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A Commander In My Campaign
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<blockquote data-quote="Zardnaar" data-source="post: 7328043" data-attributes="member: 6716779"><p>A few days to go for a new campaign and depending on what the others want to play I have a commander concept on my short list in the warrior role (that or a half ling dual wielder). </p><p></p><p> Not I alow the use of 3pp in my games, I will not be DMing but I can usually talk the other DM into allowing something unless its animie or things like catfolk/dog folk etc and even then its possible as long as you do not have an entire party of goof ball races. </p><p></p><p></p><p> So How would I do a commander in 5E. Well Battlemaster fighter obviously, variant human, default array 16 strength, 14 con, 14 charisma. We usually go with rolled stas so ideally I would want a higher charisma perhaps even a higher charisma than strength assuming strength was 16. If you roll well you are already ahead of the curve so 18 or 20 strength is not really needed. You are going strength based because you can't afford to buff your stats via ASI's. </p><p></p><p> With smaller partie one can also add in a bonus feat at level one perhaps putting limitations on what can be chosen (usually SS, GWM, Polearm Master, Crossbow Expert, Warcaster). </p><p></p><p>Feats</p><p>1. Healer</p><p>4. Inspiring Leader</p><p>6. Commander. </p><p></p><p> So what is the commander feat? It is located here from the DMGuild.</p><p></p><p><a href="http://www.dmsguild.com/product/185763/10-New-Feats-for-5th-Edition-DD" target="_blank">http://www.dmsguild.com/product/185763/10-New-Feats-for-5th-Edition-DD</a></p><p></p><p> I recommend this PDF for anyone who is unhappy with some of the PHB options such as only fire (Dragon) sorcerers are any good, dual wielding being a bit underpowered and a few other minor things.</p><p></p><p> SO what does the commander feat do? To paraphrase it (go and buy it if you want the full description).</p><p>Req 13 charisma (synergy there with inspiring leader). Generally as a bonus action (30' range) you can.</p><p></p><p>1. Grant advantage to hit</p><p>2. Let a creature take the dash action as a bonus action</p><p>3. Allow a reroll on a saving throw to end an effect. </p><p></p><p> Combine that with healer, inspiring leader and battlemaster fighter that is good right? The trade off of course is opportunity cost, you could deal more damage for example. However you can grant someone else the opportunity to do the damage.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7328043, member: 6716779"] A few days to go for a new campaign and depending on what the others want to play I have a commander concept on my short list in the warrior role (that or a half ling dual wielder). Not I alow the use of 3pp in my games, I will not be DMing but I can usually talk the other DM into allowing something unless its animie or things like catfolk/dog folk etc and even then its possible as long as you do not have an entire party of goof ball races. So How would I do a commander in 5E. Well Battlemaster fighter obviously, variant human, default array 16 strength, 14 con, 14 charisma. We usually go with rolled stas so ideally I would want a higher charisma perhaps even a higher charisma than strength assuming strength was 16. If you roll well you are already ahead of the curve so 18 or 20 strength is not really needed. You are going strength based because you can't afford to buff your stats via ASI's. With smaller partie one can also add in a bonus feat at level one perhaps putting limitations on what can be chosen (usually SS, GWM, Polearm Master, Crossbow Expert, Warcaster). Feats 1. Healer 4. Inspiring Leader 6. Commander. So what is the commander feat? It is located here from the DMGuild. [URL]http://www.dmsguild.com/product/185763/10-New-Feats-for-5th-Edition-DD[/URL] I recommend this PDF for anyone who is unhappy with some of the PHB options such as only fire (Dragon) sorcerers are any good, dual wielding being a bit underpowered and a few other minor things. SO what does the commander feat do? To paraphrase it (go and buy it if you want the full description). Req 13 charisma (synergy there with inspiring leader). Generally as a bonus action (30' range) you can. 1. Grant advantage to hit 2. Let a creature take the dash action as a bonus action 3. Allow a reroll on a saving throw to end an effect. Combine that with healer, inspiring leader and battlemaster fighter that is good right? The trade off of course is opportunity cost, you could deal more damage for example. However you can grant someone else the opportunity to do the damage. [/QUOTE]
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