Unit Leader¶
Proficiencies gained:
- Level 1 training in 2 Weapon Proficiency Trainings of your choice.
- Save Training Level 1 in Charisma Saves.
- One level of training in Persuasion and Intimidation.
- Command Kit (Tools) - the leader's bundle of map case, compass, protractor, range cards, tactical radio, and binoculars. Proficiency covers land navigation, plotting and calling grid references, net discipline and brevity codes on the radio, and observation or target designation through optics.
Trained Leader (3rd)¶
You learn Orders that use special Leadership Dice.
- Orders: Learn a number equal to your Charisma modifier (minimum 1), plus one more at 7th, 10th, 15th and 18th level.
- Leadership Dice: Number = Proficiency Bonus + Charisma modifier. They are d4s. Regain all on short or long rest. Size increases to d6 at 7th, d8 at 10th, d10 at 15th, d12 at 18th.
Inspiring Leader (7th)¶
Inspire a creature within 30 ft, giving it one Leadership Die. That creature can add the rolled number to one ability check, attack roll, or saving throw within 10 minutes. Works like Bardic Inspiration.
Specialization (10th)¶
Choose one of the following specializations.
NCO¶
Your number of Leadership Dice is doubled.
Tactician¶
Once per short rest, before initiative is rolled, pre-plot a maneuver. At the start of combat, each willing ally within 60 ft may move up to their speed and take the Ready action before round 1. At the start of an engagement you anticipated, the GM tells you the approximate number, position, and armament of enemies you could reasonably have scouted.
Liaison¶
Gain Expertise in Persuasion and Deception. You may spend a Leadership Die on any social ability check, adding the roll to the result. Before a mission, you may establish a contact or gather HUMINT: the GM provides one piece of actionable intel about the objective, area, or opposition.
Resourceful Leader (15th)¶
When you roll for initiative and have no Leadership Dice, regain a number equal to your Wisdom modifier.
Master Commander (18th)¶
+10 initiative bonus. All enemy creatures are surprised during the first round of combat.
Orders¶
Fire on My Target. When you take the attack action to make a ranged attack, pick willing creatures within 60 ft and expend one Leadership Die per target. An equal number of friendly creatures within 60 ft and sight may use their reaction to attack the same target; add a Leadership Die to the damage.
Get Your Head Down. Reaction when an ally within 5 ft is targeted by a ranged attack: expend one Leadership Die and add it to the target's AC.
Suppression. When you take the Suppression action, expend Leadership Dice so an equal number of friendly creatures use their reactions. You may suppress one extra target per character that joined.
Rally. Bonus action. Expend a Leadership Die to pick an ally within 30 ft. They regain Leadership Die + Charisma modifier HP (only if at Triage Yellow or Green). May target multiple at 1 die each. See Triage Code.
Double Time. On your turn, pick willing targets within 60 ft and expend one die per target. They may dash as a bonus action. Roll Leadership Die - lasts that many rounds.
Reposition. On your turn, pick willing targets within 60 ft and expend one die per target. They may disengage as a bonus action. Lasts for a Leadership Die's worth of rounds.
Take Cover. On your turn, pick willing targets within 60 ft; expend one die per target. They gain +2 to all cover bonuses. Lasts for a Leadership Die's worth of rounds.
Go Silent. Targets within 60 ft (one die each) gain +10 to Stealth. Lasts Leadership Die in minutes.
Security. Targets within 60 ft (one die each) gain advantage on attack rolls if they forgo movement for the turn. Lasts Leadership Die in minutes.