GreenTengu
Adventurer
I have totally revamped the class, checking that it is considerably more balanced with the Bard and the Cleric than my last version. If it is too strong, it would be because the subclass features are too strong. And, yes, they gain and insane amount of strategy die at high levels-- but you really need this many to hope to have the same effect a spellcaster can have over the course of a day. The subclass features might be too strong at this point, but they are generally inline with what the Cleric gets.
Commander
Class Features
Hit Points
Hit Points: d8 per Commander level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
Armor: Light Armor, Medium Armor and Shields
Weapons: Simple Weapons and Martial Weapons
Tools: None
Saving Throws: Constitution and Intelligence
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Persuasion and Perception.
Equipment
* (a) scalemail or (b) chain shirt
* (a) a martial weapon and a shield or (b) two martial weapons
* (a) a diplomat's pack or (b) an explorer's pack
* a short bow and 20 arrows
Strategy Die
You have a number of strategy die as indicated on the chart. Starting at level 1 they are D6s. At levels 3, 10, 15 and 19, the die size increases. Once you spend a strategy die, it is gone from your pool until you complete a short or long rest.
Maneuvers
Starting from level 1, you may select two maneuvers from the Battlemaster maneuvers list or the list of new maneuvers below. Instead of Superiority die, you use Strategy die for these maneuevers. If you choose the Rally maneuver, you add your Intelligence bonus to your roll instead of Charisma. You may choose an additional maneuver on each odd numbered level.
When a maneuver calls for a DC, the DC is equal to 8 plus your Proficiency Bonus plus your Intelligence modifier.
Call to Arms
Starting at level 1, you have the ability to strengthen the resolve of your allies in battle. When you roll Initiative, you may spend and roll a single strategy die. The current and maximum hit points of all allies within 30’ are increased by the result plus your Intelligence bonus for 1 minute. After 1 minute, the maximum hit points return to normal and any hit points beyond that are lost. Anyone who has been targeted by this ability may not be targeted by it again until they have completed a short rest.
Fighting Style
At level 2, you may choose a fighting style available to the Fighter, Paladin or Ranger.
Complex Maneuvers
Starting at level 5, you may perform up to 2 maneuvers during a turn. While this does not allow you to take a second attack, you may use up to 2 different maneuvers as a result of a single attack.
Inspire Heroics
At level 6, when a friendly creature within 10’ of you makes a saving throw they may your Intelligence bonus to any saves they make. At level 18, friendly creatures within 30’ receive the bonus.
Inspire Loyalty
At level 10, friendly creatures within 10’ of you cannot be charmed while you are conscious. At level 18, friendly creature within 30’ of you receive the bonus.
Heroic Stand
At level 14, after making an ability check or save, but before the DM announces the result, you may spend a Strategy Die to add the number to your result. Also, as a bonus action on any turn you may expend a Strategy Die to immediately grant yourself temporary hit points equal to the result plus your Intelligence bonus.
Improvise Strategy
At level 20, when you roll Initiative, if you have no Strategy Die left, you gain 1.
Marshal
Inspirational Speaker
Starting at level 3, you whenever you spend a Strategy die to increase or restore a creature's hit points, you may add your proficiency bonus to the result.
Rallying Cry
Starting at level 3, you may cause the spirits of your companions to soar bringing them back from the brink of loss. You are granted a number of temporary hit points equal to 5 times your Commander level. You may divide those points between any number of creatures within 30’ that can either see or hear you. This feature may not increase a creature’s hit points beyond their maximum. This feature does not work on undead or constructs. You must complete a short or long rest before using this feature again. You may use this feature 2 time per rest at level 7 and 3 times per rest at level 18.
Rising Spirit
Starting at level 7, when you spend a strategy die to increase or restore a creature’s hit points, you regain a number of hit points equal to your Intelligence bonus.
Last Minute Rescue
Starting at level 15, when a friendly creature who you can see or hear fails a save, you may as a reaction spend and roll a strategy die. The creature may immediately remake the save adding result of the die plus your Intelligence bonus to the new result.
Master of Spirit
Starting at level 18, whenever you roll one or more die to increase or restore a creature’s hit points, instead of rolling you simply grant the maximum possibly result for each die.
Tactician
Student of War
At level 3, your wide studies have paid off and increased the breadth of your abilities. You gain proficiency in a single skill, a single tool and a single language of your choice.
Moment of Brilliance
At level 3, you may use a moment of brilliance. When you use this this ability, you can choose to grant any number of creatures within 30’ of you either advantage to their attack rolls until the end of your next turn as well as allowing them to deal extra damage equal to half your Commander class level rounded down plus your Intelligence modifier OR grant disadvantage to all attacks that attempt to target those creatures and reduce the damage of all attacks against them by half your Commander class level rounded down plus your Intelligence modifier. You must complete a short or long rest before using this feature again. You may use this feature 2 time per rest at level 7 and 3 times per rest at level 18.
Expertise
At level 7, you gain Expertise in two skills you are proficient in. You add your proficiency bonus twice when using these skills. You may choose 2 additional skills at level 18.
Create Openings
Starting at level 15, after you perform a successful weapon attack against a creature, you may spend a strategy die and choose a number of friendly creatures equal to your Intelligence bonus. You and the creatures have advantage against the target until the end of your next turn. This does not count against the number of maneuvers you may use this turn.
Contacts and Research
Starting at level 18, you gain advantage on all Knowledge checks. In addition, when you make and fail a knowledge check, describe the sort of object, person or information you are hoping to find. If the information, object or skill you want is at all possible to obtain, the DM will tell you of the closest non-hostile person or place where you can obtain the information or object. What you seek may not be free or easy to obtain, but you always know who to ask or right text to look for.
Warlord
Battle Hardened
At level 3, you gain proficiency in heavy armor.
Battle Roar
At 3rd level, you may let out a bellowing roar across the battlefield. The all creatures within 30’ must make a Wisdom save against a DC equal to 10 plus your Intelligence modifier or become Frightened. This feature does not work on undead or constructs. You may use this ability once per a short or long rest. You may use this feature 2 time per rest at level 7 and 3 times per rest at level 18.
Extra Attack
Beginning at 7th level, you may attack twice instead of once when using the Attack action.
Calculating Assault
Starting at level 15, whenever you strike a creature with a melee weapon strike, you may immediately spend and roll a strategy die. Your damage is increased by an amount equal to the result plus your Intelligence modifier. This doesn’t count against the number of maneuvers you may perform as a result of this strike.
Tireless
Starting at level 18, as long as you have no more than half your maximum hit points left, every turn you regain a number of hit points equal to your proficiency bonus plus your Intelligence modifier. You do not gain this benefit if you have 0 hit points.
New Maneuvers
Encourage – By instilling your faith in someone else, you can push them beyond their abilities or help them keep a clear head in a dangerous situation. Choose a creature within 60’ who can hear you and spend a Strategy die. That creature gains an Encouragement die equal to your Strategy die. Within the next minute, the creature can roll the die and add the number rolled ton one ability check, attack roll or saving throw. The creature can wait until after the d20 is rolled before deciding to use the encouragement die, but before the result is determined. A creature can only have one Encouragement or Inspiration die at a time.
Commander
Class Features
Hit Points
Hit Points: d8 per Commander level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
Proficiencies
Armor: Light Armor, Medium Armor and Shields
Weapons: Simple Weapons and Martial Weapons
Tools: None
Saving Throws: Constitution and Intelligence
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Persuasion and Perception.
Equipment
* (a) scalemail or (b) chain shirt
* (a) a martial weapon and a shield or (b) two martial weapons
* (a) a diplomat's pack or (b) an explorer's pack
* a short bow and 20 arrows
Level | Proficiency Bonus | Features | Strategy Die | Strategy Die Size | Maneuvers |
1 | +2 | Maneuvers, Strategy Die, Call to Arms | 2 | D6 | 2 |
2 | +2 | Fighting Style | 3 | D6 | 2 |
3 | +2 | Command Style | 4 | D8 | 3 |
4 | +2 | ASI | 5 | D8 | 3 |
5 | +3 | Complex Maneuvers | 6 | D8 | 4 |
6 | +3 | Inspire Heroics | 7 | D8 | 4 |
7 | +3 | Command Style | 8 | D8 | 5 |
8 | +3 | ASI | 9 | D8 | 5 |
9 | +4 | 10 | D10 | 6 | |
10 | +4 | Inspire Loyalty | 11 | D10 | 6 |
11 | +4 | 11 | D10 | 7 | |
12 | +4 | ASI | 12 | D10 | 7 |
13 | +5 | 12 | D10 | 8 | |
14 | +5 | Heroic Stand | 13 | D10 | 8 |
15 | +5 | Command Style | 13 | D12 | 9 |
16 | +5 | ASI | 14 | D12 | 9 |
17 | +6 | Greater Inspiration | 14 | D12 | 10 |
18 | +6 | Command Style | 15 | D12 | 10 |
19 | +6 | ASI | 15 | 2D6 | 11 |
20 | +6 | Improvise Strategy | 16 | 2D6 | 11 |
You have a number of strategy die as indicated on the chart. Starting at level 1 they are D6s. At levels 3, 10, 15 and 19, the die size increases. Once you spend a strategy die, it is gone from your pool until you complete a short or long rest.
Maneuvers
Starting from level 1, you may select two maneuvers from the Battlemaster maneuvers list or the list of new maneuvers below. Instead of Superiority die, you use Strategy die for these maneuevers. If you choose the Rally maneuver, you add your Intelligence bonus to your roll instead of Charisma. You may choose an additional maneuver on each odd numbered level.
When a maneuver calls for a DC, the DC is equal to 8 plus your Proficiency Bonus plus your Intelligence modifier.
Call to Arms
Starting at level 1, you have the ability to strengthen the resolve of your allies in battle. When you roll Initiative, you may spend and roll a single strategy die. The current and maximum hit points of all allies within 30’ are increased by the result plus your Intelligence bonus for 1 minute. After 1 minute, the maximum hit points return to normal and any hit points beyond that are lost. Anyone who has been targeted by this ability may not be targeted by it again until they have completed a short rest.
Fighting Style
At level 2, you may choose a fighting style available to the Fighter, Paladin or Ranger.
Complex Maneuvers
Starting at level 5, you may perform up to 2 maneuvers during a turn. While this does not allow you to take a second attack, you may use up to 2 different maneuvers as a result of a single attack.
Inspire Heroics
At level 6, when a friendly creature within 10’ of you makes a saving throw they may your Intelligence bonus to any saves they make. At level 18, friendly creatures within 30’ receive the bonus.
Inspire Loyalty
At level 10, friendly creatures within 10’ of you cannot be charmed while you are conscious. At level 18, friendly creature within 30’ of you receive the bonus.
Heroic Stand
At level 14, after making an ability check or save, but before the DM announces the result, you may spend a Strategy Die to add the number to your result. Also, as a bonus action on any turn you may expend a Strategy Die to immediately grant yourself temporary hit points equal to the result plus your Intelligence bonus.
Improvise Strategy
At level 20, when you roll Initiative, if you have no Strategy Die left, you gain 1.
Marshal
Inspirational Speaker
Starting at level 3, you whenever you spend a Strategy die to increase or restore a creature's hit points, you may add your proficiency bonus to the result.
Rallying Cry
Starting at level 3, you may cause the spirits of your companions to soar bringing them back from the brink of loss. You are granted a number of temporary hit points equal to 5 times your Commander level. You may divide those points between any number of creatures within 30’ that can either see or hear you. This feature may not increase a creature’s hit points beyond their maximum. This feature does not work on undead or constructs. You must complete a short or long rest before using this feature again. You may use this feature 2 time per rest at level 7 and 3 times per rest at level 18.
Rising Spirit
Starting at level 7, when you spend a strategy die to increase or restore a creature’s hit points, you regain a number of hit points equal to your Intelligence bonus.
Last Minute Rescue
Starting at level 15, when a friendly creature who you can see or hear fails a save, you may as a reaction spend and roll a strategy die. The creature may immediately remake the save adding result of the die plus your Intelligence bonus to the new result.
Master of Spirit
Starting at level 18, whenever you roll one or more die to increase or restore a creature’s hit points, instead of rolling you simply grant the maximum possibly result for each die.
Tactician
Student of War
At level 3, your wide studies have paid off and increased the breadth of your abilities. You gain proficiency in a single skill, a single tool and a single language of your choice.
Moment of Brilliance
At level 3, you may use a moment of brilliance. When you use this this ability, you can choose to grant any number of creatures within 30’ of you either advantage to their attack rolls until the end of your next turn as well as allowing them to deal extra damage equal to half your Commander class level rounded down plus your Intelligence modifier OR grant disadvantage to all attacks that attempt to target those creatures and reduce the damage of all attacks against them by half your Commander class level rounded down plus your Intelligence modifier. You must complete a short or long rest before using this feature again. You may use this feature 2 time per rest at level 7 and 3 times per rest at level 18.
Expertise
At level 7, you gain Expertise in two skills you are proficient in. You add your proficiency bonus twice when using these skills. You may choose 2 additional skills at level 18.
Create Openings
Starting at level 15, after you perform a successful weapon attack against a creature, you may spend a strategy die and choose a number of friendly creatures equal to your Intelligence bonus. You and the creatures have advantage against the target until the end of your next turn. This does not count against the number of maneuvers you may use this turn.
Contacts and Research
Starting at level 18, you gain advantage on all Knowledge checks. In addition, when you make and fail a knowledge check, describe the sort of object, person or information you are hoping to find. If the information, object or skill you want is at all possible to obtain, the DM will tell you of the closest non-hostile person or place where you can obtain the information or object. What you seek may not be free or easy to obtain, but you always know who to ask or right text to look for.
Warlord
Battle Hardened
At level 3, you gain proficiency in heavy armor.
Battle Roar
At 3rd level, you may let out a bellowing roar across the battlefield. The all creatures within 30’ must make a Wisdom save against a DC equal to 10 plus your Intelligence modifier or become Frightened. This feature does not work on undead or constructs. You may use this ability once per a short or long rest. You may use this feature 2 time per rest at level 7 and 3 times per rest at level 18.
Extra Attack
Beginning at 7th level, you may attack twice instead of once when using the Attack action.
Calculating Assault
Starting at level 15, whenever you strike a creature with a melee weapon strike, you may immediately spend and roll a strategy die. Your damage is increased by an amount equal to the result plus your Intelligence modifier. This doesn’t count against the number of maneuvers you may perform as a result of this strike.
Tireless
Starting at level 18, as long as you have no more than half your maximum hit points left, every turn you regain a number of hit points equal to your proficiency bonus plus your Intelligence modifier. You do not gain this benefit if you have 0 hit points.
New Maneuvers
Encourage – By instilling your faith in someone else, you can push them beyond their abilities or help them keep a clear head in a dangerous situation. Choose a creature within 60’ who can hear you and spend a Strategy die. That creature gains an Encouragement die equal to your Strategy die. Within the next minute, the creature can roll the die and add the number rolled ton one ability check, attack roll or saving throw. The creature can wait until after the d20 is rolled before deciding to use the encouragement die, but before the result is determined. A creature can only have one Encouragement or Inspiration die at a time.
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