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Commander 2e

This is a conversion of the Commander class to 2E (Final pdf Version). - WIP DRAFT V0.02

Goals: To create a version of Commander that can be played seamlessly in 2e games alongside other 2e characters. To this end, ability score scaling and other relevant numbers have been tweaked, and some features that no longer have precedent in 2e (such as Wis secondary stat, and escalation die manipulation) have been removed or reimagined. Since 2e also aims to remove “trap” options, some especially under or overperforming feats have been removed or reimagined. Beyond these necessary tweaks changes are kept to a minimum, and using the changing edition as an opportunity to redesign Commander to address any perceived structural issues is beyond the scope of this document (though its author encourages other people to do that!). This is in order to keep this as close to “official” as possible, and therefore available at as many tables as possible.

Please don’t mark comments as resolved unless you know why you’re doing so!

Ability Scores

Charisma and Strength are your two most important abilities. You'll use Charisma for your commands and tactics and Strength for most melee attacks.

Backgrounds

Possible backgrounds include: historical reenactor, sergeant of the city guard, street gang survivor, ex-gladiator, wilderness scout, cobbler, bouncer, exotic dancer, wargame veteran, squad leader, reformed drunk, and officer of the guard.

Gear

At 1st level, commanders start with a melee weapon or two, a ranged weapon, a shield, light armor of some type (or heavy armor if they chose the Armor Skills talent), and other minor odds-and-ends suggested by their backgrounds.

Gold Pieces

Commanders may start with either 25 gp or 1d6 x 10 gp.

Armor Type Base AC Atk Penalty
None 10
Light 12
Heavy 14 –2
Shield +1

2e Classes tend to explain interactions between no-trigger and basic attacks and their other features explicitly. Do we need that? The main thing is that basic attacks can trigger FftF, and no-trigger attacks cannot.

One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 hand-axe, warclub 1d8 spear
Heavy or Martial 1d8 (-2 atk) longsword, battleaxe 1d10 (-3 atk) greatsword, greataxe

Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 javelin, axe, spear 1d6 light crossbow 1d6 shortbow
Heavy or Martial 1d8 (–2 atk) heavy crossbow 1d8 (-2 atk) longbow

Level Progression

Commander Level Total Hit Points Recovery Dice Total Feats Class Talents (M) Commands & Tactics (M) Level-up Ability Bonuses Damage Bonus from Ability Score
Level 1 Multiclass (Avg. of both classes) x 3 1d8 + CON mod As 1st level PC 1 or 2 (3 total) 3 Not affected ability modifier
Level 1 (7 + CON mod) x 3 1d8 + CON mod 1 adventurer 3 4 ability modifier
Level 2 (7 + CON mod) x 4 2d8 + CON mod 2 adventurer 3 5 ability modifier
Level 3 (7 + CON mod) x 5 3d8 + CON mod 3 adventurer 3 6 ability modifier
Level 4 (7 + CON mod) x 6 4d8 + CON mod 4 adventurer 3 7 +1 to 3 abilities ability modifier
Level 5 (7 + CON mod) x 8 5d8 + 2 x (CON mod) 4 adventurer, 1 champion 4 7 2 x ability modifier
Level 6 (7 + CON mod) x 10 6d8 + 2 x (CON mod) 4 adventurer, 2 champion 4 8 2 x ability modifier
Level 7 (7 + CON mod) x 12 7d8 + 2 x (CON mod) 4 adventurer, 3 champion 4 8 +1 to 4 abilities 2 x ability modifier
Level 8 (7 + CON mod) x 16 8d8 + 3 x (CON mod) + 5 4 adventurer, 3 champion, 1 epic 4 9 4 x ability modifier
Level 9 (7 + CON mod) x 20 9d8 + 3 x (CON mod) + 10 4 adventurer, 3 champion, 2 epic 4 9 4 x ability modifier
Level 10 (7 + CON mod) x 24 10d8 + 3 x (CON mod) + 15 4 adventurer, 3 champion, 3 epic 4 10 +1 to 5 abilities 4 x ability modifier

Stats

Key Ability Scores Strength and Charisma
Initiative Dex mod + Level
Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 12 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d8 x level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3 (4 at 5th)
Feats 1 per level

Class Features

All commanders have class features associated with commands and tactics.
Commands allow you to help your allies fight better. You issue them as interrupt actions during their turn. To issue a command, the ally must be conscious, but line of sight isn’t required. All commands are at-will powers, though they do cost command points, and are usually limited to once per round (as an interrupt). You start each battle with 1 command point and generally gain more via the two standard commander features: Fight from the Front and Weigh the Odds. Excess command points go away at the end of the battle.

Your powers also include tactics that have immediate effect during your turn. Tactics, as opposed to commands, don’t always use command points. You also don’t have to wait around for an ally’s turn to use them. However, tactics don’t always recharge after a battle. You can choose the commands and tactics you want to use. A 1st-level commander starts with a total of 4 commands and tactics. An effective commander should choose a good balance of commands and tactics.

Fight from the Front

When you hit with a commander melee attack during your turn, gain 1d3 command points.

Adventurer Feat You now gain 1d4 command points when you hit with a melee attack during your turn instead of 1d3.

Champion Feat When you make a melee attack during your turn and miss with a natural even roll, gain 1 command point.

Epic Feat Twice per arc when you hit with a melee attack, you can gain additional command points equal to double your Strength modifier.

Weigh the Odds

Standard action

Effect: Gain 1d4 command points.

Adventurer Feat Once per arc, add your Charisma modifier (double at level 8) to the number of command points you gain when you use this action.

Champion Feat Once per battle while the escalation die is 3+, you can Weigh the Odds as a quick action.

Epic Feat You now gain 2d4 command points instead of 1d4 whenever you use this action.

Class Feats

Commander of Armies
Zenith Feat One battle per arc, you can use an additional quick action each turn.

Talented Commander
Zenith Feat Gain an extra commander talent

Class Talents

Choose three of the following class talents. You get an additional commander talent at 5th level.

Armor Skills

Unlike other commanders, you take no attack penalties for fighting in heavy armor. (As indicated on your class chart, your base AC in heavy armor is 14.)

Adventurer Feat Once per battle when an enemy misses you with an attack, you can gain 1 command point as a free action.

Champion Feat Once per arc as a free action when you are hit by an attack that targets AC, you can take half damage from that attack instead.

Epic Feat Once per arc as a free action, you can gain a bonus to AC equal to the current escalation die until the end of the battle. (The AC bonus increases or decreases as the escalation die increases or decreases.) This bonus can’t be higher than the number of icon relationship points you have with warrior or leader icons in your game.

Battle Captain

Once per battle when you have 2 or more command points left after giving a command, you can use another interrupt action on a different ally’s turn before the start of your next turn.

Adventurer Feat You now only need to have 1 or more command points left instead of 2.

Champion Feat You can use this talent twice per battle.

Epic Feat You gain an additional command point at the start of each round while the escalation die is 3+.

Combat Maneuver

Choose an at-will or twice per battle fighter maneuver or flexible attack of your level or lower. You can use maneuvers or flexible attacks from this talent like a fighter with the Flexible Attacks talent according to their usual usage frequencies, and they count as commander attacks for you. Using a flexible attack does not lock you into using a second one for your next commander attack. You don't get access to Fighter's Momentum Class Feature.

Adventurer Feat You gain the adventurer feat for the maneuver or flexible attack you chose, if any.

Champion Feat Choose one at will, twice per battle or once per battle fighter maneuver or flexible attack of your level or lower to use in addition to your at-will maneuver according to its normal usage pattern.

Epic Feat (replaces adventurer) You gain the adventurer and champion tier feats, if any, for both your fighter powers.

Destined to Lead

When you roll a 5 or 6 on an icon relationship die, you gain 2 bonus command points that last until the end of the arc. When you use one or more of these bonus command points, tell a story about how something related to the icon (or icons!) comes into play to make you a better/luckier/destined commander.

Adventurer Feat You now gain the 2 bonus command points when you roll a 4 with an icon relationship die as well.

Champion Feat Once per arc when you roll icon relationship dice, you can reroll one die that isn’t a 5 or a 6.

Forceful Command

When you give a command that lets an ally roll a d20 (an attack, a save, etc.), you can spend additional command points before the roll up to the escalation die value, or 1 point if the escalation die is still 0. That ally gains a +2 bonus to the roll for each point you spend this way.

Adventurer Feat You begin each battle with 1 additional command point.

Champion Feat Once per battle, you can use a command on a far away ally.

Epic Feat Once per arc when you use this talent to grant an ally a bonus to a d20 roll, you can also allow that ally to reroll that roll once as a free action.

Into the Fray

At the start of each battle before you and your allies roll initiative, roll a d4. A number of your allies equal to the roll gain the following benefit of your choice: a +4 bonus to initiative that battle; OR a +2 bonus to AC until the end of the first round.

Adventurer Feat You also gain the chosen bonus.

Champion Feat The +2 bonus to AC also applies to PD and MD.

Epic Feat The chosen allies now gain both bonuses (+2 to all defenses for the first round and +4 to initiative this battle).

Martial Training

Unlike other commanders, you don’t take a –2 attack penalty when fighting with heavy or martial weapons. You can now wield two melee weapons and get the benefit of two-weapon fighting advantage described in the Heroes Handbook p.314: hitting with your melee attacks on a natural 2.

Adventurer Feat You gain 1 command point whenever you roll a natural 19 or 20 with a melee attack.

Champion Feat Twice per arc as a free action (once per turn), you can reroll one of your melee attack rolls

Epic Feat Twice per arc as free action (once per turn) when you hit with a melee attack, you can deal 1d10 extra damage to the target for each positive or conflicted icon relationship point you have with warrior or leader icons in your game.

Moment of Glory

When you roll initiative, also roll a d4 and record the result. As a free action, you can add the result to a single attack roll made by one of your nearby allies later this battle. (It’s a free action, so you can add the result after seeing the roll.)

Adventurer Feat You can also add the d4 result to a save or dicey-move roll made by an ally.

Champion Feat Roll a d6 instead of a d4.

Epic Feat (requires champ) In addition to the d6 you roll with initiative, roll a d4. You can also use that roll the same way, but not during the same turn you use the d6 result.

Never Say Die

Once per battle when a nearby ally is reduced to zero hit points or below roll a save, on an 11+ the triggering ally can heal using a recovery.

Adventurer Feat Once per arc, you can use this talent twice in the same battle.

Champion Feat Once per arc, the target can heal using a recovery after failing the save

Epic Feat When you use this talent, you and each of your nearby allies gains a +2 bonus to all defenses until the end of your next turn.

Strategist

You rely on planning, teamwork, and calm execution of orders as a commander instead of charismatic presence. Any time an element of the commander class refers to Charisma, you can replace that element with a reference to Intelligence. In addition, you start every battle with 1 additional command point.

Adventurer Feat You gain 2 additional points in a background related to military history, strategy, command, or warfare. You can use this background point to raise that background beyond the normal maximum to +6.

Champion Feat When you roll a die to find out how many allies one of your commands or tactics targets, add +1 to the result.

Epic Feat Once per arc, as a free action, you can gain a number of command points equal to double your Charisma modifier.

Sword of Victory

When your melee attack drops a non-mook enemy to 0 hp, or drops three or more mooks, you gain 1 command point.

Adventurer Feat You only have to drop 2 or more mooks instead of 3 to gain the command point.

Champion Feat You gain 2 command points instead of 1 when you drop a non-mook enemy to 0 hp.

Epic Feat Once per arc, you can use a command on your own turn as a free action after triggering this talent, and can target yourself as well as nearby allies with this command.

Tactician

You roll an additional die for initiative checks and can use whichever result you prefer.

Adventurer Feat Once per arc when you roll for the number of targets for a tactic, instead get the maximum possible number of targets.

Champion Feat If you choose the lowest initiative roll, you start the battle with an additional command point.

Epic Feat Once per arc, if you have at least 2 command points, as part of the action to use a tactic or command you can spend all your remaining command points to add an additional target.

1st Level Commands

Get Out of There!

Interrupt action

Cost: 1 command point

Target: One nearby ally (on the ally’s turn)

Effect: The target can use a quick action this turn to pop free from one enemy.

Adventurer Feat If you spend an additional command point, the target (or targets) can pop free from all enemies instead of only one enemy.

Champion Feat If you spend an additional command point, you can now target one additional nearby ally with this command.

Epic Feat When targets of this command are stuck, that condition ends on them.

Rally Now

Interrupt action

Cost: 1 command point

Target: One nearby conscious ally (on the ally’s turn)

Special: If you spend an additional command point on this command, you can target an unconscious ally with it.

Effect: The target can rally as a free action this turn. (If it’s their second or a subsequent rally, they still need to succeed on the save.)

Adventurer Feat The target also adds hit points equal to your Charisma modifier to the recovery. (Double your Charisma modifier at 5th level; quadruple it at 8th level.)

Champion Feat When the target has to roll a save to rally, you can grant them a +2 bonus to the roll as a free action after seeing it for each additional command point you spend on the command.

Epic Feat The target of this command also gains a +2 bonus to all defenses until the end of its next turn.

Save Now!

Interrupt action

Cost: 1 command point

Target: One nearby ally (on the ally’s turn)

Effect: The target can roll a save against a temporary effect.

Adventurer Feat For each additional 2 command points you spend when you make the command (before the save roll), the target can roll another d20 for the save, choosing the best result.

Champion Feat If the save fails, you gain 1 command point.

Epic Feat Whether or not the save succeeds, the target of your command heals hit points equal to 3d10 + quadruple your Charisma modifier.

Try Again

Interrupt action

Cost: 2 command points

Target: One nearby ally that made an attack roll (on that ally’s turn)

Effect: The target can reroll the attack but must use the new result.

Adventurer Feat If the escalation die is 3+, the target gains a bonus to the reroll equal to your Charisma modifier.

Champion Feat The rerolled attack has its crit range expanded by 2.

Epic Feat You can use this command before an ally makes an attack roll for 3 command points (instead of 2) for an entirely different effect: The target can make an additional basic attack this turn as a free action if the attack hits.

You Set Them Up, I Finish

Interrupt action

Cost: 2 command points

Target: One nearby ally (on the ally’s turn) that hits an enemy you can see with an attack this turn.

Effect: Add your Charisma modifier to the damage dealt by your ally (double your Charisma modifier at 5th level; quadruple it at 8th level). In addition, during your next turn, you gain a +2 attack bonus with melee attacks against the enemy that your ally hit.

Adventurer Feat The target ally also gains the damage bonus with any other attacks it makes against the same enemy this turn.

Champion Feat The command now costs 1 command points to use.

Epic Feat Your attacks that benefit from the +2 attack bonus against that enemy also add quadruple your Charisma modifier to your damage on a hit.

1st Level Tactics

Basic Tactical Strike

Quick action; Recharge 11+

Target: One nearby ally

Effect: The target can make a no-trigger attack as a free action.

Adventurer Feat On a hit, the attack gains a damage bonus equal to your Charisma modifier, (double your Charisma modifier at 5th level, quadrupled at 8th).

Champion Feat The target gains an attack bonus equal to your Charisma modifier with that attack.

Epic Feat The recharge roll is now 6+.

Enforce Clarity

Quick action; Recharge 16+

Target: One nearby ally

Effect: One temporary effect on the target ends.

Adventurer Feat The recharge roll is now 11+.

Champion Feat You can now target one additional nearby ally with this tactic.

Epic Feat (replaces adventurer feat) The recharge roll is now 6+.

Just Stay Calm

Quick action, when the escalation die is 2+; Recharge 16+

Effect: Decrease the escalation die by 1. Then 1d3 of your nearby allies can heal using a recovery as a free action.

Adventurer Feat The tactic now affects 1d3 + 1 nearby allies.

Champion Feat You can include yourself as one of the targets.

Epic Feat When you use this tactic, you can spend a command point to avoid decreasing the escalation die.

Outmaneuver

Close-quarters power; At-Will; Quick action, once per round

Limited Use: You can only use this tactic when you have 0 command points.

Target: The nearby enemy with the highest Mental Defense

Attack: Charisma + Level vs. MD

Hit: You gain 1 command point.

Adventurer Feat When you are engaged with one or more enemies, you can target the enemy with the highest MD you are engaged with instead of the highest MD nearby.

Champion Feat When you attack with this tactic and roll a natural even hit, you gain 2 command points instead of 1.

Epic Feat Once per battle as a free action when you hit with this tactic, the target also takes 1d10 psychic damage for each point on the escalation die.

3rd Level Commands

Charge!

Interrupt action

Cost: 1 command point

Target: One nearby ally (on the ally’s turn)

Effect: As a standard action this turn, the target can both move and make a no-trigger attack.

Adventurer Feat If you spend an additional command point, the target can use a basic or at-will attack instead of a no-trigger attack.

Champion Feat The target gains a bonus to the attack it makes from this command equal to your Charisma modifier.

Epic Feat This turn, if the target moves to attack an enemy you are also engaged with, that enemy is vulnerable to the attack.

Hit Harder!

Interrupt action

Cost: 1 command point

Target: One nearby ally who hits with an attack (on the ally’s turn)

Effect: The target deals additional damage equal to double your level.

Adventurer Feat The target gains a bonus to the damage roll equal to your Charisma modifier (double your Charisma modifier at 5th level; quadruple it at 8th level).

Champion Feat The target of the attack is also vulnerable until the end of the triggering allies next turn.

Epic Feat You can use this command as a free action (instead of as an interrupt action).

You Are A Precious Snowflake!

Interrupt action

Cost: 1 command point

Target: One nearby ally using a once-per-battle kin power.

Effect: Roll a d20. On a 11+, the target doesn’t expend the use of its kin power and can use it again later this battle.

3rd Level Tactics

Finish This!

Quick action, when the escalation die is 3+; Recharge 16+

Limited Use: You can only use this tactic when one enemy is left in the battle.

Effect: You can spend between 1 and 3 command points. The crit range of your allies’ attacks against the remaining enemy expands by the number of command points you spent. This effect lasts until the end of the battle.

Adventurer Feat You can now use this tactic when the escalation die is 2+.

Champion Feat You can now use this tactic when one or two enemies are left in the battle.

Epic Feat You can now spend between 1 and 5 command points on the effect.

Scramble

Quick action Recharge 16+

Targets: You and 1d3 nearby allies

Effect: Each target can take a move action as a free action, starting with you and proceeding in the order of your choice.

Adventurer Feat Disengage checks made using this free action gain a +5 bonus.

Champion Feat The recharge roll is now 11+.

Epic Feat One target ally of your choice can make a no-trigger attack as a free action after taking the move action.

Swordwork

Free action, when the escalation die is 4+; Recharge 16+

Effect: You can make a no-trigger melee attack as a quick action once each turn until the end of the battle.

Adventurer Feat You can now use this tactic when the escalation die is 3+.

Champion Feat You can now make basic melee attacks instead of no-trigger melee attacks.

Epic Feat The recharge roll is now 11+.

5th Level Commands

Hit ’Em From Here!

Interrupt action

Cost: 1 command point

Target: One nearby ally (on the ally’s turn)

Effect: This turn, the target ally can target one far away enemy with a power, spell, or attack that normally only targets or affects nearby enemies.

Champion Feat The target can now be a far away ally.

Epic Feat The target ally’s power, spell, or attack can now target multiple far away creatures (if it can target multiple creatures normally).

Strike Here!

Interrupt action

Cost: 4 command points

Target: One ally engaged with an enemy you are engaged with (on the ally’s turn)

Effect: The target can take an extra standard action this turn.

Champion Feat This command costs 3 command points instead of 4.

Epic Feat If the extra standard action is an attack, the crit range of that attack expands by an amount equal to the escalation die.

We’ve Got Your Back!

Interrupt action

Cost: 1 command point

Target: One nearby confused, charmed, shocked, dazed, or weakened ally (at the start of the ally’s turn)

Effect: Roll a d20. On a 11+, the target ignores the effects of one of those conditions (confused, dazed, weakened) this turn. On a 16+, the condition ends instead.

Champion Feat After the first time in a round you use this command as an interrupt action, you can use it as a free action until the start of your next turn if you have the command points for the cost. You can still only use the command once per each ally’s turn.

Epic Feat Add hindered and stunned to the list of conditions the effect covers.

5th Level Tactics

Advanced Tactical Strike

Quick action; Recharge 16+

Target: One nearby ally

Effect: The target can make a basic or at-will attack as a free action.

Champion Feat The first time you use this tactic each battle, make a recharge roll for it at the start of your next turn, adding the escalation die to the roll. The recharge roll after the battle, if any, doesn’t gain a bonus from the escalation die.

Epic Feat The recharge roll is now 11+.

Buck Up!

Quick action; Recharge 16+

Targets: You and 1d4 nearby allies

Effect: Each target gains temporary hit points equal to the average number of hit points it gains when it heals using a recovery.

Champion Feat Add twice your Charisma modifier to the temporary hit points each target gains (quadruple at 8th level)

Epic Feat One of the targets can also heal using a recovery.

7th Level Commands

Chain of Commands

Free action

Cost: 1 command point

Target: You

Effect: The next interrupt action you use to make a command doesn’t prevent you from using another interrupt action later in the round.

You Know What to Do!

Interrupt action

Cost: 4 command points

Target: One nearby ally (on that ally’s turn)

Effect: The target can take an extra standard action this turn.

Champion Feat This command costs 3 command points instead of 4.

Epic Feat The target also gains temporary hit points equal to 3d10 + quadruple your Charisma modifier.

7th Level Tactics

Climactic Battle

Quick action; Recharge 16+

Effect: Until the end of the battle, the escalation die becomes a d8 instead of a d6. Then roll a d20. If you roll 11+, increase the escalation die by 1.

Champion Feat If the d20 roll is 16+, increase the escalation die by 2 instead of 1.

Epic Feat When the escalation die reaches 8, you gain 1d6 command points and can make recharge rolls for all your tactics.

On Your Feet, Maggots!

Quick action; Recharge 16+

Targets: Up to two allies who are staggered or at 0 hit points or below.

Effect: As a free action, each target can heal using two recoveries but is dazed until the end of its next turn.

Champion Feat If the escalation die is 3+, there is no dazed effect.

Epic Feat This tactic now targets up to 1d4 + 1 allies.

Saving Will

Quick action; Once per battle

Target: One nearby ally

Effect: The target gains a +5 bonus to all saves until the end of your next turn.

Champion Feat You can now target a far away ally

Epic Feat While benefiting from this save bonus, the target can also roll against save ends effects at the start of their turn instead of at the end.

9th Level Commands

Natural Command

Interrupt action

Cost: 2 command points

Target: One nearby ally (on the ally’s turn)

Effect: Count a natural odd roll the target rolls as natural even, or count a natural even roll the target rolls as natural odd (without actually changing the numerical result).

Epic Feat This command costs 1 command point instead of 2.

You’ll Die When I Tell You to Die!

Interrupt action

Cost: Your remaining command points

Target: One nearby ally about to roll a death save (on the ally’s turn)

Effect: The target gains a +2 bonus to the death save for each command point spent on this command.

Epic Feat If the target succeeds on its death save, it can take its turn normally as if it rolled a natural 20.

9th Level Tactics

Supreme Tactical Strike

Quick action; Recharge 16+

Target: One nearby ally

Effect: The target can make a standard action attack as a free action.

Epic Feat If the attack hits, it’s a critical hit.

Commander Multiclass

See Multiclassing for general multiclassing rules.

You lag one level behind in the class-specific elements of the Commander Level Progression table—so it only affects the number of commands and tactics you have and the pool you can draw them from.

Commanders count as skillful warriors. Your weapon dice don’t drop one step if both of your classes count as skillful warriors.

Many Fronts

Adventurer Tier Once per battle, you can gain Command Points from your Fight from the Front feature when you make a non-commander melee attack.

Champion Tier You can now use the adventurer-tier feat twice per battle.

Key Modifiers

Key Modifier Other class
Str/Dex Monk
Str/Cha Barbarian, Bard, Chaos Mage, Fighter, Paladin, Ranger, Sorcerer
Dex/Cha Rogue
Int/Cha Necromancer, Occultist, Wizard
Wis/Cha Cleric, Druid

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