A leader skilled in planning, commanding and rallying troops in battle. You might be an Officer in the army trained in tactics, an accomplished crime boss skilled at inspiring his thugs or a freedom fighter that always has a plan ready for the right cause.
Allies benefit from their tactical insight and leadership. They lend buffs, protection and can let allies use their reaction to attack or move.
Becoming a Officer...
Level 1: Attack At Will
Use your Bonus Action or Reaction to choose an ally within a 30 ft. radius that can see and hear you to allow them to use their Reaction to make a weapon attack. On a successful hit, they add your Charisma Modifier to the damage roll.
Level 1: Move!
You can use your Bonus Attack or Reaction to allow an ally within 30 ft. radius that can see and hear you to move up to half their movement speed.
Level 1: Intelligent Defense
You can add your Intelligence bonus as your Initiative and AC bonus if higher than your Dexterity.
Level 2: Tactical Analysis
You can use a Bonus action to learn a number of attributes of a creature equal to your Proficiency Bonus from the list below:
- One Ability Score
- Attack bonus
- Hit points
- Armor Class
- Damage vulnerabilities, immunities or resistances
- Condition immunities
Level 3: Officer Subclass
You gain a Officer subclass. For the rest of your career, you gain each of your subclass’s features that are of your Officer level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Officer levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Expertise
Choose 2 skills to become an expert in. You double your Proficiency Bonus for this chosen skill.
Level 6: Taunt the Enemy
By using a Bonus Action or Reaction you can yell at an enemy that can understand you and they make a Charisma Saving Throw DC8 + Proficiency Bonus + Charisma Modifier. On failure, the next Action, Bonus Attack, Saving Throw or Reaction they make is with Disadvantage. If they already made an Attack they're forced to re-roll the Action, Bonus Action, Saving Throw or Reaction.
Level 6: Do not Falter!
By using a Bonus Action or Reaction you can encourage one of your allies when they make a Saving Throw and they can add your Charisma Bonus to the roll.
Level 7: Perfectionist
You re-roll ones on Skills you are Proficient with.
Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Officer levels 12, and 16.
Level 9: Extra Reaction
You gain an extra Reaction per turn.
Level 10: Inspiring Speech
At the start of battle, you shout encouragements or make a rousing speech. You give Heroic Inspiration to a number of Allies equal to your Charisma Bonus.
Level 11: Reliable Expertise
You can no longer roll below a 10 on Ability Checks you have Expertise in.
Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Officer level 16.
Level 13: Commanding Presence
You add your Proficiency Bonus to any Officer Abilities that add your Charisma Bonus to rolls.
Level 14: Battlefield Commander
You and your allies make Initiative Checks with Advantage and add your Charisma Modifier to the Roll. Two allies can swap Initiative.
Level 15: Move and take cover!
Replaces the Move! ability. You can use your Bonus Attack or Reaction to allow an ally to move up to their Movement speed. They gain Resistance to Ranged and Spell Attacks until the start of their next turn.
Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 18: Booming Voice
Once per Short Rest, you can rally all allies that can hear you. They can move up to their Movement speed and use their Reaction to make a Weapon Attack. They gain Resistance to Ranged and Spell Atacks until the start of their next turn.
Level 19: Epic Boon
You gain an
Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Lever 20: Grand Speech
At the start of combat, you give a grand speech inspiring all allies that can hear you. They get Heroic Inspiration and make their next Attack Roll with Advantage and can choose to succeed one Saving Throw before or after they roll until the end of combat.