Chieftain An elf, clad in the finest hides from the camp's hunting efforts, leads the band in a ceremony, wishing for calm weather in the encroaching winter months. As he bangs his leather-strapped drum, his compatriots feel an overwhelming vigor envelop them. With the brightest scholars and wizards behind her, a halfling woman takes the first steps up to the mysterious portal that appeared in the town square. Despite the turmoil of the swirling portal spitting out electricity and deafening booms, she takes a running jump into the center. Riding atop his brilliant white steed, a dwarf barks out orders from behind his squadron. He draws his halberd, spearheading into the ruthless orc army. The drow peaks under the ancient oak door, somewhere in an abandoned svirfneblin mine several miles beneath the surface. He sees the quiet shuffling of feat beyond, and alerts his compatriots to get in formation. Leading a tribe in the wilderness or leading the mightiest clan in the capital, imbuing others with a fervor unseen elsewhere, and charging headfirst into battle as a flagship warrior, chieftains are the select few with a natural aura of leadership. Primal Leadership Chieftains garner the ability to draw from untamed, wild magics that permeate the world and refine it into their great, commanding personalities. By interacting with others, chieftains are able to spread their magic to loyal companions whom they know well. They can incite actions in others when they need it the most. This leads many chieftains to become military leaders, religious preachers, and heads of organizations. In the midst of battle, chieftains act as the glue that holds the act of cooperation together. By harmonizing with others, a successful chieftain allows the powers of their compatriots to synergize. Chieftains combine this power of primal leadership with rigorous martial training, which allows them to assist their fellow warriors in battle. With the billowing of elemental forces and a fierce figurehead, a team of soldiers are near impossible to knock down. Symbol of Morality Chieftains have a knack for knowing how other people work. For this reason, they often form long lasting and deep bonds with their peers. Within their cohort, chieftains often provide professional and relationship advice, fight for their beliefs, and watch out for others. Incredibly charismatic, chieftains find it easy to maneuver through the power rankings. Be it a guildmaster with a convoy of coworkers or a shaman holy man living in a tribe, the chieftain is a product of their people. Creating a Chieftain As you create your chieftain character, consider the nature of your leadership role, and be careful not to impose on other players, as it is likely they do not wish to be in a subservient position. The most important question to ask yourself is who and how you lead. Are you a harsh leader, never taking no for an answer? Or a benevolent leader who cares deeply for your compatriots? How did you acquire your role? Were you previously a subject or apprentice of a chieftain, and they were slain or disappeared? Did you rise through the ranks and deftly earned the position? Did you snatch it out of the hands of another vying for the same power? Perhaps it was a birthright, and your parents are nobles in a great city. Where do you mainly focus your talent for commanding others? For most chieftains, it is in the battlefield, strategically tackling the strongest foes with the power to organize their allies.

The Chieftain Level Proficiency Bonus Features Orders Spells Known 1st 2nd 3rd 4th 5th 1st +2 Order Ally, Size Up 2 — — — — — — 2nd +2 Fighting Style, Spellcasting 2 2 2 — — — — 3rd +2 Chieftain Role 2 3 3 — — — — 4th +2 Ability Score Improvement 2 3 3 — — — — 5th +3 Extra Attack 2 4 4 2 — — — 6th +3 Order Ally Improvement, Horde Crusher 3 4 4 2 — — — 7th +3 Chieftain Role Feature 3 5 4 3 — — — 8th +3 Ability Score Improvement, Tactical Movement 3 5 4 3 — — — 9th +4 ─ 3 6 4 3 2 — — 10th +4 Order Ally Improvement, Swift of Voice 3 6 4 3 2 — — 11th +4 Chieftain Role Feature 4 7 4 3 3 — — 12th +4 Ability Score Improvement 4 7 4 3 3 — — 13th +5 ─ 4 8 4 3 3 1 — 14th +5 Order Ally Improvement, Gladiatorial Determination 4 8 4 3 3 1 — 15th +5 Chieftain Role Feature 4 9 4 3 3 2 — 16th +5 Ability Score Improvement 4 9 4 3 3 2 — 17th +6 ─ 4 10 4 3 3 3 1 18th +6 Battle Planner 4 10 4 3 3 3 1 19th +6 Ability Score Improvement 4 11 4 3 3 3 2 20th +6 Commander 4 11 4 3 3 3 2 Does your chieftain spearhead attacks, rallying allies alongside them, and celebrate with a great feast afterwards? Or does your chieftain calculate and plot for weeks, organizing a carefully laid out plan? How does this coincide with the party? It is important to establish your relationship with other players before deciding to create a chieftain, due to the nature of the leadership role. A chieftain doesn't necessarily control others. In most cases, a chieftain is a charismatic symbol of unity. Quick Build You can make a chieftain quickly by following these suggestions. First, make Charisma your highest ability score, followed by Strength. Second, choose the noble background with the variant feature: Retainers. Class Features As a chieftain, you gain the following class features. Hit Points Hit Dice: 1d8 per chieftain level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per chieftain level after 1st Proficiencies Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: Choose one type of artisan's tools or one musical instrument Saving Throws: Wisdom, Charisma

Skills: Choose three from Athletics, Deception, Insight, Intimidation, Nature, Performance, Persuasion, Religion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) one martial melee weapon or (b) one simple melee weapon and a shield

(a) hide armor or (b) leather armor

(a) a diplomat's pack or (b) an explorer's pack

a heavy crossbow and a quiver of 20 bolts Starting Wealth: 4d4 x 10 gp

Order Ally Your arcane, commanding vitality allows you to take on a tactical role in the midst of battle. You gain three orders of your choice. Your order options are detailed at the end of the class description. As a bonus action on your turn, you may issue an order to a willing creature within 60 feet of you and that can hear you. This creature then immediately executes the order. Due to the magical nature of the orders, you may not issue an order in the same turn you cast a spell, and you may only issue one order per turn. If you issue an order while hidden or obscured it is possible that you may alert creatures of your position. Once you have issued orders a number of times shown for your chieftain level in the Orders column of the Chieftain table, you must finish a long rest before you can issue an order again. When you gain a level in this class, you can choose one of the orders you know and replace it with another order you could learn at that level. At 6th level, and again 10th and 14th level, you learn two additional orders of your choice. Size Up As a master of the battlefield, you have learned how to pick apart your enemies by their looks. You can determine the vitality of a creature you can see. By looking at a creature, you can tell if its current hit points equal its hit point maximum, are below its hit point maximum, or are below half its hit point maximum. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the 2 handed or versatile property to gain this benefit. Protection When a creature you see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Spellcasting By the time you reach 2nd level, you have learned to use the commanding power of your voice to incite magical actions, much as a bard does. See chapter 10 for the general rules of spellcasting, and the end of the class description for the chieftain spell list. Spell Slots The Chieftain table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell longstrider and have a 1st-level and a 2nd-level spell slot available, you can cast longstrider using either slot. Spells known of 1st Level and Higher You know two 1st-level spells of your choice from the chieftain spell list. The Spells Known column of the Chieftain table shows when you learn more chieftain spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the chieftain spells you know and replace it with another spell from the chieftain spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your chieftain spells, since your magic comes from your ability to influence others. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a chieftain spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Chieftain Role At 3rd level, you adopt a role that you hold within your sphere of influence: the Shaman, the Flagship, the Honcho, the Deep Trover, or the Arbiter, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels. Ability Score Improvement 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Horde Crusher Beginning at 6th level, when you hit a creature with a melee weapon attack you may whirl around in a frenzy, causing up to 2 creatures of your choice that you can see within 5 feet of you to also take damage, given the original attack roll would also hit them. This damage is equal to half of the damage dealt to the target creature. Additionally, when you hit a creature with a ranged weapon attack, you can cause the projectile to pierce through the creature. All creatures that you can see in a line that extends 20 feet beyond the creature take damage, given the original attack roll would also hit them. This damage is equal to half of the damage dealt to the target creature. The maximum amount of damage that you can deal using this feature is equal to your level. Tactical Movement Starting at 8th level, you can take a bonus action on each of your turns in combat. This action can be used only to take the Dash or Disengage actions. Swift of Voice Starting at 10th level, you may issue an order without the cost of a bonus action. You can't use this feature again until you finish a short or long rest. Gladiatorial Determination Starting at 14th level, when you miss a creature with a weapon attack, you gain a bonus to your next weapon attack roll on your following turn against the same creature. This bonus equals your Strength or Charisma modifier (your choice). Battle Planner Starting at 18th level, you have advantage on ability checks made as part of acting on a trigger determined by the Ready action. While awaiting a trigger, you have advantage on Strength and Dexterity saving throws. Commander At 20th level you become a true master of tactics and battlefield technique. You learn six orders of your choice. Additionally, if you enter combat and have expended all of your orders, you gain 1 order. Chieftain Roles There are five roles that a chieftain can hold: the Shaman, Flagship, Honcho, Deep Trover, or the Arbiter. Shaman Shamans are leaders who are in tune with the elements and natural spirits. By calling upon these spirits, shamans can shield themselves from malignant forces. These chieftains often prefer to live in nature, providing religious leadership and survival advice to their tribe. Spirit Watch At 3rd level, you attune to the spiritual energies around you, allowing you to keep yourself and your comrades out of harms way. You learn the spells alarm and bless, which don't count against your amount of spells known. You can cast alarm as a ritual. Additionally, while you are awake and taking a short or long rest, you and any friendly creatures you designate within 30 feet of you can't be surprised. Alter Environment Also at 3rd level, you learn one of the following cantrips of your choice: druidcraft, prestidigitation, or thaumaturgy. Spirit Chant At 7th level, you can call upon your watchful spirits to assist you in directing your allies. As a bonus action, you may start a chant. You may also issue an order at the same time you start a chant. While chanting, you gain the following benefits. You have resistance to necrotic, psychic, and radiant damage.

When you issue an order to a creature that has an effect that lasts until the beginning of your next turn, that creature can use their reaction in response to being attacked to grant themselves a bonus to their AC, potentially causing the attack to miss. This bonus equals your chieftain level divided by 3, rounded down.

When you issue an order you can choose an additional commanded creature for the order to affect. The chant ends after 1 minute, if you are knocked unconscious, if you become unable to speak, or you end it as a bonus action. You regain the ability to use this feature when you finish a short or long rest. Remote Spellcasting At 11th level, you can channel your spells through your allies. When you cast a spell with a range greater than self, you can choose for the spell to originate from a willing creature that you can see within 30 feet of you. You can use this creature's positioning for determining the range of the spell. You are not able to maintain concentration on spells cast through allies.

Improved Spirit Chant At 15th level, your guardian spirits are able to assist you further in battle. While using your spirit chant ability, you have resistance to acid, cold, fire, lightning, and thunder damage. Additionally, when you issue an order with the prerequisite of being a Shaman while using your spirit chant ability, the order does not count against the amount of orders you can issue according to the Orders column of the Chieftain table. Flagship The role of the Flagship is followed by chieftains who fight on the frontlines of battles, commanding their allies while covering themselves with the blood of their enemies. Flagships jump at the opportunity to show their prowess in battle. Battle Charge Starting at 3rd level, your charges into battle are swift and devastating. You may add your Charisma modifier to your initiative rolls. Additionally, you may move up to your speed toward a hostile creature immediately when you enter combat as long as you aren't surprised. Flagship's Mark At 7th level, you can take on the strongest enemies by charging them head on. The first creature you hit with an attack in combat is marked. Each time a creature marked in this way takes damage from an attack it takes an additional 1d8 necrotic damage. You have a +1 bonus to attack rolls made against a marked creature. The mark lasts until the creature is knocked unconscious, combat ends, or you cancel it as a bonus action. Directed Assault At 11th level, you can spearhead an attack along with your comrades. You gain 3 assault points each time combat begins. You can give these assault points to creatures you can see. You may spread the assault points among several creatures or give them all to a single creature. Each point provides a +1 bonus to the creature's initiative roll. You may give an assault point to a creature after they have rolled for initiative but before the initiative order has been determined. Juggernaut Starting at 15th level, you can use your action to make a special juggernaut attack. You expend the rest of your movement moving in a straight line. You may make a weapon attack against each creature in this line, making a separate attack roll for each creature. On a hit, a creature must succeed on a Strength saving throw equal to 8 + your Strength modifier + your proficiency bonus. On a failed save, a creature is pushed 5 feet to either the left or right of the direction of your charge (your choice). Creatures of size Large or larger have advantage on the saving throw. You stop moving if you miss a creature or a creature succeeds on its saving throw. Honcho The role of the Honcho is pursued by those who enjoy conniving and circumvention as opposed to direct action. These chieftains are often nobles of high social status, bandits, crime lords, and businessmen. By pulling strings from behind the scenes a Honcho can keep their identity safe and out of public knowledge. Honchos tend to surround themselves with cronies and loyal followers who they will never betray them. Dutiable Attack Starting at 3rd level, you can issue an order to an ally as part of taking the Attack action. An order issued in this way doesn't count against the amount of orders you can use according to the Orders column of the Chieftain table. The order can't have a prerequisite of 4th level or above. You regain the ability to use this feature upon finishing a short or long rest. Means of Manipulation You have a preferred means of bending the will of others to your needs. Starting at 3rd level, select one of the following skills: Deception, Intimidation, or Persuasion. You gain proficiency in the chosen skill. If you are already proficient, your proficiency bonus is doubled for any ability check you make with the chosen skill. Designate Mission You are an expert at pulling strings from behind the scenes. Starting at 7th level, you may designate a mission to be carried out for you. Describe your mission to a willing creature that can hear and understand you. Thanks to your unbridled allure, the creature has a great vigor to complete the mission, granting them the following benefits while on the mission:

The creature may choose to add your Charisma modifier, instead of their own, to any Charisma checks made to complete your mission.

The creature may add your Charisma modifier to Dexterity (Stealth) and Dexterity (Sleight of Hand) checks made to complete your mission.

You and the creature share a telepathic bond, allowing you to communicate mentally as long as you are on the same plane. The creature loses these benefits when they complete the mission, if the creature refuses the mission, if they accept another mission, or you designate a new mission. A mission should have a specific goal. For example, an ideal mission would be to learn the identity of the head priest of the temple at the center of town. A poor mission would be to scout northwards, or infiltrate the king's castle. Social Step-Up At 11th level you learn two orders of your choice from the following list. These orders don't count against the amount of orders you can know. Issuing one of these orders does not count against the amount of orders you can issue according to the Orders column of the Chieftain table. Boost Ferocity The commanded creature adds your Charisma modifier to a failed Charisma (Intimidation) check, potentially changing the outcome. If Intimidation is your Means of Manipulation, the commanded creature may also add your proficiency bonus. Magnify Deceit The commanded creature adds your Charisma modifier to a failed Charisma (Deception) check, potentially changing the outcome. If Deception is your Means of Manipulation, the commanded creature may also add your proficiency bonus. Quash Faux Pas The commanded creature adds your Charisma modifier to a failed Charisma (Persuasion) check, potentially changing the outcome. If Persuasion is your Means of Manipulation, the commanded creature may also add your proficiency bonus. Puppetmaster At 15th level, you can directly influence the actions of others. You gain three puppetmaster points. When you or a creature that you can see makes an ability check, saving throw, or attack roll, you can spend a puppetmaster point to either give a +5 bonus to the roll or a -5 penalty to the roll. You must choose to use a puppetmaster point before the outcome of the roll is determined. You can also use a puppetmaster point to cause an attack made by you or a creature you can see to deal an additional 5 damage. You can only use one puppetmaster point at a time, unless you cause an attack to deal more damage. You regain all puppetmaster points when you finish a long rest. Deep Trover Chieftains that follow the role of the Deep Trover do not fear what lurks in the darkness, but adopt the shadows as part of their essence. A Deep Trover is at home in caves and dungeons alike, and constantly seeks the risk of going deeper. Fearlessly (and perhaps recklessly in some situations), Deep Trovers guide their comrades through forgotten ruins, ancient crypts, the caverns of the Underdark, and bat-infested grottos. Brave the Dark You are an expert at fighting the creatures of the dark. Starting at 3rd level, you suffer no penalties for attacking a creature obscured by magical or nonmagical darkness, you can't be surprised by a creature leaping out of the darkness, and friendly creatures of your choice within 5 feet of you have advantage on saving throws against being frightened. Infallible Navigation You have a knack for remembering directions and retracing your steps. Also at 3rd level, you can reliably recall the path out of a dungeon, building, forest, or other structure. Additionally, if you spend 1 minute concentrating (as if concentrating on a spell) you can sense the location of any allies within 300 feet. You can't see allies that are obscured behind 1 inch thick lead. Close Combat Specialist You have learned how to fight in confined spaces which are common underground. Starting at 7th level, you may make attacks against creatures behind friendly creatures without fear of hitting them, given that the target creature is within range. Additionally, if you move into the space of a friendly creature, you may swap places with the creature if they are willing. This movement does not trigger attacks of opportunity against the friendly creature. Gloom Weapons Starting at 11th level, you have become one with the darkness and have learned how to channel it into your attacks. Once per turn, when you hit with a weapon attack you can deal an additional 1d8 necrotic damage. This damage increases to 1d10 necrotic damage if you are surrounded by dim light, and 1d12 necrotic damage if you are within total darkness. Dungeon Mastery You are an expert at surviving in underground structures. At 15th level, as long as you are within a dungeon, crypt, ancient ruin, or other similar structure, you gain the following benefits: You have advantage on all Wisdom (Perception) and Intelligence (Investigation) checks.

You and any allies within 30 feet of you can't be surprised.

You have resistance to the damage dealt by traps.

You have darkvision with a range of 60 feet.

Arbiter Arbiters are burdened with the duty of judgment - they rule with an iron fist, enforcing their ideas of right and wrong. Arbiters may not view their fellow adventurers as comrades, but rather as a means of carrying out their law. Through their quick wit and cunning, Arbiters excel at determining the best outcome for any situation. Judgment At 3rd level, you are able to foresee the outcome of certain events. After pondering a set of circumstances for 10 minutes, you may cast the augury spell without using a spell slot and requiring no material components. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You ignore the effects of casting augury two or more times before completing a long rest. You regain all expended uses of this feature upon finishing a long rest. Improved Size Up Also at 3rd level, you excel at determining the foes which pose the largest threats. When you are in battle, you may use your Size Up ability to determine the enemy with the highest CR and the enemy with the highest current hit points. Bestow Worthiness At 7th level you gain the ability to designate an ally as a worthy contender on the battlefield. As an action, you may choose a friendly humanoid within 60 feet of you that you can see. For 1 minute, they gain the following benefits: When the creature is targeted by a healing spell they regain additional hit points equal to half your chieftain level (rounded up).

The creature has advantage on Wisdom ability checks and saving throws.

The creature may follow orders you issue to other creatures given that they can hear you and the order does not have a prerequisite of 4th level or higher. These effects end early if either you or the affected creature end it as a bonus action or the affected creature falls unconscious. You regain the ability to use this feature when you finish a short or long rest. Uncover Motive You have a propensity for determining the true intentions of a creature. At 11th level, you may add your Intelligence modifier to Wisdom (Insight) checks. Execute Verdict At 15th level, you gain control over the matters of life and death. As an action, you can issue a verdict of life or death to a creature that you can see and that can hear you. If you issue a verdict of life, the creature gains hit points equal to your chieftain level, and has advantage on Wisdom saving throws until the start of your next turn. A creature must complete a short or long rest before being able to regain hit points from this feature. If you issue a verdict of death, the creature takes force damage equal to your chieftain level. If you issue a verdict of death to a creature that is at 0 hit points, that creature immediately dies. Orders If an order has prerequisites, you must meet them in order to be able to issue it. You can adopt an order at the same time you meet it's prerequisites. Arcane Spirit Prerequisite: 8th level You awaken an embiggening magical energy in the commanded creature. On the commanded creature's turn, they may cast any spell with a casting time of 10 minutes or shorter as an action. Awakened Agility Prerequisite: 4th level Until the start of your next turn, the commanded creature's speed is doubled, attacks of opportunity against them are made with disadvantage, and their jump distance is doubled. Calm Nerves Prerequisites: 3rd level, Wisdom 13 or higher Until the start of your next turn, the commanded creature may add twice their proficiency bonus to Intelligence and Wisdom saving throws. Dictum of the Wind Prerequisite: Shaman A strong wind billows around the commanded creature. Until the start of your next turn, the commanded creature has a flying speed of 20 feet. Divine Wallop Prerequisite: Proficiency with Religion Your words awaken a light in the commanded creature. If the commanded creature makes a weapon attack on their next turn, the weapon will deal radiant or necrotic damage (your choice), instead of the weapon's normal damage type. Earthen Upshot Prerequisite: Shaman This order may affect a number of creatures equal to your Charisma modifier (minimum of 1). A pillar of stone raises 5 feet beneath each commanded creature. Elemental Outburst Prerequisite: Shaman Choose one of the following damage types: acid, cold, fire, lightning, or thunder. The commanded creature has resistance against the chosen damage type until the start of your next turn, and has a bonus to their next attack roll against an elemental until the start of your next turn. This bonus equals your Charisma modifier.

Empowered Strike Prerequisite: Charisma 13 or higher Your command strengthens the vitality in the commanded creature. The commanded creature may add additional damage to their next weapon attack, equal to your Charisma modifier. Exploding Barrage Prerequisite: 6th level Until the start of your next turn, each time the commanded creature rolls a damage die and deals the maximum amount of damage with that die, they may roll the die again and add it to the damage dealt. Fade Away Prerequisite: Honcho The commanded creature becomes invisible until the start of your next turn, or until they take damage. You can't issue this order again until you finish a long rest. Fiery Imbuement Your words awake a fiery magic in the commanded creature. If the commanded creature makes a weapon attack on their next turn, the weapon will deal fire damage, instead of the weapon's normal damage type. Filch On the commanded creature's next turn, they may make a Dexterity (Sleight of Hand) check as a bonus action. Find the Path On the commanded creature's next turn, they may use a bonus action to Search. Follow Suit Prerequisite: 7th level You may issue this order before you make a weapon attack roll or ability check. If you follow the order by making a weapon attack roll, the creature's next weapon attack roll until the start of your next turn changes to match your attack roll. If you make an ability check, the creature's next ability check of the same kind until the start of your next turn changes to match your ability check. Foresight Prerequisite: Arbiter You relay brief insights into the future to the commanded creature. The creature gets a bonus to their next attack roll, ability check, or saving throw before the start of your next turn. This bonus equals your Intelligence modifier (minimum of 1). An attack roll using this bonus with a total of 20 counts as a critical hit. Harden Resolve Prerequisite: 3rd level, Wisdom 13 or higher The commanded creature may make an Intelligence or Wisdom saving throw to end an effect on them that forces them to make an Intelligence or Wisdom saving throw on each of their turns. Harsh Shove Until the start of your next turn, the commanded creature has advantage on Strength checks made to shove other creatures. Hasty Retreat Prerequisite: 3rd level You may issue this command to a number of creatures equal to your Charisma modifier (minimum of 1). Until the start of your next turn, each commanded creature has their speed increased by 10 feet. High Ground Until the start of your next turn, the commanded creature ignores the movement penalties for climbing. Hurried Vanish Prerequisite: 5th level The commanded creature may immediately move up to half their movement. On the commanded creature's next turn, they may use a bonus action to Hide. Incite Sustenance Prerequisite: Shaman This order may affect a number of creatures equal to your Wisdom modifier (minimum of 1). You sustain each commanded creature, magically nourishing them with the equivalence of half a ration each. Keen Senses Prerequisite: Proficiency with Perception, 4th level The commanded creature does not suffer any penalties against the first attack roll it makes against a hidden creature before the start of your next turn. Loot Haul Prerequisite: Deep Trover This order may affect a number of creatures equal to your Charisma modifier (minimum of 1). Each commanded creature may carry additional weight equal to 5 x your Charisma modifier for 1 hour. Maintain Wit Prerequisite: 3rd level Until the start of your next turn, the commanded creature has advantage on Constitution saving throws made to maintain concentration on a spell. Marionette Prerequisite: Honcho At the end of the commanded creature's turn, the commanded creature's initiative score swaps with your initiative score.

Orchestrate Martial Assault Prerequisite: Flagship, 11th level This order has a different effect depending on the class of the commanded creature. Barbarian: The commanded barbarian immediately enters a rage. Fighter: The commanded fighter immediately uses their Second Wind ability. Monk: The commanded monk may immediately make an unarmed strike. Rogue: The commanded rogue may immediately Dash, Disengage, or Hide if they have access to the Cunning Action ability. Patient Salvo Prerequisite: 3rd level Until the start of your next turn, the commanded creature's speed drops to 0, and they have a number of reactions equal to the number of creatures within their reach. They can only use these reactions to make attacks of opportunity. Perseverance Prerequisite: Honcho, 6th level The commanded creature may make a Constitution check with a DC of 10. On a success, the creature may remove one level of exhaustion. You can't use this feature again until you finish a long rest. Quicken Prerequisite: Flagship The commanded creature's initiative score swaps with the creature who acts directly before it. Rallying Call Prerequisite: 5th level The commanded creature has advantage on its next weapon attack roll before the start of your next turn. The commanded creature loses this benefit if it is targeted by an attack before its turn. You can't issue this order again until you finish a long rest. Rapid Thrust Prerequisite: Flagship, 8th level The commanded creature may make an additional melee attack if they take the Attack action using a melee weapon on their next turn. Recover Stance The commanded creature's AC increases by 3 until the start of your next turn. Spotting If the commanded creature has taken the Ready action on their previous turn and is awaiting a trigger, the commanded creature will have advantage on a single ability check as part of the Ready action. Stir Impetus Prerequisite: 6th level A great well of energy is awakened in the commanded creature. The commanded creature gains 10d8+1 temporary hit points. At the start of each of your turns, the commanded creature loses half of these temporary hit points. When the creature drops below 10 temporary hit points, all remaining temporary hit points are removed. Swift Dodge The commanded creature may move up to 5 feet. This movement does not provoke attacks of opportunity. Trap Warning Prerequisite: Deep Trover The commanded creature has advantage on all saving throws against traps and has resistance to the damage dealt by traps until the start of your next turn. Unhinge You instruct the commanded creature to attack relentlessly. Until the start of your next turn, the commanded creature's AC drops by 1 or 2 (their choice). For each point the commanded creature's AC drops, they gain a +1 bonus to the first weapon attack roll (and the same bonus to the damage roll if they hit) they make before the start of your next turn. Unlock Potential Prerequisite: 15th level Until the start of your next turn, the commanded creature gains a +10 bonus to all attack rolls, saving throws, and ability checks. At the start of your next turn, the creature gains one level of exhaustion. You can't use this order again until you finish a long rest. Vortex Strike Prerequisite: 13th level The commanded creature and yourself both teleport, swapping spaces. Upon teleporting, the commanded creature may use it's reaction to make a melee weapon attack against a creature within its reach. The commanded creature must be within 60 feet. Ward of the Dark Prerequisite: Deep Trover The commanded creature receives a bonus to its AC against attacks from unseen creatures until the start of your next turn. This bonus equals your spell attack modifier. Words of Caution The commanded creature is shielded against critical hits. Until the start of your next turn, when a creature makes a critical hit against the commanded creature, they roll the normal amount of damage dice.