and AC
Recoveries 8
Save Bonus 0

*See level chart.

Base Defenses by Armor #

Type AC PD MD
None/Light 14 13 15
Heavy 15 13 14

Melee Stances #

Miss damage equal to level

  • Defensive: d8 damage, +1 AC
  • Aggressive: d10 damage

Ranged/Other Stances #

No miss damage

  • Close (N): d8 damage
  • Aimed (F): d10 damage
  • Focused: Can’t make melee/ranged attacks. Gain 1d2+1 Command instead of 2 when using Weigh the Odds.
Level HP Focus and
Relationships
Total Perks Talents Tier Multiplier
1 (5 + Vitality) x 3 3 1 Adventurer 3 1x
2 (5 + Vitality) x 4 3 2 Adventurer 3 1x
3 (5 + Vitality) x 5 3 3 Adventurer 3 1x
4 (5 + Vitality) x 6 3 4 Adventurer 3 1x
5 (5 + Vitality) x 8 4 4 Adventurer
1 Champion
4 2x
6 (5 + Vitality) x 10 4 4 Adventurer
2 Champion
4 2x
7 (5 + Vitality) x 12 4 4 Adventurer
3 Champion
4 2x
8 (5 + Vitality) x 16 5 4 Adventurer
3 Champion
1 Epic
5 3x
9 (5 + Vitality) x 20 5 4 Adventurer
3 Champion
2 Epic
5 3x
10 (5 + Vitality) x 24 5 4 Adventurer
3 Champion
3 Epic
5 3x

Class Features #

All Commanders have Prowess, Command, Orders, Weigh the Odds, Fight from the Front, and Authority.

Prowess #

Commanders use Prowess to power many of their abilities. Every Commander has 3 Prowess in Adventurer Tier, 4 Prowess in Champion Tier, and 5 Prowess in Epic Tier. It’s restored during a Quick Rest.

Once per turn, you can spend 1 Prowess as a free action on or outside your turn to give 1 Disadvantage to an attack against your AC.

  • Champion Perk: If the attack against your AC misses, you gain 1d3 Command.
  • Epic Perk: You have one extra maximum Prowess.

Command #

Command is a resource that can be used by Orders (anything that says Spend Command/Prowess can spend Command, Prowess, or any combination of the two). The two ways every Commander can gain Command are Weigh the Odds and Fight from the Front.

You start every encounter with 0 Command, and you can’t have more Command than your maximum Prowess.

You gain 1 Advantage when intimidating people or giving orders to people who think you have authority over them.

  • Adventurer Perk: You start every encounter with 1d3 Command.

Orders #

Orders are abilities granted from most Commander Talents. They typically cost 1 or more Prowess and are typically Quick actions or Interrupts.
  • Adventurer Perk: Once per encounter, you may use any ability that specifies an ally on yourself instead.

Weigh the Odds #

You gain the following ability:

Weigh the Odds
At-Will, Standard

You gain 2 Command. The first Order you make before the end of your turn costs 1 Prowess less (minimum 0). You may use any Quick Action At-Will or Encounter Order as an Interrupt instead of a Quick Action before the start of your next turn.

  • Adventurer Perk: The first time you Weigh the Odds in an encounter, you gain 1d3+1 Command instead.
  • Champion Perk: Once per encounter, when you use Weigh the Odds, the first two Orders you make before the end of your turn are free actions and cost 1 Prowess less (minimum 0).
  • Epic Perk: You may use Quick Action Daily Orders as an Interrupt as well.

Fight from the Front #

You gain the following ability:

Fight from the Front
Melee, At-Will, Standard

Make a melee attack against an engaged target.

Hit: Hit damage as a basic attack. You gain 1 Command. Natural 9+ Miss: Miss damage as a basic attack. You gain 1 Command. Natural 8- Miss: Miss damage as a basic attack.

  • Adventurer Perk: The first time you hit with Fight from the Front in an encounter, you gain 1d3 Command instead of 1.
  • Champion Perk: When you would gain Command from a hit with Fight from the Front, you may reduce the Command you would gain by 1 to make the enemy you hit Shaken until the start of your next turn. You can choose to do this after you know how much Command you would gain.
  • Epic Perk: You may make the enemy Weakened instead of Shaken when using the above ability.

Authority #

In Epic Tier, you gain 1 Command when an ally drops.
  • Epic Perk: You now gain 1d3 Command when an ally drops.

Talents #

A Commander selects three Talents in Adventurer tier. They select a fourth talent once they reach Champion tier and a fifth talent once they reach Epic tier.

Brace for Impact #

You gain the following abilities:

Brace for Impact
Order, At-Will, Quick
Spend 1 Command/Prowess

Choose a nearby ally. They reduce damage from one attack before the start of your next turn by your level, or double your level if it’s weapon damage.

Brace for Many Impacts
Order, Encounter, Quick
Spend all Command and Prowess (minimum 2), Escalation 3+

Choose a nearby ally. They reduce damage from every attack before the start of your next turn by your level, or double your level if it’s weapon damage.

Special: If you spent more than Tier + 2 Command and Prowess on this, this applies to every nearby ally (including yourself).

Hold the Line
Order, Daily, Quick

Every nearby ally gains temporary HP equal to your level. This effect repeats without having to spend an action at the start of every one of your turns until the end of the encounter.

  • Adventurer Perk: If you spend 1 extra Command/Prowess when using Brace for Impact, it now applies to every nearby ally (including yourself).
  • Champion Perk: Hold the Line is now Recharge 13+ instead of Daily.
  • Epic Perk: Increase the damage reduction of Brace for Many Impacts by your level.

Defend Yourself #

You gain the following abilities:

Defend Yourself
Order, At-Will, Quick
Spend 1 Command/Prowess

Choose a nearby ally. All attacks against them until the start of your next turn gain 1 Disadvantage.

Defend Yourselves
Order, Encounter, Quick
Spend all Command and Prowess (minimum 2), Escalation 3+

All attacks against nearby allies (including yourself) until the start of your next turn gain 1 Disadvantage.

Special: If you spent more than Tier + 2 Command and Prowess on this, it’s 2 Disadvantage.

Inspired Defense
Order, Daily, Quick

Choose a nearby ally. Until the end of the encounter, all attacks against them gain 1 Disadvantage.

  • Adventurer Perk: If you spend 1 extra Command/Prowess when using Defend Yourself, you can choose 2 allies to be affected instead of 1.
  • Champion Perk: Inspired Defense is now Recharge 13+ instead of Daily.
  • Epic Perk: If an attack hits an ally affected by Defend Yourselves, the attacker takes damage equal to your level.

Demand Greatness #

You gain the following abilities:

Demand Greatness
Order, At-Will, Quick
Spend 3 Command/Prowess

Choose a nearby ally. They regain 1 Power.

Demand Excellence
Order, Encounter, Quick
Spend all Command and Prowess (minimum 3), Escalation 3+

All nearby allies regain 1 Power.

Special: If you spent more than Tier + 2 Command and Prowess on this, they regain 2 Power instead.

Demand Transcendence
Order, Daily, Standard

Choose a nearby ally. For every Daily they’ve used since the last Full Rest, they may attempt a 13+ Recharge roll. For every Recharge they’ve used since the last Full Rest, they may attempt the appropriate Recharge roll with 1 Advantage. Add Escalation to all of these Recharge rolls.

For every successful roll, the ability is replenished until the end of the encounter.

  • Adventurer Perk: When you use Demand Greatness on an ally, they may gain 1 Advantage on one attack roll or save made before the start of your next turn.
  • Champion Perk: Demand Transcendence is now Recharge 13+ instead of Daily.
  • Epic Perk: You gain 1 Command after using Demand Excellence.

Everyone Stands Firm #

You gain the following abilities:

Everyone Stands Firm
Order, At-Will, Quick
Spend 3 Command/Prowess

Every nearby Dying ally may heal using a Recovery. Afterwards, every nearby ally (including yourself) gains Resist 11+ to all damage until the end of your next turn.

Everyone Stands Tall
Order, Encounter, Interrupt
Spend all Command and Prowess (minimum 3), Escalation 3+

Every nearby Dying ally may heal using a Recovery. Afterwards, every nearby ally (including yourself) gains Resist 13+ to all damage until the end of your next turn.

Special: If you spent more than Tier + 2 Command and Prowess on this, all of your nearby allies (including yourself) may heal using a recovery.

Rise to the Challenge
Order, Daily, Standard

Choose one nearby ally. They have Resist 15+ to all damage until the end of the encounter, but the Resist amount decreases by 1 every time it reduces damage. They also gain temporary HP equal to their average recovery.

  • Adventurer Perk: Every recovery granted by Everyone Stands Firm is a free recovery.
  • Champion Perk: Rise to the Challenge is now Recharge 13+ instead of Daily.
  • Epic Perk: Every recovery granted by Everyone Stands Tall heals double the normal amount.

Form Up #

You gain the following abilities:

Form Up
Order, At-Will, Quick
Spend 1 Command/Prowess

Choose a nearby ally. They may move or attempt to Disengage as a free action. If they end their movement next to you or another ally, they gain temporary HP equal to your level.

Assemble Into Formation
Order, Encounter, Quick
Spend all Command and Prowess (minimum 2), Escalation 3+

All nearby allies (including yourself) may move or attempt to Disengage as a free action. If they end their movement next to you or another ally, they gain temporary HP equal to your level.

Special: If you spent more than Tier + 2 Command and Prowess on this, all affected allies may choose to pop off instead of disengage and any temporary HP gained from this ability is doubled.

Skirmish Formation
Order, Daily, Standard

Choose a nearby ally or yourself. They may move or attempt to Disengage as a free action. If they end their movement next to you or another ally, they gain temporary HP equal to your level. You may repeat this as a free action at the start of every subsequent turn until the end of the encounter.

  • Adventurer Perk: You may spend 1 extra Prowess when using Form Up to grant an extra movement or give any Disengage rolls made 1 advantage.
  • Champion Perk: Skirmish Formation is now Recharge 13+ instead of Daily.
  • Epic Perk: Every Disengage roll or save made to pop off granted by Assemble into Formation gains 1 Advantage.

Hit Harder #

You gain the following abilities:

Hit Harder
Order, At-Will, Quick
Spend 1 Command/Prowess

Choose a nearby ally. They increase the hit and miss damage of the first melee attack they make before the start of your next turn by your level.

Hit Even Harder
Order, Encounter, Quick
Spend all Command and Prowess (minimum 2), Escalation 3+

Choose a nearby ally. They increase the hit and miss damage of the first melee attack they make before the start of your next turn by 1d4 x Level.

Special: If you spent more than Tier + 2 Command and Prowess on this, this affects all nearby allies, including yourself.

Relentless Blows
Order, Daily, Standard

Choose a nearby ally. Until the end of the encounter, for the first melee attack they make on their turn, they add 2d6 x Tier (1d6 at Level 1) to their hit damage and 1d8 x Tier (1d4 at Level 1) to their miss damage.

  • Adventurer Perk: You may spend 1 extra Prowess when using Hit Harder to have it apply to the first ranged attack or spell attack instead.
  • Champion Perk: Relentless Blows is now Recharge 13+ instead of Daily.
  • Epic Perk: Hit Even Harder now uses d6’s.

Ingenuity from Adversity #

You gain the following abilities:

Ingenuity from Adversity
Order, At-Will, Interrupt

You may only use this in response to being hit by an enemy. You gain 1 Command.

Ingenious Reversal
Order, Encounter, Interrupt
Spend all Command and Prowess (minimum 2), Escalation 3+

You may only use this in response to being hit by an enemy. The hit becomes a miss (or if it’s a Crit, it becomes a hit) and you gain 1 Advantage to attack that enemy until the end of their next turn.

Special: If you spent more than Tier + 2 Command and Prowess on this, all of your nearby allies also gain 1 Advantage to attack that enemy until the end of their next turn.

Ingenious Strategy
Order, Daily, Quick

Until the end of the encounter, you gain 1 Command anytime you are hit with an attack or any nearby ally is hit with an attack.

  • Adventurer Perk: After you use Ingenuity from Adversity, until the end of your next turn, you may use an Order that only targets an ally on yourself.
  • Champion Perk: Ingenious Strategy is now Recharge 13+ instead of Daily.
  • Epic Perk: Ingenious Reversal grants 2 Advantage instead of 1.

Press the Advantage #

You gain the following abilities:

Press the Advantage
Order, At-Will, Quick
Spend 2 Command/Prowess

Choose a nearby enemy. You and all allies gain 1 Advantage on all attacks against that enemy until the start of your next turn.

Press Every Advantage
Order, Encounter, Interrupt
Spend all Command and Prowess (minimum 2), Escalation 3+

Choose a nearby enemy. You and all allies gain 2 Advantage on attacks against that enemy until the start of your next turn, or 3 Advantage if the enemy is staggered.

Special: If you spent more than Tier + 2 Command and Prowess on this, the enemy is also Vulnerable while this ability is active.

Widen the Flaw
Order, Daily, Standard

Choose a nearby single-strength or staggered double-strength enemy. They are Softened until the end of the encounter, and at the start of their turn until the end of the encounter, they take damage equal to your level times the number of conditions the target has.

  • Adventurer Perk: Press the Advantage also makes that enemy Vulnerable if they’re staggered.
  • Champion Perk: Widen the Flaw is now Recharge 13+ instead of Daily.
  • Epic Perk: Press Every Advantage now becomes an 11+ Save Ends effect after the start of your next turn instead of ending.

Rally the Troops #

You gain the following ability:

Rally the Troops
Order, At-Will, Quick
Spend 2 Command/Prowess

Choose a nearby ally. They may heal using a Recovery. If they were Staggered or Dying before taking the recovery, they gain temporary HP equal to half the recovery amount.

Rally the Squad
Order, Encounter, Quick
Spend all Command and Prowess (minimum 2), Escalation 3+

You and all nearby allies may heal using a Recovery. If you or your allies were Staggered or Dying before taking the recovery, they gain temporary HP equal to half the recovery amount.

Special: If you spent more than Tier + 2 Command and Prowess on this, each Staggered or Dying ally instead gains temporary HP equal to the full recovery and each ally above Staggered gains temporary HP equal to half the recovery.

No One Left Behind
Order, Daily, Standard

Choose a nearby ally. They heal using a free recovery, and they may heal using a recovery any number of times they desire.

  • Adventurer Perk: Rally the Troops now adds your level to the recovery amount.
  • Champion Perk: No One Left Behind is now Recharge 13+ instead of Daily.
  • Epic Perk: Rally the Squad now adds your level to the recovery amount.

Strike Now #

You gain the following ability:

Strike Now
Order, At-Will, Quick
Spend 2 Command/Prowess

Choose a nearby ally. They may make a melee or ranged basic attack (based on their current stance) against any enemy in range as a free action, taking Opportunity Attacks as appropriate for ranged attacks. It deals half damage on a hit and no damage on a miss.

Strike Fully
Order, Encounter, Quick
Spend all Command and Prowess (minmum 2), Escalation 3+

Choose a nearby ally. They may make a melee or ranged basic attack against any enemy in range as a free action. The attack gains 1 Advantage.

Special: If you spent more than Tier + 2 Command and Prowess on this, the attack gains 2 Advantage.

Coordinated Strike
Order, Daily, Standard

All nearby allies (including you) may make a melee or ranged basic attack against any enemy in range as a free action. It deals half damage on a hit and no damage on a miss.

  • Adventurer Perk: Strike Now allows the target to switch stances for the attack (their stance switches back at the end of the attack).
  • Champion Perk: Coordinated Strike is now Recharge 13+ instead of Daily.
  • Epic Perk: The basic attack from Strike Fully deals triple damage on a crit.

Sample Commanders #

Two sample Commanders in Adventurer, Champion, and Epic tier are provided below.

Frontline Leader

A fierce warrior, this commander leads their allies from the frontlines by example.

Class Attribute Choice: +1 Volition
Background Ability: Lethal

Talents

  • Ingenuity from Adversity
  • Form Up
  • Strike Now

1st Level

  • Adventurer Perk: Fight from the Front

5th Level

  • Extra Talent: Press the Advantage
  • Adventurer Perks: Fight from the Front, Ingenuity from Adversity, Form Up, Strike Now
  • Champion Perk: Fight from the Front

8th Level

  • Extra Talent: Hit Harder
  • Adventurer Perks: Fight from the Front, Ingenuity from Adversity, Form Up, Strike Now
  • Champion Perks: Fight from the Front, Ingenuity from Adversity, Strike Now
  • Epic Perk: Fight from the Front

Strategist

A student of calculated tactics, this commander prefers to give orders and encouragement from afar.

Class Attribute Choice: +1 Vitality and AC
Background Ability: Resilient

Talents

  • Rally the Troops
  • Brace for Impact
  • Defend Yourselves

1st Level

  • Adventurer Perk: Weigh the Odds

5th Level

  • Extra Talent: Demand Greatness
  • Adventurer Perks: Weigh the Odds, Rally the Troops, Brace for Impact, Demand Greatness
  • Champion Perk: Weigh the Odds

8th Level

  • Extra Talent: Everyone Stands Firm
  • Adventurer Perks: Weigh the Odds, Rally the Troops, Brace for Impact, Demand Greatness
  • Champion Perks: Weigh the Odds, Rally the Troops, Demand Greatness
  • Epic Perk: Weigh the Odds