You inspire loyalty and command respect.
Your reputation, charisma, and deeds attract allies who choose to follow you.
Your Leadership Score = 8 + your Charisma modifier + your proficiency bonus
You may also gain a ±1 modifier depending on your renown, alignment reputation, or notoriety (DM’s discretion).
The Cohort
You attract one Cohort, a loyal adventurer who serves as your right hand.
-
CR / Level: The cohort’s level is equal to half your level(rounded down), and may never exceed level 10.
-
Creation: You or the DM may create the cohort. It uses the Sidekick rules (Tasha’s Cauldron of Everything), typically of the Expert, Warrior, or Spellcaster archetype.
-
Loyalty: The cohort obeys your orders willingly, but still has its own personality and opinions. Poor treatment or reckless endangerment may cause desertion.
-
Control: In combat, you decide its actions, but the DM may reclaim control when appropriate for role-play.
Followers
You also attract a small retinue of lesser followers: commoners, artisans, or guards who serve your cause.
-
You gain a number of followers equal to your Leadership Score × 2 (typically 20–30 at high level).
-
These followers are noncombatants who perform logistics, maintenance, or manage a bastion, business, or temple you control.
-
If your followers are led into direct danger, they disperse or flee unless specially trained (see below).
Scaling Benefits
| Character Level | Cohort Max Level | Typical Followers | Example Use |
|---|---|---|---|
| 8–10 | 4–5 | 10–15 | Caravan, small guild |
| 11–14 | 5–7 | 20–25 | Fortress crew, mercenaries |
| 15–20 | 7–10 | 30+ | Organization, army detachment |
Losing and Regaining Followers
-
If you act against your professed ideals, betray your followers, or earn infamy, the DM may reduce your Leadership Score temporarily.
-
You regain lost followers after a period of downtime or successful public deeds that restore your reputation.
Comments