The Commander

Sikeopath

Team Lead
Staff member
Team Lead
Story
Systems
Commander

“I lead my pack like no other, forming my soldiers into an unstoppable force of synchronization. Those fiends will fear us as our loyalty to each other would never break, whether it's within battle or not.”



The Commander School focuses on leadership and teamwork, thriving in battles where they guide their allies for the most optimal outcome.

The Commander specializes in inspiring their allies to strengthen them in their attack and defenses, benefiting greatly themselves by relying on their loyalty and capabilities.


Passives
The Commander receives the following passive effects:

Initiate - Elite Inspiration
The Commander has expanded upon their ability to inspire their troops in battle. This enhances the universal ‘Inspiration’ ability in the following ways:
  • Removes the 3 turn cooldown, allowing it to be used consecutively.
  • Increases the range from 10 to 15 Blocks.
  • Allows it to be used with [Body + Leadership].
  • Allows it to be used as a Bonus Action or an Action. Both can be used on the same turn, but require separate targets.
Whenever an ally [Inspired] by the Commander succeeds at a contest, the Commander stores the successes they granted them (up to 4 stored successes). The Commander may use up to 2 of these stored successes at a time on an attack or defense check. This consumes the stored successes in the process while adding them to the roll.


Prodigy - Coming Soon



Grandmaster - Coming Soon

Initiate

Name: Sundering Strike
Branch: Commander
Level/Cost: Initiate | 1
Effect: Damage
Range: Weapon
Charging Time: 1 Turn
Duration: 1 Round
Skill Roll: Weapon
Description: The Commander strikes an opponent within range, staggering them and setting them up opportunities for their allies to exploit. The target must make a defense save against the user’s Skill Roll, inflicting Roll Damage, and [Slowed] for 1 round on failure.

If the target is already [Slowed], they instead receive Disadvantage on Defense for 1 round.
Name: Charge!
Branch: Commander
Level/Cost: Initiate | 1
Effect: Movement
Range: 10 Blocks
Charging Time: 1 Turn
Duration: 1 Round
Skill Roll: N/A
Description: The Commander sounds off the order to charge, enhancing up to 2 allies within range - this can including themselves. This grants the affected allies [Hastened], increasing their weapon reach by 3 Blocks, and allowing them to pass through units for 1 turn.

A target they pass through can attempt to contest it by rolling a [Body + Athletics] check of 3+ Successes to block them early, but take a Minor Wound on failure to block them.

When used with a loud instrument such as a warhorn, it increases the range to 20 Blocks, and increases the affected targets to 4.
Name: Exploit Opening
Branch: Commander
Level/Cost: Initiate | 1
Effect: Damage
Range: Weapon Reach
Charging Time: 1 Turn
Duration: 1 Round
Skill Roll: Weapon
Description: If an ally within range is targeted by an attack and succeeds in their defense, the Commander can use this as a reaction to exploit their opening. The target must make a defense save against the user’s Skill Roll, inflicting [Slowed] for 1 round on failure.

If the target was already slowed, they instead receive Roll Damage up to a Moderate Wound.

Student

Name: Strike!
Branch: Commander
Level/Cost: Student | 2
Effect: Boon
Range: 10 Blocks, 3x3 AOE
Charging Time: 1 Turn
Duration: 1 Round
Skill Roll: Body + Leadership
Description: The Commander designates a spot within range for their allies to strike. The Commander uses their Skill Roll, granting all attacks made by allies against targets in the area [Inspired] on Attack for 1 Round, with the [Inspired] effects value being half of the Commander's successes from their Skill Roll (rounded up) added to the ally's attack roll.

Additionally, it applies [Hastened] for 1 round to any allies that move directly towards the targeted location. This does not apply if they move in any direction other than towards the targeted location.

When used with a loud instrument such as a warhorn, it increases the range to 20 Blocks.
Name: Form Ranks!
Branch: Commander
Level/Cost: Student | 2
Effect: Boon
Range: 15 Blocks
Charging Time: 1 Turn
Duration: 3 Rounds
Skill Roll: Body + Leadership
Description: The Commander designates themselves or an ally in range as the center of a Line Formation for the duration. Any ally that stands to the immediate left or right of a member of this Line becomes a part of it and grants a stack of Advantage on Defense to all allies in the formation for each additional member (stacking up to 2 times).

Additionally, whenever a unit within the line moves, all members of this formation may move along with them, but are restricted to only moving forwards and backwards with no ability to turn. Their Movement Speed is capped at 2 Blocks and cannot exceed more than 5 Blocks in a single round. Both the Movement Speed Cap and the max distance the formation may walk in a single round are doubled if every member of the formation has [Hastened] applied.

This gives no Advantage on Defense if there is only 1 member in the formation.
Name: No Quarter!
Branch: Commander
Level/Cost: Student | 2
Effect: Boon
Range: 10 Blocks
Charging Time: 1 Turn
Duration: 1 Round
Skill Roll: Body + Leadership
Description: The Commander commands their forces to focus upon a singular target within range. The Commander uses their Skill Roll to grant all attacks made by allies against the specified target [Inspired] on Attack for 1 Round, with the [Inspired] effects value being half of the user’s successes from their Skill Roll (rounded up).

Additionally, the first successful attack made by an ally on the target using this inspiration will inflict Disadvantage on Defense on the target for 1 round.

When used with a loud instrument such as a warhorn, it increases the range to 20 Blocks.

Prodigy


Master


Grandmaster

 
Last edited:
Back
Top