Quick Build: Your Intelligence should be your highest ability score, followed by Charisma. Choose a background that matches the skills you plan to specialize in. For example, a character with a Criminal background could have expertise in Stealth and Intimidation, while a character with a Noble background would instead have expertise in Persuasion and Insight.
Hit Points: 1d8 per commander level
HP at level 1: 8 + your Constitution modifier
HP at higher levels: 1d8 (or 5) + your Constitution modifier
Proficiencies
Armor: light armor
Weapons: simple weapons
Tools: choose one tool from Poisoner’s Kit, Disguise Kit, Forgery Kit, Alchemist’s Supplies, Calligrapher’s Supplies, spyglass, or banner (for a potential strategy skill).
Saving Throws: Wisdom, Intelligence
Skills: choose three from Arcana, Stealth, History, Intimidation, Investigation, Medicine, Nature, Perception, Insight, Persuasion, Religion, and Deception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
any simple weapon
one set of tools of your choice
an explorer’s pack
a banner
Multiclassing
Minimum Ability Score. As a multiclass character, you must have an Intelligence score of at least 13 to take a level in this class, or to take a level in another class if you are already a commander.
Proficiencies Gained. If commander is not your starting class, here are the proficiencies you gain when you take your first level in commander: simple weapons, one skill, and one tool from the class list.
If your group uses the optional multiclassing rules from the Player’s Handbook, here is what you need to know if you choose the commander as one of your classes.
Commander Level
Features
Master of Tactics, Presence of Mind
Combat Training, Expertise
Commander Archetype
Ability Score Improvement
Learn from Mistakes
Inspired Recovery
Commander Archetype Feature
Ability Score Improvement
Tactical Command
Rally
Straight to the Point
Ability Score Improvement
Commander Archetype Feature
Quick Thinking
Expertise, Tactical Command (second use)
Ability Score Improvement
Commander Archetype Feature
Beyond-the-Grave Endurance
Ability Score Improvement
Teamwork
Master of Tactics
When you use the [i]Help[/i] action, you can help an attack against a creature within 9 meters of you instead of 1.5 meters. If you are within 1.5 meters of the target and the attack hits, the creature takes an extra 1d8 damage of the same type.
Presence of Mind
Starting at level 1, your presence of mind helps you counter danger. You can substitute your Intelligence for your Dexterity when determining your Armor Class and initiative.
Initiative Assignment
Before rolling initiative, each ally within 9 meters can swap positions with another ally.
Also, immediately after rolling initiative, you can exchange your initiative with that of a willing ally in the same combat.
These exchanges are impossible if you or the ally are [i]Incapacitated[/i] or [i]Surprised[/i]. Additionally, each ally can choose an initiative result of 1.
Expertise
At level 2, choose two skills you are proficient in, or one skill and one tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At level 15, you can choose two more proficiencies.
Commander Archetype
Starting at level 3, choose a commander archetype from Condottiere, Observer, Flamboyant, Protector, Sensei, Pacifist, and Soul Healer. Your archetype grants you special features at level 3 and additional ones at levels 7, 13, and 17.
Ability Score Improvement
At level 4, and again at levels 8, 12, 16, and 19, you can increase one ability score of your choice by +2, or increase two ability scores of your choice by +1. You cannot increase an ability score above 20 using this feature.
Learn from Mistakes
Starting at level 5, you can use your reaction to allow an ally within 9 meters to reroll a missed attack roll.
Inspired Recovery
Starting at level 6, your allies have such confidence in you that you can invigorate them with a simple word. As a bonus action, you can allow an ally within 9 meters who has hit points below half their maximum to spend a number of Hit Dice equal to your proficiency modifier to regain hit points as if after a short rest. A creature can benefit from this feature once and must complete a short rest before using it again.
Tactical Command
Starting at level 9, you can coordinate your troop so that each ally supports their teammate’s attack. You can use the [i]Help[/i] action on a number of allied creatures equal to your Intelligence modifier (minimum 1) at once. If an ally of a creature you help is within 1.5 meters of the target and the attack hits, the creature takes an extra 1d8 damage of the same type.
The effect lasts until the end of your next turn. Once you use this feature, you must complete a short or long rest before using it again. A second use becomes available at level 15.
Rally
Starting at level 10, you can grant, as a bonus action, any allied creature (including yourself) within 9 meters a bonus to all saving throws equal to your Intelligence modifier (minimum 1) until the start of your next turn. You can use this feature once and must complete a short rest before using it again.
Straight to the Point
Starting at level 11, any creature you have helped gains a bonus to all its attacks equal to your Intelligence modifier (minimum 1) until the end of your next turn and can move on its turn without provoking opportunity attacks.
Quick Thinking
Starting at level 14, every ally within 9 meters, including the commander, gains advantage on initiative and can substitute Intelligence for Dexterity for initiative rolls and when determining AC.
Beyond-the-Grave Endurance
Starting at level 18, you can spend 10 minutes inspiring your companions, including yourself, strengthening their resolve to fight beyond death.
When you do this, choose up to six friendly creatures (you can include yourself) within 9 meters who can see or hear you and understand you. They gain one use of the [i]Relentless Endurance[/i] feature (or an additional use). When reduced to 0 hit points, even if killed outright, the beneficiary can drop to 1 hit point instead. A creature must complete a short or long rest before using this feature again.
Teamwork
At level 20, your coordination with your teammates is perfect. A creature of your choice within 9 meters can take an additional turn, which it performs immediately after your turn. Once you use this feature, you must take a long rest before using it again.
Condottiere Archetype
A demobilized regular soldier, but above all a glory-seeking noble trained in the art of combat and possessing the funds needed to equip soldiers, the condottiere puts their art of war in the service of states. Their services are generally paid in cash (condotta), and sometimes in lands and titles. Some distinguish themselves for their own account by carving out fiefdoms from the spoils of their victories. Others sell their courage and skill in arms to the highest bidder without managing to secure territorial holdings.
Additional Proficiencies
When you become a condottiere at level 3, you gain proficiency with medium armor, shields, and martial weapons.
Finesse of Mind
Starting at level 3, when you make an attack with a finesse weapon, you can choose to use your Intelligence, Strength, or Dexterity modifier for the attack and damage rolls. The same modifier applies to both rolls.
Extra Attack
Starting at level 7, you can attack twice, instead of once, whenever you take the Attack action on your turn. The Help action can replace one of these attacks.
Mobility
You train your troop to be more mobile. Starting at level 7, any allied creature, including yourself, within 9 meters gains a 1.5-meter bonus to movement speed per round. This bonus increases by 1.5 meters per round for each point of proficiency bonus above 3 of the condottiere.
Maneuvers
Starting at level 13, your troop becomes adept at resisting effects that restrict their movement. You can spend 10 minutes training your companions. When you do this, choose up to six friendly creatures (you can include yourself) within 9 meters who can see or hear you and understand you. They gain advantage on any saving throw or ability check to avoid being grappled, restrained, paralyzed, or slowed by a spell. They impose disadvantage on any opportunity attack that targets them while moving. The effect ends at the end of a long rest.
Secret Technique
Starting at level 17, you know a secret technique that allows you to surprise your opponent. You or any creature you helped during your turn deals an extra 1d6 damage per point of the attacker’s proficiency bonus (of the same type as the attack) on one roll made before your next turn. This ability can only be granted once against a creature, which then becomes immune to the effect. The dice are lost if they are not used by your ally before your next turn.
The Observer
Your main weapon is not the dagger but your sharp mind. You are a keen observer, though you humbly choose to describe yourself as sharp-witted. Former detectives, archaeologists, and scholars may be drawn to this path.
Additional Proficiencies
When you choose this archetype at level 3, you gain proficiency in the Investigation skill or any other skill or tool from your class if you are already proficient in it. You also have advantage on Intelligence (Investigation) checks made during research in downtime.
Visualization
Starting at level 3, thanks to your analytical mind, you learn to visualize the space around you from another angle. You can split your attention to perceive your environment in its finest details. You can use the [i]Search[/i] action as a bonus action.
Find the Flaw
Also starting at level 3, your [i]Help[/i] action is improved. You can also indicate to your allies how to target the weak points in your enemies’ armor. First, you replace the [i]Help[/i] action with [i]Search[/i] and make an Investigation check with a DC equal to the Armor Class of a hostile creature within 9 m. If you fail, you can help an ally attack that creature according to your level 1 ability.
If you succeed, for 1 minute, in addition to the help, when the creature suffers a critical hit, the total of the base damage dice of the weapon or spell is tripled instead of doubled. Starting at level 13, the natural die result required to score a critical hit is reduced by 1.
Sharpened Mind
Starting at level 3, when you make an attack with any weapon, you may choose to apply your Intelligence, Strength, or Dexterity modifier to your attack and damage rolls. The same modifier applies to both rolls.
Starting at level 7, any successful attack you make against an enemy whose flaw you have previously found, in addition to improved critical chances, gains a damage bonus. Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d8 damage. When you reach level 13, the extra damage increases to 2d8.
Visions of the Past
Starting at level 7, through visualization, you gain glimpses of the past of a place (a room, a street, tunnel, clearing, etc., an area within a 45-meter cube). You can determine the routine of the place and the creatures that have passed through it over a number of hours equal to your Intelligence score. For each minute of observation, you deduce a new fact related to that place (the passage of an object, a conversation, etc.). An Investigation check may be required, depending on the amount of information to analyze.
If you spend at least 1 minute observing the traces left by a creature in this way, you can learn certain information about its capabilities compared to yours or those of your allies. The DM tells you whether the creature is equal, superior, or inferior to you with respect to two of the following characteristics of your choice:
One of the creature’s 6 ability scores.
Total levels of a class represented in your group.
CR compared to the highest level in your group.
(Ex: the creature is stronger than our fighter, and of higher level than him.)
The ability can also be used like the Know Your Enemy feature of the Battle Master, with observations made in real time.
Heightened Awareness
Starting at level 13, your anchoring in reality is such that you are difficult to deceive. You gain advantage on Insight and Investigation checks. You are also immune to psychic damage caused by illusion magic. By concentrating, you can see in magical darkness and detect any illusion within 36 m. An action is required to restore the ability if your concentration is broken.
Shared Talents
Starting at level 17, any ally you help can see in magical darkness and detect any illusion within 36 m until the start of your next turn.
The Soul Healer
You are an adept of meditation applied to healing the soul and body. Former doctors and therapists, both civilian and military, may have learned this technique and chosen this archetype.
Mantras
Starting at level 3, you learn the Medicine skill, or any other skill if you already know it.
You can create relaxation techniques and mantras with healing power comparable to certain spells. You have a pool of hit points for healing that is restored after each long rest. With this pool, you can restore a total number of hit points equal to your commander level multiplied by 5 + your Intelligence modifier. After one minute of concentration, any creature (including yourself) within 9 m can draw from your pool to heal as many hit points as you wish, without exceeding the number of points in your pool, of course.
You can also spend 5 hit points from your pool to cure the target of a disease or neutralize a poison affecting it. You can cure multiple diseases and neutralize multiple poisons in a single session by spending the hit points separately for each of them. Mantras have no effect on undead or constructs.
Karma
Starting at level 7, your healing power feeds on your compassion. Any creature that was hostile within the last hour that you spare, that is stabilized, or that regains hit points thanks to you or your allies increases the total of your mantra hit point pool by 5, up to its maximum. The ability does not work if you caused the creature’s hostility.
Chakras
Starting at level 13, through mantra techniques, you can end the following effects afflicting the target at the cost of 25 HP from your pool: a creature must complete a long rest before it can benefit from this ability again.
Any negative condition (except death)
A curse, including the target’s attunement to a cursed magic item
Any reduction to one of the target’s ability scores
One level of exhaustion
Transcendence
Starting at level 17, when you or an ally would normally roll one or more dice to restore hit points with your Inspired Recovery, instead apply the maximum of each die directly. For example, instead of restoring 2d6+2 hit points to a creature, you restore 14. Creatures benefiting from this recovery can also regain half of their Hit Dice during their next short rest instead of their next long rest.
The Flamboyant
Your main weapon is not the dagger but your charisma. Former generals, politicians, and orators may be drawn to this path.
At level 3, you gain proficiency with all martial weapons that have the [b]finesse[/b] property.
Burning One’s Wings Near the Sun
Starting at 3rd level, your magnetism reaches supernatural levels. Your mere presence can disrupt a creature that attacks you. As long as you are not wearing armor or a shield, your AC equals 10 + your Intelligence modifier + your Charisma modifier. A missed attack deals psychic damage to the attacker equal to the commander’s Charisma modifier (minimum 1). This total is doubled at level 11 and tripled at level 16. This ability can be triggered only once per turn.
Panache
Starting at level 3, when you make an attack with a finesse weapon, you may choose to apply your Charisma, Strength, or Dexterity modifier to your attack and damage rolls. The same modifier applies to both rolls.
Starting at level 7, a creature hit by you must succeed on a Charisma saving throw or take an additional 2d6 psychic damage. This bonus increases to 3d6 at level 13. This effect can only occur once per turn.
Superb Help
Starting at level 7, when you help a creature, it regains confidence and gains temporary hit points equal to your Charisma modifier (minimum 1). Once an ally benefits from this ability, it must finish a short or long rest before benefiting from it again.
Hypnotic Duel
Starting at level 13, as an action, you attempt to compel a creature that is not immune to charm effects to engage in a duel with you. A creature within 9 m that you can see must make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failure, you captivate the creature, bound by your presence. For 1 minute, the creature has disadvantage on attack rolls made against targets other than you, and must make a Wisdom saving throw each time it tries to move more than 9 meters away from you; if it succeeds, the effect does not restrict its movement for that turn.
This effect ends if you attack another creature, cast a spell targeting a hostile creature other than the target, if an allied creature deals damage to the target or casts a harmful spell on it, or if you end your turn more than 9 meters away from the target. However, you can still help an ally attack another creature without ending the effect. This effect is available only twice. A short or long rest is required to use it again.
Awe
Starting at level 17, you inspire awe in all. As a bonus action, you can activate your flamboyant aura for the next minute. Any creature that comes within 1.5 m of you must make a Charisma saving throw or be overwhelmed by your magnificence. A failed save deals 10d8 psychic damage, and half as much on a success. Creatures immune to charm have advantage on this save. The effect can only occur once per hour.
Additionally, you gain advantage on all Charisma-based skill checks. Once you benefit from this ability, you must complete a short or long rest before using it again.
d&d5. Another warlord class. Simple, with no options list- definitely not a warmaster
original in french- i'm the moderator- Projet collaboratif - Forum AideDD with 2 other subclasses
please critic!
The commander
Class Features
Quick Build: Your Intelligence should be your highest ability score, followed by Charisma. Choose a background that matches the skills you plan to specialize in. For example, a character with a Criminal background could have expertise in Stealth and Intimidation, while a character with a Noble background would instead have expertise in Persuasion and Insight.
Hit Points: 1d8 per commander level
HP at level 1: 8 + your Constitution modifier
HP at higher levels: 1d8 (or 5) + your Constitution modifier
Proficiencies
Armor: light armor
Weapons: simple weapons
Tools: choose one tool from Poisoner’s Kit, Disguise Kit, Forgery Kit, Alchemist’s Supplies, Calligrapher’s Supplies, spyglass, or banner (for a potential strategy skill).
Saving Throws: Wisdom, Intelligence
Skills: choose three from Arcana, Stealth, History, Intimidation, Investigation, Medicine, Nature, Perception, Insight, Persuasion, Religion, and Deception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Multiclassing
Minimum Ability Score. As a multiclass character, you must have an Intelligence score of at least 13 to take a level in this class, or to take a level in another class if you are already a commander.
Proficiencies Gained. If commander is not your starting class, here are the proficiencies you gain when you take your first level in commander: simple weapons, one skill, and one tool from the class list.
If your group uses the optional multiclassing rules from the Player’s Handbook, here is what you need to know if you choose the commander as one of your classes.
Commander Level
Features
Master of Tactics
When you use the [i]Help[/i] action, you can help an attack against a creature within 9 meters of you instead of 1.5 meters. If you are within 1.5 meters of the target and the attack hits, the creature takes an extra 1d8 damage of the same type.
Presence of Mind
Starting at level 1, your presence of mind helps you counter danger. You can substitute your Intelligence for your Dexterity when determining your Armor Class and initiative.
Initiative Assignment
Before rolling initiative, each ally within 9 meters can swap positions with another ally.
Also, immediately after rolling initiative, you can exchange your initiative with that of a willing ally in the same combat.
These exchanges are impossible if you or the ally are [i]Incapacitated[/i] or [i]Surprised[/i]. Additionally, each ally can choose an initiative result of 1.
Expertise
At level 2, choose two skills you are proficient in, or one skill and one tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At level 15, you can choose two more proficiencies.
Commander Archetype
Starting at level 3, choose a commander archetype from Condottiere, Observer, Flamboyant, Protector, Sensei, Pacifist, and Soul Healer. Your archetype grants you special features at level 3 and additional ones at levels 7, 13, and 17.
Ability Score Improvement
At level 4, and again at levels 8, 12, 16, and 19, you can increase one ability score of your choice by +2, or increase two ability scores of your choice by +1. You cannot increase an ability score above 20 using this feature.
Learn from Mistakes
Starting at level 5, you can use your reaction to allow an ally within 9 meters to reroll a missed attack roll.
Inspired Recovery
Starting at level 6, your allies have such confidence in you that you can invigorate them with a simple word. As a bonus action, you can allow an ally within 9 meters who has hit points below half their maximum to spend a number of Hit Dice equal to your proficiency modifier to regain hit points as if after a short rest. A creature can benefit from this feature once and must complete a short rest before using it again.
Tactical Command
Starting at level 9, you can coordinate your troop so that each ally supports their teammate’s attack. You can use the [i]Help[/i] action on a number of allied creatures equal to your Intelligence modifier (minimum 1) at once. If an ally of a creature you help is within 1.5 meters of the target and the attack hits, the creature takes an extra 1d8 damage of the same type.
The effect lasts until the end of your next turn. Once you use this feature, you must complete a short or long rest before using it again. A second use becomes available at level 15.
Rally
Starting at level 10, you can grant, as a bonus action, any allied creature (including yourself) within 9 meters a bonus to all saving throws equal to your Intelligence modifier (minimum 1) until the start of your next turn. You can use this feature once and must complete a short rest before using it again.
Straight to the Point
Starting at level 11, any creature you have helped gains a bonus to all its attacks equal to your Intelligence modifier (minimum 1) until the end of your next turn and can move on its turn without provoking opportunity attacks.
Quick Thinking
Starting at level 14, every ally within 9 meters, including the commander, gains advantage on initiative and can substitute Intelligence for Dexterity for initiative rolls and when determining AC.
Beyond-the-Grave Endurance
Starting at level 18, you can spend 10 minutes inspiring your companions, including yourself, strengthening their resolve to fight beyond death.
When you do this, choose up to six friendly creatures (you can include yourself) within 9 meters who can see or hear you and understand you. They gain one use of the [i]Relentless Endurance[/i] feature (or an additional use). When reduced to 0 hit points, even if killed outright, the beneficiary can drop to 1 hit point instead. A creature must complete a short or long rest before using this feature again.
Teamwork
At level 20, your coordination with your teammates is perfect. A creature of your choice within 9 meters can take an additional turn, which it performs immediately after your turn. Once you use this feature, you must take a long rest before using it again.
Condottiere Archetype
A demobilized regular soldier, but above all a glory-seeking noble trained in the art of combat and possessing the funds needed to equip soldiers, the condottiere puts their art of war in the service of states. Their services are generally paid in cash (condotta), and sometimes in lands and titles. Some distinguish themselves for their own account by carving out fiefdoms from the spoils of their victories. Others sell their courage and skill in arms to the highest bidder without managing to secure territorial holdings.
Additional Proficiencies
When you become a condottiere at level 3, you gain proficiency with medium armor, shields, and martial weapons.
Finesse of Mind
Starting at level 3, when you make an attack with a finesse weapon, you can choose to use your Intelligence, Strength, or Dexterity modifier for the attack and damage rolls. The same modifier applies to both rolls.
Extra Attack
Starting at level 7, you can attack twice, instead of once, whenever you take the Attack action on your turn. The Help action can replace one of these attacks.
Mobility
You train your troop to be more mobile. Starting at level 7, any allied creature, including yourself, within 9 meters gains a 1.5-meter bonus to movement speed per round. This bonus increases by 1.5 meters per round for each point of proficiency bonus above 3 of the condottiere.
Maneuvers
Starting at level 13, your troop becomes adept at resisting effects that restrict their movement. You can spend 10 minutes training your companions. When you do this, choose up to six friendly creatures (you can include yourself) within 9 meters who can see or hear you and understand you. They gain advantage on any saving throw or ability check to avoid being grappled, restrained, paralyzed, or slowed by a spell. They impose disadvantage on any opportunity attack that targets them while moving. The effect ends at the end of a long rest.
Secret Technique
Starting at level 17, you know a secret technique that allows you to surprise your opponent. You or any creature you helped during your turn deals an extra 1d6 damage per point of the attacker’s proficiency bonus (of the same type as the attack) on one roll made before your next turn. This ability can only be granted once against a creature, which then becomes immune to the effect. The dice are lost if they are not used by your ally before your next turn.
The Observer
Your main weapon is not the dagger but your sharp mind. You are a keen observer, though you humbly choose to describe yourself as sharp-witted. Former detectives, archaeologists, and scholars may be drawn to this path.
Additional Proficiencies
When you choose this archetype at level 3, you gain proficiency in the Investigation skill or any other skill or tool from your class if you are already proficient in it. You also have advantage on Intelligence (Investigation) checks made during research in downtime.
Visualization
Starting at level 3, thanks to your analytical mind, you learn to visualize the space around you from another angle. You can split your attention to perceive your environment in its finest details. You can use the [i]Search[/i] action as a bonus action.
Find the Flaw
Also starting at level 3, your [i]Help[/i] action is improved. You can also indicate to your allies how to target the weak points in your enemies’ armor. First, you replace the [i]Help[/i] action with [i]Search[/i] and make an Investigation check with a DC equal to the Armor Class of a hostile creature within 9 m. If you fail, you can help an ally attack that creature according to your level 1 ability.
If you succeed, for 1 minute, in addition to the help, when the creature suffers a critical hit, the total of the base damage dice of the weapon or spell is tripled instead of doubled. Starting at level 13, the natural die result required to score a critical hit is reduced by 1.
Sharpened Mind
Starting at level 3, when you make an attack with any weapon, you may choose to apply your Intelligence, Strength, or Dexterity modifier to your attack and damage rolls. The same modifier applies to both rolls.
Starting at level 7, any successful attack you make against an enemy whose flaw you have previously found, in addition to improved critical chances, gains a damage bonus. Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d8 damage. When you reach level 13, the extra damage increases to 2d8.
Visions of the Past
Starting at level 7, through visualization, you gain glimpses of the past of a place (a room, a street, tunnel, clearing, etc., an area within a 45-meter cube). You can determine the routine of the place and the creatures that have passed through it over a number of hours equal to your Intelligence score. For each minute of observation, you deduce a new fact related to that place (the passage of an object, a conversation, etc.). An Investigation check may be required, depending on the amount of information to analyze.
If you spend at least 1 minute observing the traces left by a creature in this way, you can learn certain information about its capabilities compared to yours or those of your allies. The DM tells you whether the creature is equal, superior, or inferior to you with respect to two of the following characteristics of your choice:
One of the creature’s 6 ability scores.
Total levels of a class represented in your group.
CR compared to the highest level in your group.
(Ex: the creature is stronger than our fighter, and of higher level than him.)
The ability can also be used like the Know Your Enemy feature of the Battle Master, with observations made in real time.
Heightened Awareness
Starting at level 13, your anchoring in reality is such that you are difficult to deceive. You gain advantage on Insight and Investigation checks. You are also immune to psychic damage caused by illusion magic. By concentrating, you can see in magical darkness and detect any illusion within 36 m. An action is required to restore the ability if your concentration is broken.
Shared Talents
Starting at level 17, any ally you help can see in magical darkness and detect any illusion within 36 m until the start of your next turn.
The Soul Healer
You are an adept of meditation applied to healing the soul and body. Former doctors and therapists, both civilian and military, may have learned this technique and chosen this archetype.
Mantras
Starting at level 3, you learn the Medicine skill, or any other skill if you already know it.
You can create relaxation techniques and mantras with healing power comparable to certain spells. You have a pool of hit points for healing that is restored after each long rest. With this pool, you can restore a total number of hit points equal to your commander level multiplied by 5 + your Intelligence modifier. After one minute of concentration, any creature (including yourself) within 9 m can draw from your pool to heal as many hit points as you wish, without exceeding the number of points in your pool, of course.
You can also spend 5 hit points from your pool to cure the target of a disease or neutralize a poison affecting it. You can cure multiple diseases and neutralize multiple poisons in a single session by spending the hit points separately for each of them. Mantras have no effect on undead or constructs.
Karma
Starting at level 7, your healing power feeds on your compassion. Any creature that was hostile within the last hour that you spare, that is stabilized, or that regains hit points thanks to you or your allies increases the total of your mantra hit point pool by 5, up to its maximum. The ability does not work if you caused the creature’s hostility.
Chakras
Starting at level 13, through mantra techniques, you can end the following effects afflicting the target at the cost of 25 HP from your pool: a creature must complete a long rest before it can benefit from this ability again.
Transcendence
Starting at level 17, when you or an ally would normally roll one or more dice to restore hit points with your Inspired Recovery, instead apply the maximum of each die directly. For example, instead of restoring 2d6+2 hit points to a creature, you restore 14. Creatures benefiting from this recovery can also regain half of their Hit Dice during their next short rest instead of their next long rest.
The Flamboyant
Your main weapon is not the dagger but your charisma. Former generals, politicians, and orators may be drawn to this path.
At level 3, you gain proficiency with all martial weapons that have the [b]finesse[/b] property.
Burning One’s Wings Near the Sun
Starting at 3rd level, your magnetism reaches supernatural levels. Your mere presence can disrupt a creature that attacks you. As long as you are not wearing armor or a shield, your AC equals 10 + your Intelligence modifier + your Charisma modifier. A missed attack deals psychic damage to the attacker equal to the commander’s Charisma modifier (minimum 1). This total is doubled at level 11 and tripled at level 16. This ability can be triggered only once per turn.
Panache
Starting at level 3, when you make an attack with a finesse weapon, you may choose to apply your Charisma, Strength, or Dexterity modifier to your attack and damage rolls. The same modifier applies to both rolls.
Starting at level 7, a creature hit by you must succeed on a Charisma saving throw or take an additional 2d6 psychic damage. This bonus increases to 3d6 at level 13. This effect can only occur once per turn.
Superb Help
Starting at level 7, when you help a creature, it regains confidence and gains temporary hit points equal to your Charisma modifier (minimum 1). Once an ally benefits from this ability, it must finish a short or long rest before benefiting from it again.
Hypnotic Duel
Starting at level 13, as an action, you attempt to compel a creature that is not immune to charm effects to engage in a duel with you. A creature within 9 m that you can see must make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failure, you captivate the creature, bound by your presence. For 1 minute, the creature has disadvantage on attack rolls made against targets other than you, and must make a Wisdom saving throw each time it tries to move more than 9 meters away from you; if it succeeds, the effect does not restrict its movement for that turn.
This effect ends if you attack another creature, cast a spell targeting a hostile creature other than the target, if an allied creature deals damage to the target or casts a harmful spell on it, or if you end your turn more than 9 meters away from the target. However, you can still help an ally attack another creature without ending the effect. This effect is available only twice. A short or long rest is required to use it again.
Awe
Starting at level 17, you inspire awe in all. As a bonus action, you can activate your flamboyant aura for the next minute. Any creature that comes within 1.5 m of you must make a Charisma saving throw or be overwhelmed by your magnificence. A failed save deals 10d8 psychic damage, and half as much on a success. Creatures immune to charm have advantage on this save. The effect can only occur once per hour.
Additionally, you gain advantage on all Charisma-based skill checks. Once you benefit from this ability, you must complete a short or long rest before using it again.