You have mastered the art of leadership, establishing your authority over a loyal group of followers. Gain the following benefits:
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Charismatic Presence: Your Charisma score increases by 1, to a maximum of 20.
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Followers: You attract a group of loyal followers who look up to you as a leader. The number and types of followers are subject to the Dungeon Master's discretion. The CR (Challenge Rating) of your followers is determined based on your character level:
- Character Level 6-10: CR 0 to CR 1/4 (e.g., Commoner to Guard)
- Character Level 11-15: CR 1/4 to CR 1/2 (e.g., Guard to Veteran)
- Character Level 16-20: CR 1/2 to CR 3 (e.g., Veteran to Knight or similar)
You can recruit a maximum of one new follower every two weeks.
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Training Option: You may spend downtime and resources to train your followers, enhancing their skills. The cost per CR level for training is as follows:
- CR 0 to CR 1/4: 10 gold pieces per follower
- CR 1/4 to CR 1/2: 25 gold pieces per follower
- CR 1/2 to CR 1: 50 gold pieces per follower
- CR 1 to CR 2: 100 gold pieces per follower
- CR 2 to CR 3: 200 gold pieces per follower
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Alignment Variation: The alignment of your followers is diverse, determined by rolling a D10, DM's Choice or chosen randomly:
- 1-9: Determine alignment using a D10 (Lawful Good to Chaotic Evil).
- 10: DM's choice or campaign-specific alignment.
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Unyielding Loyalty: Followers cannot be easily charmed or intimidated. They possess a strong loyalty to you, but the extent varies based on their CR. Higher CR followers may have more independent thoughts and actions.
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Leadership Challenge: Followers with a CR of 3 may choose to become independent leaders, splitting from your group. The outcome depends on your previous interactions and their aspirations. This event could have both beneficial and detrimental effects on the campaign, shaped by the Dungeon Master's decisions.
- Outcome: If the followers successfully become independent leaders, they may rise from CR 3 to CR 4 or higher based on their actions and the Dungeon Master's judgment. if they fail then they will face death or be hurt for 1d8 days.
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Commanding Aura: Once per long rest, as a bonus action, you can use your commanding presence to bolster your followers. Allies within 30 feet gain advantage on their next saving throw.
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Inspiring Rally: Once every two weeks, as an action, you can inspire your followers to fight with renewed vigor. All followers within 30 feet regain a number of hit points equal to your Charisma modifier.
NPC Examples:
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Villager Aeliana
- Type: Commoner
- CR: 0
- Stats: AC 10, HP 4, STR 10, DEX 10, CON 10, INT 10, WIS 10, CHA 10
- Equipment: Simple Clothes, Farming Tools
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Sergeant Aria Swiftblade
- Type: Human Fighter
- CR: 1/2
- Stats: AC 16, HP 45, STR 16, DEX 14, CON 12, INT 10, WIS 12, CHA 14
- Equipment: Longsword, Chain Mail, Shield
- Abilities:
- Multiattack: Can make two attacks with the longsword.
- Commanding Presence: Allies within 10 feet gain advantage on their saving throws.
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Artisan Master Thalia Stonecarver
- Type: Dwarf Artificer
- CR: 1
- Stats: AC 14, HP 38, STR 12, DEX 10, CON 16, INT 18, WIS 14, CHA 8
- Equipment: Warhammer, Smith's Tools, Scale Mail
- Abilities:
- Master Craftsman: Proficient in crafting various items.
- Crafting Expertise: Adds proficiency bonus to crafting checks.
- Commanding Aura: Allies within 10 feet gain advantage on their saving throws.
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Arcane Scholar Elowen Starweaver
- Type: Elf Wizard
- CR: 3
- Stats: AC 12, HP 27, STR 8, DEX 14, CON 10, INT 18, WIS 12, CHA 10
- Equipment: Quarterstaff, Spellbook, Scholar's Robes
- Abilities:
- Spellcasting: Can cast a variety of arcane spells.
- Arcane Insight: Advantage on Intelligence (Arcana) checks.
- Inspiring Rally: Followers within 30 feet regain hit points equal to the Wizard's Intelligence modifier.
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