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Battlefield Commands

Battlefield Command Tiers

Battlefield Commands are divided into 3 tiers. As the tier number increases, the commands in the tier are more powerful, or otherwise represent a more unique or niche option.    

Tier One Commands

Name Effect
Maneuvering Command: As a bonus action, you may command a friendly creature you can see to move. It may then immediately move up to half of its maximum movement speed without provoking opportunity attacks.
Commanded Retreat: As an action, you may command a number of creatures within 30 feet of you to retreat. As a result, you and any creatures you command can instantly move up to their full movement speed, so long as it is away from hostile creatures.
Rallying Cry: As an action, you can choose a number of friendly creatures that can hear you to rally. Roll 2d8 + your Charisma modifier, the total result of which represents a pool of temporary health points that you can distribute among the chosen creatures as you like.
Distracting Yell: As an action, you can attempt to distract a target within 30 feet with a yell. The target must make a wisdom save. On a failure, the target is distracted, which causes it to make all of its attacks with a -2 until the end of its next turn.
Goading Taunt: As a bonus action, you may attempt to goad a creature. The target is forced to make a charisma saving throw. On a failure, the target has disadvantage on attack rolls against creatures other than you until the end of its next turn.
Commanded Attack: As a bonus action, you can command a creature other than yourself that can hear you to attack a specific target. On the chosen commanded creature's next turn, it can make a single weapon attack against the chosen target as a bonus action.
Commanded Guard: As an action, you can command a creature wielding a shield that can hear you other than yourself to be on its guard. It gains a bonus to its AC equal to your proficiency bonus until the end of its next turn.
Inspiring Command: As a bonus action, you may inspire a friendly creature that can hear you. It then has advantage on the next ability check or saving throw that it makes.
   

Tier Two Commands

Name Effect
Expose Weakness: As an action, you can expose a weakness of a hostile creature within 30 feet of you. As a result, a friendly creature of your choice within 30 feet of the target has advantage on attack rolls against the chosen target until the end of the friendly creature's next turn.
Demoralizing Yell: As an action, you may yell something demoralizing at a chosen hostile creature. It must make a wisdom save, and on a failure it can either no longer take reactions or bonus actions (your choice).
Bracing Command: As an action, you can command any friendly creatures within 30 feet of you to brace. Pick a physical saving throw (Strength, Dexterity, or Constitution), and all creatures that you command gain a bonus to the chosen saving throw equal to your proficiency bonus until the start of your next turn.
Exposing Yell: As a bonus action, you may let out an intense yell. As a result, the position of any invisible creatures within 60 feet of you are instantly revealed, and any noninvisible hiding creatures within 60 feet must make a wisdom saving throw. On a failure, their positions are also revealed.
Menacing Taunt: As an action, you may menace a creature within 60 feet of you. It must make a wisdom save, and on a failure, it is frightened of you until the end of your next turn.
Commanded Item Use (placeholder name): As a bonus action, you can command a friendly creature to use a specific item from its inventory. The creature can then immediately use the item as a free action if it wishes.
   

Tier Three Commands

Name Effect
Mental Fortress: As an action, you can command any friendly creatures within 30 feet of you to brace. Pick a mental saving throw (Wisdom, Charisma, or Intelligence), and all creatures that you command gain a bonus to the chosen saving throw equal to your proficiency bonus until the start of your next turn.
Focus Fire: As an action, you can command a number of friendly creatures within 60 feet of you to all attack a single target. All chosen friendly creatures can immediately make a weapon attack as a reaction against the chosen target.
Violent Shriek: As an action, you can let out a deafening shriek. All creatures within 10 feet of you, including yourself, are immediately deafened for one minute. All creatures other than yourself within this range must also make Constitution saving throws or be incapacitated until the end of your next turn.
Devastating Insult: As an action, you can attempt to devastate a creature with an insult so great that it has physical consequences. The creature must make a Charisma saving throw. On a success, it has disadvantage on all attack rolls until the end of its next turn. On a failure, it also has disadvantage on all saving throws until the end of its next turn.

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