A member class, the entry-tier member class (free-to-paid). Upgrade from an eligible base class by completing the Leadership diptych (the Art of War + The Prince) (active membership required). Gate: the Leadership meta-skill at 50.
The Commander is the leader on the field: buffs, debuffs, and command that turns a group of fighters into an army. Its power grows with the Leadership meta-skill, which raises how many followers and how large a host it can field, retinues at first, real armies at guild scale. Available to any member, not restricted to guild leaders.
| Hit Die | d10 |
| Primary Ability | Charisma and Constitution |
| Saving Throws | Charisma, Constitution |
| Armor | All armor, shields |
| Weapons | Simple, martial |
Hit Points at 1st level: 10 + Constitution modifier. At higher levels: 1d10 (or 6) + Constitution modifier per level.
Ability Score Improvements: 4, 8, 12, 16, 19. Resource: Command Dice, a pool that refreshes on a rest and pays for maneuvers. All maneuvers are original to Mortmain (licensing rule).
| Level | Prof. | Features |
|---|---|---|
| 1 | +2 | Command Dice, Maneuvers |
| 2 | +2 | Retinue (followers act on your command) |
| 3 | +2 | Doctrine (subclass) |
| 4 | +2 | Ability Score Improvement (or feat) |
| 5 | +3 | Extra Attack |
| 6 | +3 | Battle Standard |
| 7 | +3 | Doctrine feature |
| 8 | +3 | Ability Score Improvement (or feat) |
| 9 | +4 | Field Command (larger retinue) |
| 10 | +4 | Improved Maneuvers |
| 11 | +4 | Muster (field a company) |
| 12 | +4 | Ability Score Improvement (or feat) |
| 13 | +5 | Doctrine feature |
| 14 | +5 | Inspiring Presence |
| 15 | +5 | Grand Maneuver (affects the whole host) |
| 16 | +5 | Ability Score Improvement (or feat) |
| 17 | +6 | Doctrine capstone |
| 18 | +6 | Army (top host cap at guild scale) |
| 19 | +6 | Ability Score Improvement (or feat) |
| 20 | +6 | Decisive Command |
Spend Command Dice on original maneuvers: Rally (grant an ally temp HP), Commanding Strike (direct an ally to attack now), Demoralize (to-hit penalty or frighten on a failed save), Inspiring Surge (add a die to an ally's next attack or damage), Coordinated Assault (allies gain advantage vs a marked target). Battle Standard. Plant a standard that buffs allies in an aura. Muster / Army. With Leadership, recruit and lead ever-larger hosts of hired troops. Grand Maneuver. A maneuver hits your whole host at once. Decisive Command. Once per long rest, a host-wide masterstroke.
Balance: a strong frontline chassis, but the payoff is the host, not the solo kill. The Commander is only as real as the army system it fields.
Chosen at level 3.
The Commander is the land counterpart to the Admiral at sea. See Classes.
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