Leader

You are a natural leader. Even when you are not in a position of power, people listen to what you say and follow your example. You can turn a band of demoralized misfits into a world-class team of highly motivated winners.

The leader focuses on supporting their allies in combat. Their best attack is their strongest allies attack. Their skill selection also allows them to be the face of a team.

PROFICIENCIES

Saving Throws: Constitution and Charisma

Skills: Choose three from Deception, Insight, Intimidation, Medicine, Perception, Performance, Persuasion, and Social Sciences

Equipment: Basic Equipment and Advanced Equipment

Leadership Expertise: Choose either Intimidation or Persuasion. You must be proficient in a skill to take expertise in that skill.

EQUIPMENT RECOMMENDATIONS

Equipment Pack: Executive Pack

Weapons: Muzzleloader rifle

LEADER TALENTS

Command (Level 1). As an action, you can command one of your allies. That ally can use their reaction to make one attack or move up to their speed.

Encouraging Banter (Level 3). You encourage camaraderie among your allies. Whenever you and your allies finish a short rest, you and any ally that can hear you each regain 1 spent Hit Die, whether it was spent during this rest or earlier. You can use this talent only once before finishing a long rest.

Improved Command (Level 5). You can use your Command talent as a bonus action. You can still use it as an action as well, allowing you to use it twice during your turn if you like.

Rousing Speech (Level 7). As an action, you can grant yourself and up to six allies that can hear you temporary hit points equal to your hero level plus your Charisma modifier. You cannot take this action again until you finish a short or long rest.

Aura of Leadership (Level 9). While you are conscious, you and each ally within 10 feet of you can add your Charisma modifier to all saving throws.

LEADER TRICKS

Your Charming Hero level determines the number of leader tricks you know, as shown in the Tricks column of the Charming Hero table.

Barked Order. As an action, you can bark an order at one person who can hear and understand you. Roll an influence die. The order can contain a number of words equal to half the roll, rounded up. The target must succeed on a Wisdom saving throw against your trick DC or follow the order to the best of their ability on its next turn. The order cannot be directly harmful to the target or involve a direct attack on their allies.

Defensive Order. As a reaction, when an ally you can see is hit by an attack, you can tell them how to defend themself. Roll an influence die and reduce the damage the ally takes from that attack by the roll + your Charisma modifier.

Inspiring Order. When an ally that can hear you makes an attack roll or saving throw, you can use your reaction to motivate them. After they roll, but before determining the outcome, you can roll an influence die and add it to their result.

Motivate. As a bonus action, you can motivate one ally that can hear you. Roll an influence die. That ally gains temporary hit points equal to the result plus your Charisma modifier.

Open Them Up. When you hit an opponent with an attack, you can create an opening for your allies. Roll one influence die and add the result to the damage dealt. In addition, the next attack one of your allies makes against the target before the start of your next turn has advantage.

Repositioning Order. When an ally you can see that can hear you hits with an attack, you can tell them where to move. Roll one influence die and add the result to the damage dealt. In addition, that ally’s movement does not provoke opportunity attacks for the rest of this turn, and they can move up to half their speed as a free action now or at the end of the current turn.


Leader Table

LevelTalents
1Command
3Encouraging Banter
5Improved Command
7Rousing Speech
9Aura of Leadership


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