Jester David
Hero
Inspired by a thread on the WotC board where people are talking about a warlord, wanting it to be a class or subclass. I sat down for 10 minutes and hammered this out. Now I'm curious what people think. Thoughts?
Commander
Those who take the path of the commander view combat as a game, tactically planning battles, continually thinking strategy and directing their allies in battle.Those who take the path of the commander view battles as one would a game, continually thinking strategy, planning out skirmishes in advance, and directing their allies in the middle of combat. Commanders come educated in the art of war, often in military academies where they were taught how to best direct a squad. Others learned how to command from experience, working as a town guard or mercenary under a skilled leader.
[h=2]Improved Action Surge[/h]
When you choose this archetype at 3rd level, you learn how to see openings in the enemy's defences, and know the right time to strike. When you use the Action Surge feature, instead of taking an extra action you can choose to grant an ally that can see and hear you your extra action. This action can only be used to cast a cantrip or take the Attack, Dash, or Dodge actions.
[h=2]Tactical Superiority[/h]
At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Commander's Maneuvers. You learn the Rally maneuver and three additional maneuvers chosen from the list of commander's maneuvers. You can use only one maneuver per attack. Full rules on maneuvers are in the Player's Handbook, with new ones detailed below.
Rally. This maneuver functions as in the Player's Handbook, only you can choose to use your Intelligence modifier in place of your Charisma modifier for its effect.
Superiority Dice. You have six superiority dice, which are d6s. A superiority die is expended when you use it. You regain all expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th, 10th, 15th, and 18th level.
[h=2]Combat Leader[/h]
When you reach 7th level, so long as you are not surprised, you and all allies that can see and hear you can choose to apply your proficiency bonus to initiative checks.
[h=2]Improved Tactical Superiority[/h]
Starting at 10th level, you learn two new maneuvers, at least one of which as to be from the list of commander's maneuvers. You can also choose to replace one maneuver you know with a different one.
Additionally, you add your proficiency bonus to the temporary hit points gained from the Rally maneuver.
[h=2]Complex Stratagem[/h]
At 15th level, you can use two maneuvers in the same attack. These must be two different maneuvers and doing so costs an extra superiority die beyond the cost required for the maneuvers.
[h=2]Evaluate the Situation[/h]
Starting at 15th level, you can observe the unfolding battle as an action, allowing you to regain 1 superiority die. This die must be used before the end of your next turn.
[h=2]Reliable Maneuver[/h]
At 18th level you know how to best direct your allies. When you spend only a single superiority die on your turn, you can choose to use your Intelligence modifier in place of the die roll.
[h=2]Maneuvers[/h]
These are fighter maneuvers. The Commander must pick their maneuvers from this list.
Castling. You spend a superiority die as a bonus action to switch places with a friendly creature within 5 feet that can see and hear you and is able to move. This movement does not provoke opportunity attacks.
Commander's Strike. See the Player's Handbook.
Distracting Strike. See the Player's Handbook.
Focus Concentration. When a friendly creature that can see and hear you rolls a Constitution saving throw to avoid losing concentration on a spell, you can expend one superiority die and use your reaction to help them maintain their focus. The creature adds the superiority die to the saving throw.
Knight's Gambit. You spend a superiority die and grant a creature advantage on attack rolls against you. If the creature attacks you before the end of your next turn you can use your reaction to make a melee weapon attack against the creature. If the attack hits, you add the superiority die to the attack's damage roll.
Maneuvering Attack. See the Player's Handbook.
Shake It Off. When a friendly creature that can see and hear you fails a saving throw, you can expend one superiority die and use your reaction to try and encourage them to fight off the effect. The creature rerolls their saving throw, adding the superiority die to the result.
Warning Cry. When a friendly creature that can see and hear you is attacked by another creature, you can expend one superiority die and use your reaction to shout a warning telling them to block or which direction to dodge. They can reduce the damage by the number you rolled on your superiority + your Intelligence modifier.
--edit--
edited January 7th, 2015
Commander
Those who take the path of the commander view combat as a game, tactically planning battles, continually thinking strategy and directing their allies in battle.Those who take the path of the commander view battles as one would a game, continually thinking strategy, planning out skirmishes in advance, and directing their allies in the middle of combat. Commanders come educated in the art of war, often in military academies where they were taught how to best direct a squad. Others learned how to command from experience, working as a town guard or mercenary under a skilled leader.
[h=2]Improved Action Surge[/h]
When you choose this archetype at 3rd level, you learn how to see openings in the enemy's defences, and know the right time to strike. When you use the Action Surge feature, instead of taking an extra action you can choose to grant an ally that can see and hear you your extra action. This action can only be used to cast a cantrip or take the Attack, Dash, or Dodge actions.
[h=2]Tactical Superiority[/h]
At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Commander's Maneuvers. You learn the Rally maneuver and three additional maneuvers chosen from the list of commander's maneuvers. You can use only one maneuver per attack. Full rules on maneuvers are in the Player's Handbook, with new ones detailed below.
Rally. This maneuver functions as in the Player's Handbook, only you can choose to use your Intelligence modifier in place of your Charisma modifier for its effect.
Superiority Dice. You have six superiority dice, which are d6s. A superiority die is expended when you use it. You regain all expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th, 10th, 15th, and 18th level.
[h=2]Combat Leader[/h]
When you reach 7th level, so long as you are not surprised, you and all allies that can see and hear you can choose to apply your proficiency bonus to initiative checks.
[h=2]Improved Tactical Superiority[/h]
Starting at 10th level, you learn two new maneuvers, at least one of which as to be from the list of commander's maneuvers. You can also choose to replace one maneuver you know with a different one.
Additionally, you add your proficiency bonus to the temporary hit points gained from the Rally maneuver.
[h=2]Complex Stratagem[/h]
At 15th level, you can use two maneuvers in the same attack. These must be two different maneuvers and doing so costs an extra superiority die beyond the cost required for the maneuvers.
[h=2]Evaluate the Situation[/h]
Starting at 15th level, you can observe the unfolding battle as an action, allowing you to regain 1 superiority die. This die must be used before the end of your next turn.
[h=2]Reliable Maneuver[/h]
At 18th level you know how to best direct your allies. When you spend only a single superiority die on your turn, you can choose to use your Intelligence modifier in place of the die roll.
[h=2]Maneuvers[/h]
These are fighter maneuvers. The Commander must pick their maneuvers from this list.
Castling. You spend a superiority die as a bonus action to switch places with a friendly creature within 5 feet that can see and hear you and is able to move. This movement does not provoke opportunity attacks.
Commander's Strike. See the Player's Handbook.
Distracting Strike. See the Player's Handbook.
Focus Concentration. When a friendly creature that can see and hear you rolls a Constitution saving throw to avoid losing concentration on a spell, you can expend one superiority die and use your reaction to help them maintain their focus. The creature adds the superiority die to the saving throw.
Knight's Gambit. You spend a superiority die and grant a creature advantage on attack rolls against you. If the creature attacks you before the end of your next turn you can use your reaction to make a melee weapon attack against the creature. If the attack hits, you add the superiority die to the attack's damage roll.
Maneuvering Attack. See the Player's Handbook.
Shake It Off. When a friendly creature that can see and hear you fails a saving throw, you can expend one superiority die and use your reaction to try and encourage them to fight off the effect. The creature rerolls their saving throw, adding the superiority die to the result.
Warning Cry. When a friendly creature that can see and hear you is attacked by another creature, you can expend one superiority die and use your reaction to shout a warning telling them to block or which direction to dodge. They can reduce the damage by the number you rolled on your superiority + your Intelligence modifier.
--edit--
edited January 7th, 2015
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