Životy
Odbornosti
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 13
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Úroveň 15
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Úroveň 19
Úroveň 2
Úroveň 20
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Úroveň 3
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Odbornosti
light
medium
heavy
shield
simple
martial
Počáteční vybavení
Vlastnosti třídy
Battlefield Commands (Level 1)
You can quickly survey the battlefield and devise a plan of action to defeat your enemies. You can take a bonus action to issue battlefield commands to friendly creatures within 30 feet of you that can hear you. You can issue a number of commands equal to your Charisma modifier (minimum once). The commands remain for 10 minutes or until expended. Once you issue these commands, you cannot do so again until you finish a short or long rest.
Each command issued grants the creature a bonus die, which is a d4. When the creature would make an attack roll, ability check, or saving throw, the creature can expend the die by rolling it and adding the number rolled to the total. The creature can wait until after it rolls the d20 before deciding to use the Battle Command die, but must decide before the GM reveals whether the roll succeeds or fails. Once expended, the bonus die is lost.
When you reach certain levels in this class, the bonus die changes. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.
Commanding Presence (Level 1)
Your allies can attack at your command. When you would make an attack on your turn, you can forgo making the attack to allow a friendly creature within 10 feet of you to make an attack instead. If the target can hear you, it can take a reaction to make one weapon attack.
The range of your presence increases to 30 feet at 10th level and increases again to 60 feet at 20th level.
Inspiring Speech (Level 2)
Starting at 2nd level, you can deliver a stirring speech during a short rest to encourage your allies. You and any friendly creatures that can hear your speed gain temporary hit points. The amount of temporary hit points each creature gains is equal to the roll of the creature's Hit Die.
Military Stratagem Feature (Level 3)
At 3rd level, you devise a military stratagem of your choice, such as the Stratagem of the Daring Gambler. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.
Ability Score Improvement (Level 4)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level.
Battlefield Commands (d6) (Level 5)
When you reach certain levels in this class, the bonus die changes. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.
Battle Leader (Level 6)
Starting at 6th level, allies within range of your Commanding Presence class feature deal additional damage with their weapon attacks. The amount of extra damage equals your Charisma modifier.
Call to Arms (Level 7)
Starting at 6th level, when you roll initiative, you and each creature friendly to you that are within range of your Commanding Presence feature each roll a bonus die and add the number rolled to their initiative check. The bonus die is the same size as the bonus die gained from your Battlefield Commands feature.
Military Stratagem Feature (Level 8)
At 7th level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 10th, 15th, and 18th level.
Ability Score Improvement (Level 9)
When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Battlefield Commands (d8) (Level 10)
When you reach certain levels in this class, the bonus die changes. The die becomes a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.
Rouse the Troops (Level 11)
At 10th level, you can spend 1 minute speaking words of encouragement and support to help your companions shake off fatigue and injury. Each friendly creature that can hear you can spend any number of Hit Dice to regain hit points without having to finish a short or a long rest. In addition, each creature that does spend at least one Hit Die in this way can remove one level of exhaustion if it has any levels of exhaustion. Once a creature has removed a level of exhaustion from your use of this class feature, the creature must finish a long rest before it can do so again.
Extra Attack (Level 12)
Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Military Stratagem Feature (Level 12)
At 11th level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 15th, and 18th level.
Ability Score Improvement (Level 13)
When you reach 12th level, and again at 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Battlefield Commands (d10) (Level 14)
When you reach certain levels in this class, the bonus die changes. The die becomes a d10 at 13th level, and a d12 at 17th level.
Advantageous Action (Level 15)
Starting at 14th level, your experience in battle lets you help your companions more easily. You can use the Help action as a bonus action. In addition, when you take the Help action, the target can benefit from any one the following effects that you choose:
You end the frightened condition on one creature within 30 feet of you that can hear you.
You grant one creature within 5 feet of you temporary hit points equal to your Charisma modifier.
You touch a living creature that has 0 hit points. The creature regains 1 hit point.
Military Stratagem Feature (Level 16)
At 15th level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques.
Ability Score Improvement (Level 17)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Battlefield Commands (d6) (Level 18)
When you reach certain levels in this class, the bonus die changes. The die becomes a d12 at 17th level.
Militar Stratagem Feature (Level 19)
At 18th level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques.
Ability Score Improvement (Level 20)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Legendary Commander (Level 21)
At 20th level, friendly creatures within the range of your Commanding Presence add your Charisma modifier (minimum +1) to their saving throws. Additionally, whenever a creature would roll a bonus die from your Battlefield Command class feature, the creature can roll an extra die and use either result.
Podtřídy
Vlastnosti podtřídy
Stratagem of the Daring Gambler
Daring Assault (Level 3)
Beginning at 3rd level when you choose this stratagem, while you are conscious, any ally within range of your Commanding Presence that makes an attack roll can choose to roll with a–5 penalty. If the attack hits, the attack deals an extra 2d6 damage. At 15th level, the amount of extra damage increases to 4d6.
Desperate Avoidance (Level 8)
Starting at 7th level, when you would make a saving throw, you can choose to make the saving throw with advantage, but you make all attack rolls with disadvantage until the end of your next turn. Once you use this feature, you must wait until you finish a short rest or long rest before you can use it again.
Hold the Line (Level 12)
At 11th level, while you are conscious, any ally within range of your Commanding Presence feature that would make a saving throw can choose to make the saving throw with disadvantage. If a success on the saving throw would cause the ally to take half the damage, the ally takes no damage on a successful save instead.
Risky Gambit (Level 16)
Starting at 15th level, you can take a bonus action to choose one creature within range of your Commanding Presence. The target immediately provokes an opportunity attack from one creature that can reach it. If the creature makes the attack, that creature grants advantage on all attack rolls made against it until the start of your next turn.
Lay the Trap (Level 19)
At 18th level, while you are conscious, whenever a creature makes an attack roll against you and misses, you and one creature of your choice make your next attack roll against the triggering creature with advantage before the end of your next turn.
Stratagem of the Golden General
Inspiring Strike (Level 3)
Beginning at 3rd level when you choose this stratagem, whenever you hit a creature with a weapon attack, the target grants advantage to the next creature to attack it before the start of your next turn.
Inspiring Presence (Level 8)
At 7th level, you gain proficiency in the Persuasion skill. If you already have proficiency in this skill, your proficiency bonus is doubled whenever you make an ability check that uses Persuasion.
Glorious Sacrifice (Level 12)
Beginning at 11th level, when you and at least one other friendly creature within range of your Commanding Presence would make a saving throw, you can choose to make your saving throw with disadvantage and grant any creatures of your choice within the area of your Commanding Presence advantage on the same saving throw.
Portentous Escape (Level 16)
At 15th level, whenever you succeed on a saving throw, you can choose one friendly creature within 60 feet of you. If the target can see and hear you, the target gains temporary hit points equal to 5 + your Charisma modifier.
Rally the Troops (Level 19)
At 18th level, you can take an action to rally your companions. Choose one creature that has a bonus die assigned to it from your Battlefield Commands feature. The number of hit points regained equals twice the roll of the bonus die granted by your Battlefield Commands feature plus your Charisma modifier (minimum 1).
Stratagem of the Hordemaster
Make Haste (Level 3)
Beginning at 3rd level when you choose this stratagem, whenever a friendly creature starts its turn within range of your Commanding Presence, the creature increases its speed by 5 feet until the end of its turn.
Skirmisher (Level 3)
Also at 3rd level, you increase your speed by 10 feet whenever you're wearing light or no armor and not wielding a shield. In addition, when your movement would provoke an opportunity attack, you impose disadvantage on the attack roll made against you. At 15th level, the increase to your speed becomes 20 feet.
Nimble Troops (Level 8)
At 7th level, creatures within range of your Commanding Presence add your Charisma modifier to their Strength (Athletics) checks.
Hit-and-Run (Level 12)
At 11th level, whenever a creature rolls the bonus die assigned to it from your Battlefield Commands feature, the creature increases its speed by 10 feet until the end of its turn.
Seize Advantage (Level 16)
Starting at 15th level, whenever a creature misses on an opportunity attack against you or a creature friendly to you within range of your Commanding Presence feature, the attacking creature grants advantage on the next attack roll made against it before the end of your next turn.
Unbound Horde (Level 19)
At 18th level, hostile creatures making opportunity attacks against creatures friendly to you that are within range of your Commanding Presence feature make their attack rolls with disadvantage. In addition, if you move on your turn, each creature within range of your Commanding Presence at the start of your move can use a reaction to move up to 10 feet, provided the creature's speed is at least 10 feet.
Stratagem of the Resourceful Leader
Find a Way (Level 3)
Beginning at 3rd level when you choose this stratagem, you can help allies succeed when they would otherwise fail. When a creature with at least one bonus die granted to it from your Battlefield Commands feature that is within 60 feet of you would miss on an attack roll, you can use a reaction to expend the bonus die to turn the miss into a hit, and the attack deals half the normal damage. Shifting Resources Starting at 3rd level, you can take a bonus action on your turn to move one or more bonus dice assigned to one creature to another creature you choose within range of your Commanding Presence class feature. The recipient of the bonus die or dice must be able to hear you.
Trick Up Your Sleeve (Level 8)
At 7th level, when you would make an attack roll, ability check, or saving throw, you can add your proficiency bonus to the roll, even if you already would add your proficiency bonus to the roll. Once you use this feature, you must finish a short rest or a long rest before you can use it again.
Close Call (Level 12)
Starting at 11th level, when you would fail an ability check or saving throw, you can roll a d6 and add the number rolled to the total of your ability check or saving throw. Once you use Close Call, you must wait at least 1 minute before you can use it again.
Timely Warning (Level 16)
At 15th level, whenever a creature would hit on an attack roll against a creature friendly to you that is within range of your Commanding Presence feature, and the creature has a bonus die from your Battlefield Commands feature, the creature can expend the die, roll it, and subtract the number rolled from the total of the attack roll. If the reduction would turn the hit into a miss, the creature regains the bonus die.
Hidden Resources (Level 19)
At 18th level, you can take a bonus action to allow a creature to regain the use of a racial or class feature that would normally be regained by finishing a short rest. You can use this feature a number of times equal to your Charisma modifier and you regain any expended uses when you finish a long rest.
Stratagem of the Shrewd Commander
The Weakest Link (Level 3)
Beginning at 3rd level when you choose this stratagem, whenever you attack a creature and hit it, you can choose to mark the target. The target remains marked until the start of your next turn. All creatures friendly to you that can hear you make attack rolls against the target with a bonus equal to half your Charisma modifier (minimum 1).
Attention to Detail (Level 8)
At 7th level, when you make an ability check, you can make the check with advantage. You can use this feature three times and you regain expended uses when you complete a rest.
Commander's Cunning (Level 12)
Starting at 11th level, when a creature attacks a creature to whom you have assigned a bonus die from your Battlefield
Exploit the Advantage (Level 16)
At 15th level, whenever a creature friendly to you attacks a target you marked, the creature's attack deals an additional 1d6 damage.
No Room for Failure (Level 19)
At 18th level, while you are conscious and when an ally within range of your Commanding Presence would drop to 0 or fewer hit points and the creature has at least one bonus die from your Battlefield Commands feature, the creature can spend the die and roll it to regain hit points. The number of hit points regained equals twice the roll of the bonus die granted by your Battlefield Commands feature plus your Charisma modifier (minimum 1).
Stratagem of the Supreme Tactician
Tactical Edge (Level 3)
Beginning at 3rd level when you choose this stratagem, whenever you roll initiative, you gain a tactics die, which is a d4. While you have this die, any creature friendly to you within 60 feet of you that can hear you can roll the tactics die as a bonus die when making an attack roll. Once rolled, the tactics die is lost until you regain it at the start of your next turn. The tactics die disappears when the combat ends. If you start your turn and no one has rolled the tactics die, you can trade out the die for a die of the next larger size, such that a d4 becomes a d6, a d6 becomes a d8, and so on up to a maximum of d12.
Student of History (Level 8)
At 7th level, you gain proficiency in the History skill. Starting at 11th level, whenever a creature rolls a bonus die granted by your Battlefield Commands feature, the creature also gains half the number rolled on that die as a bonus to AC. Whenever you make an Intelligence (History) check, your proficiency bonus is doubled.
Indomitable Offense (Level 12)
Starting at 11th level, whenever a creature rolls a leadership die that you granted it, the creature also gains half the number rolled on that die as a bonus to AC. The bonus remains until the start of your next turn.
Superior Tactics (Level 16)
At 15th level, whenever you gain a tactics die, you gain an additional tactics die to a maximum of two dice. The second tactics die can be used like the first and the tactics die increases size in the manner described under the Tactical Edge class feature.
Master Tactician (Level 19)
At 18th level, whenever a creature rolls a 1 or a 2 on a bonus die you granted from your Battlefield Commands feature, the creature can reroll the die until it rolls a 3 or higher.