Witchfire's New Commander

by Witchfire

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Witchfire's Commander
Lead and the rest will follow

Commander


A complete class designed by Alice Witchfire

The most important words a man can say are, “I will do better.” These are not the most important words any man can say. I am a man, and they are what I needed to say. The ancient code of the Knights Radiant says "journey before destination." Some may call it a simple platitude, but it is far more. A journey will have pain and failure. It is not only the steps forward that we must accept. It is the stumbles. The trials. The knowledge that we will fail. That we will hurt those around us.

But if we stop, if we accept the person we are when we fall, the journey ends. That failure becomes our destination.

To love the journey is to accept no such end. I have found, through painful experience, that the most important step a person can take is always the next one.

— Brandon Sanderson, Oathbringer

Clad in shining armor, a gallant knight charges into battle, his loyal retinue at his heels. Hi fights with the fury of a lion, each swing of his blade a testament to the unwavering resolve he inspires in his followers. His presence on the battlefield is like a beacon, serving as a rallying point for those who stand against the encroaching darkness.

With watchful intent, a half-orc chieftain surveys the frozen wastes. Beside him, his wolf companion snarls at the biting wind, while his clan huddles behind him against the blizzard. He raises a hand, and the group falls silent, their trust in his leadership absolute. He will guide them through this harsh winter, as he has guided them through countless trials before.

A cunning pirate captain barks orders from the quarterdeck, her voice cutting through the storm like a kraken's cry. Her crew, a motley band of swashbucklers and scoundrels, scramble to obey, their fear of her wrath outweighed only by their thirst for gold and glory. She is the terror of the high seas, a force of nature as unpredictable and dangerous as the ocean itself.

Leadership is a tapestry woven from many threads. It is the unwavering resolve of the knight, the quiet confidence of the chieftain, the fierce determination of the pirate captain. It is the ability to inspire, to guide, to command, and to forge a disparate group of individuals into a unified force capable of achieving extraordinary feats.

Ideal Leaders

Commanders are the heart of any adventuring party. They are the leaders who inspire greatness and guide their allies through the most perilous challenges. They are masters skilled in the art of combat, who also possess the charisma to rally even the most disheartened souls.

At their core, commanders are individuals who rise to the challenge of guiding others toward a common goal. Whether leading a band of adventurers delving into ancient ruins, a company of soldiers defending their homeland, or a crew of pirates seeking fortune on the high seas, a Commander's presence is a beacon of strength. The commander understands the strength of numbers, knowing that victory isn't always something they can achieve alone.

The Commander's Role

Leadership is not merely a matter of barking orders and expecting obedience. True leadership lies in understanding the strengths and weaknesses of those under their command. A wise Commander knows when to delegate, assigning tasks to those best suited to accomplish them. They recognize the value of each individual, knowing that the barbarian's rage, the wizard's arcane power, and the rogue's cunning each have a vital role to play in overcoming challenges.

Much like a skilled artisan selects the right tool for the job, a Commander leverages the diverse talents of their allies. They understand that their own abilities, while formidable, are but one piece of a larger puzzle. By coordinating efforts, the Commander transforms a group of individuals into a cohesive unit capable of achieving extraordinary feats.

In battle, the commander's role is not simply to lead the charge, but to orchestrate the symphony of combat, ensuring that each instrument plays its part in harmony. The commander confidently guides their allies in battle, but in doing so, is keenly aware that they must also bear the consequences of their decisions.

Creating your Commander

Every Commander's journey begins with a spark that ignites the flame of leadership within them. As you craft your Commander, consider the qualities that draw others to your personality.

Do you possess a voice that commands attention, resonating with authority and conviction? Or perhaps your words subtly weave their way into the hearts and minds of those around you. Are you a seasoned adventurer with tales of daring exploits to share, or a rising star whose reputation precedes them? Did you earn your followers through acts of valor and selflessness, or through ruthless ambition?

Reflect on the motivations that led you to embrace the mantle of leadership. Do you yearn for power and influence, seeking to shape the world in your image? Or are you driven by a noble purpose, a desire to protect the innocent and champion the cause of justice? Perhaps you were even chosen by fate or divine mandate.

The answers to these questions will shape your Commander's identity, revealing their core values and aspirations.

Class Overview

The Commander is a master of both swordplay and strategy who excels in the heat of battle. Clad in armor and wielding mighty weapons and an even more powerful presence, the commander is a force to be reckoned with on the front lines.

Commanders are versatile warriors, equally comfortable leading the charge or supporting their comrades from the flanks. Their strength and martial prowess allow them to stand toe-to-toe with the fiercest foes, while their charisma fuels their ability to inspire and coordinate others.

The commander's rallying cry bolsters the spirits of their allies, granting them the strength to endure pain. A seasoned Commander can turn the tide of battle with a well-timed command or a surge of inspiration.

Inspiration

Some examples of real and fictional people who inspired the Commander are below.

  • Alexander the Great
  • Amaya (The Dragon Prince)
  • Aragorn (Lord of the Rings)
  • Blackbeard
  • Captain Rex (Star Wars)
  • Captain Salazar (Pirates of the Carribean)
  • Commander Shepard (Mass Effect)
  • Daenerys Targaryen (Game of Thrones)
  • Elrond (Lord of the Rings)
  • Headless Horseman (Sleepy Hollow)
  • Joan of Arc
  • King Leonidas (300)
  • King T'Challa (Black Panther)
  • Kuvira (Avatar)
  • Sokka/Hadoka (Avatar)
Commander
Level Proficiency
Bonus
Features Boons Known Active Boons
1st +2 Guard (Optional), Silent Communication, Rallying Cry, command boons 2 1
2nd +2 Pressing Attack, Fighting Style 2 1
3rd +2 Heroic Archetype 3 1
4th +2 Ability Score Improvement 3 1
5th +3 Extra Attack 3 2
6th +3 Heroic Archetype Feature 3 2
7th +3 Tales of Valor, Rallying Cry Improvement 4 2
8th +3 Ability Score Improvement 4 2
9th +4 Voice of Authority 4 2
10th +4 Heroic Archetype Feature 4 2
11th +4 Batlte Commander 5 3
12th +4 Ability Score Improvement 5 3
13th +5 Watchful Presence 5 3
14th +5 Tales of Valor, Rallying Cry Improvement 6 3
15th +5 Domination Immunity 6 3
16th +5 Ability Score Improvement 6 3
17th +6 7 4
18th +6 Heroic Archetype Feature 7 4
19th +6 Ability Score Improvement 8 4
20th +6 Living Legend 8 4

Quick Build

You can make a commander quickly by following these suggestions. Your highest scores should be Strength and Charisma, depending on whether you prefer using weapons or supporting others. Second, choose the soldier background.

Multiclassing

Prerequisites: Strength 13 and Charisma 13
Proficiencies Gained: light armor, medium armor, shields, simple weapons, martial weapons, and one skill proficiency.

Commander Features

As a commander, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per commander level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per commander level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Vehicles (all)

  • Saving Throws: Wisdom and Charisma
  • Skills: Choose three from Deception, History, Insight, Intimidation, Investigation, Medicine, Persuasion, Religion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial melee weapon and a shield or (b) any two melee weapons
  • (a) a heavy crossbow and 20 bolts or (b) two handaxes
  • (a) a chain shirt or (b) chain mail
  • (a) a diplomat's pack or (b) an explorer's pack
  • A sewing kit, a cart, and a draft horse

Instead of a draft horse, you can choose another draft animal with a challenge rating of 1/4 or lower. Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.

Variant Class: Tactician

The Commander class is typically associated with a charismatic leader who excels in inspiration and communication. If your vision of the Commander aligns more with a cunning tactical genius, you may choose to use Intelligence in place of Charisma for all Commander class features and multiclassing. The Tactician has the following proficiencies instead.

  • Saving Throws: Wisdom and Intelligence
  • Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion, and Survival.

Optional Feature: Guard 1st level

This feature is also available to Clerics, Fighters, Paladins, and Rangers starting at 1st level.

On your turn, you can take the Guard action to protect a willing creature within 5 feet of you, moving into its space. Until the end of your next turn, you share a space with the guarded creature and grant it the benefits of the Dodge action. You also gain the following reactions:

  • Redirect. If the protected creature is the target of an attack or harmful effect you can see, other than an area effect (such as a dragon's breath), you can use your reaction to become the target instead.

  • Escort. You can use your reaction when the protected creature moves to move with it, but no more than your speed allows.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. You stop guarding the creature if you stop sharing a space with it, if you become incapacitated, or if you die.

Silent Communication 1st level

Through gestures, hand signals, and facial expressions, you can silently communicate with other creatures. As long as you aren't incapacitated, you can convey simple messages to any creature that can see you within 120 feet.

Your allies that share a language with you automatically understand the message. Otherwise, if you are not hidden, another creature can use its reaction to attempt to decipher your message, provided it can see you and knows at least one language. The creature understand you if it succeeds on a DC 15 Intelligence (Investigation) check.

This ability can be used for a variety of uses, such as communicating in the throes of combat, sending secret messages, or attempting to communicate with creatures that don't otherwise understand you.

Rallying Cry 1st level

As a bonus action, you can bolster your allies with a shout, chant, or war cry. Choose up to two creatures other than yourself within 60 feet of you who can hear you.

You grant each target temporary hit points equal to 1d6 + half your commander level, rounded up. You also grant yourself temporary hit points equal to 1d6 for each creature you target. For instance, if you target two creatures, you gain 2d6 temporary hit points. After one hour, any remaining temporary hit points from this feature disappear.

After you use this feature, you must finish a short or long rest before you can use it again.

At Higher Levels 7th, 14th levels

At 7th level, you can use this feature two times between rests. At 14th level, you can use it three times between rests. You regain all expended uses after a short or long rest.

You can expend these uses individually, or you can spend multiple uses simultaneously when you use your Rallying Cry. For each additional use you spend after the first, you can target up to three additional creatures.

Command Boons 1st level

You can use command boons, which are special commands that grant unique bonuses to your allies.

Boons Known

The number of command boons you know depends on your level in this class, as shown in the class table, starting with two boons at 1st level. When you finish a long rest, you can replace a command boon you know with a different one, reflecting your tactical preparations for the day.

Using Command Boons

You can use a command boon as an action, issuing it to a willing creature within 30 feet of you, other than yourself. If the creature can understand you through some means, it gains the benefits of the command boon for the duration specified in its description. Unless stated otherwise, a boon with a duration of one round end at the start of your next turn.

A command boon ends early if the target dies, falls unconscious, or if either creature chooses to end the effect (no action required). If you issue a command boon to a creature already under the effect of one, the previous one ends.

You can only have a limited number of command boons active at a time. The maximum number of active boons you can have is shown in the Active Boons column of the Commander table. If you exceed this number, the first boons you issued end.

At Higher Levels 5th, 11th, 17th levels

When you take this action at higher levels, the number of command boons you can issue that turn increases respectively. You can issue two command boons at 5th level, three command boons at 11th level, and four command boons at 17th level. Each boon must target a different creature, but you can choose to issue the same boon or a different one to each target.

Command Boon Options

A reference to a level refers to the commander's level in this class.

Bracing Stance Duration: 1 round

You gain a bonus to your Armor Class and Dexterity saving throws equal to the commander's proficiency bonus, provided you are not incapacitated.

Confidence Boost Duration: 1 round

You gain temporary hit points equal to 2d6 + the commander's proficiency bonus. These temporary hit points disappear at the end of the commander's next turn.

Deep Breathing Duration: 1 minute

Your ranged weapon attacks ignore half cover and three-quarters cover, and they score a critical hit on a roll of 19 or 20. If you take damage or are unable to breathe, you lose these benefits until the end of your next turn.

Dirty Trick Duration: 1 round

The next time the target hits a creature with a melee attack, the creature must make a Constitution saving throw. On failure, the creature is blinded until the end of its next turn. The save DC equals 8 + the commander's proficiency bonus + the commander's Charisma modifier.

Elusive Presence Duration: 1 minute

For the duration, you treat half cover as three-quarters cover and can take the Hide action as a bonus action on each of your turns.

Evasive Retreat Duration: 1 round

If a hostile creature within 30 feet of you moves closer, you can use your reaction to move up your speed without provoking opportunity attacks, provided you can see the creature. You can move in any direction as long as it takes you further from the creature.

Fancy Flourishes Duration: 1 minute

On each of your turns, you can reroll one melee weapon attack made using a finesse weapon. You must use the new roll.

Grim Determination Duration: 1 round

The next time damage would cause you to drop to 0 hit points, you can use your reaction to drop to 1 hit point instead.

Hold Position Duration: 1 minute

For the duration, you can use your reaction to make an opportunity attack against a creature that moves at least 5 feet within your reach. If the attack hits, the creature’s speed is reduced to 0 for the rest of the turn. The effect ends if you move from your current position.

Iron Hide Duration: 1 round

For the duration, you have resistance to bludgeoning, piercing, and slashing damage.

Mage's Focus Duration: 1 minute

For the duration, you have advantage on Constitution saving throws made to maintain concentration on spells.

Momentum Strike Duration: 1 round

On your next turn, you can use your bonus action to make a melee weapon attack against a creature you've already targeted with an attack that turn.

Nerves of Steel Duration: 1 minute

For the duration, you can add a d4 to any Constitution, Wisdom, or Charisma saving throw you make. Starting at 11th level, the die is a d6 instead.

Rapid Attack Duration: 1 round

You can make one additional weapon attack during your next turn. If you take the Attack action, you gain the attack as part of that action. Otherwise, you can use your bonus action to attack

Reckless Casting Duration: 1 minute

For the duration, whenever you cast a spell that deals damage, you can reroll up to five of the spell’s damage dice. You must use the new rolls, even if they're lower.

Shatter Concentration Duration: 1 round

The next time you hit a creature that is concentrating on a spell, that creature has disadvantage on the Constitution saving throw made to maintain concentration.

Stalwart Heart Duration: 1 minute

For the duration, if you can see or hear the commander, you have advantage on saving throws to end effects on yourself.

Suppressing Fire Duration: 1 minute

Each time you hit a creature with a ranged weapon attack, that creature has disadvantage on its next attack roll before the end of its next turn.

Titan's Fury Duration: 1 round

The next time you use Strength to hit with a melee weapon attack, the attack deals an extra 2d6 damage. If the target is a Medium or smaller creature, and the weapon is not Light, you also knock it prone. Starting at 11th level, the extra damage increases to 3d6.

Tricky Footwork Duration: 1 minute

Your movement speed increases by 10 feet for the duration, and you can take the Disengage action as a bonus action on each of your turns.

Viper's Strike Duration: 1 round

If a creature that you can see hits you with a melee attack, you can immediately use your reaction to make a melee weapon attack against that creature.

Warrior's Focus Duration: 1 round

For the duration, you add a d4 to your attack rolls and saving throws. Starting at 11th level, the die is a d6 instead.

Pressing Attack 2nd level

After you use a command boon on your turn, you can use your bonus action to keep pressure on the enemy. Make a weapon attack against a creature you can see. On hit, the attack deals damage as normal, and the next attack roll against the target but before the end of your next turn has advantage.

You can make this attack a number of times equal to 1 + your Charisma modifier (minimum of once). When you finish a long rest, you regain all expended uses.

Fighting Style 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.

New Fighting Styles

Mounted Skirmishing and Shield Fighting are also available to Fighters, Paladins, and Rangers. Strategic Command is exclusive to Commanders.

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 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 two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mounted Skirmishing (New)

When you make a melee attack while mounted, the target of the attack can't make opportunity attacks against you or your mount for the rest of the turn, unless you dismount.

Protection

When a creature you can 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.

Shield Fighting (New)

You are proficient with the use of a shield as a weapon, treating it as a martial melee weapon. When you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and you shove the target 5 feet back if it is no more than one size larger than you.

If your shield has a magical bonus to AC, you also add that bonus to attack and damage rolls made with the shield.

Strategic Command (New)

You learn one additional command boon, which doesn't count total your total boons known. Furthermore, your command boons have a range of 60 feet.

Heroic Archetype 3rd level

Choose a Heroic Archetype that inspires your leadership and tactics. Your choice grants you features at 3rd level, and again at 6th, 10th, and 18th levels.

Ability Score Improvement 4th level

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack 5th level

You can attack twice, instead of once, whenever you take the Attack action on your turn. When you do so, you may forgo one of your attacks to issue a command boon (one target only) to a friendly creature within range.

Starting at 17th level, you can forgo one of your attacks to issue two command boons instead.

Tales of Valor 7th level

By spending at least 30 minutes sharing stories during a long rest, you foster camaraderie and shared purpose among your allies. At the end of the rest, each creature that participated (including yourself) gains two additional Hit Dice. A creature may not exceed its maximum number of Hit Dice, as normal.

Beginning at 14th level, each creature gains an additional Hit Die (3 total from this feature).

Voice of Authority 9th level

Your force of personality makes it difficult for others to resist your influence, whether addressing a crowd or dealing with powerful figures. When you make a Charisma check to influence a group of three or more creatures, you can add your proficiency bonus to the roll if you are not already proficient. If you are proficient, your proficiency bonus is doubled for that check.

Additionally, you can apply this benefit to Charisma checks made to interact with figures of authority, such as nobles, governors, magistrates, guild masters, or military leaders.

Variant Feature: Tactical Expertise

This feature replaces the commander's Voice of Authority feature. You forgo the benefits of that feature in favor of the following:


Choose two skill proficiencies you have gained from this class. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You cannot select a proficiency that is already benefiting from a feature, such as Expertise, that also doubles your proficiency bonus.

Battle Commander 11th level

You regain all of your expended uses of Pressing Attack when you finish a short or long rest.

Watchful Presence 13th level

You gain a bonus to your initiative rolls equal to your Charisma modifier (minimum of 0), and while you are conscious, you and friendly creatures within 30 feet cannot be surprised.

Domination Immunity 15th level

You are immune to being charmed, frightened, or possessed.

Living Legend 20th level

When you use your Rallying Cry, you end one effect on each target that is causing it to be charmed, frightened, or paralyzed. You also regain all expended uses of your Rallying Cry whenever you roll initiative.

Heroic Archetypes

A commander's archetype reflects their unique abilities and personal strengths, helping to define their role on the battlefield. If an archetype feature refers to your heroic save DC, it is calculated as follows.

Heroic Save DC = 8 + your proficiency bonus + your Charisma modifier

War Leader

In the grand theater of battle, the War Leader leads from the front as a symbol of combat mastery. The War Leader excels at both battlefield strategy and personal combat. Whether rallying troops at the gates of a fortress or heading a forwards charge, the War Leader's presence on the battlefield is a force multiplier for their army.

In Thelemia, War Leaders frequently carry personal trinkets of Bellator, Valera, or Raphael.

Signature Commands 3rd level

You learn two command boons of your choice. These boons do not count against the total number of command boons you know, and you cannot replace them when you finish a long rest.

Strategic Advantage 3rd level

Whenever you use a command boon, you can grant yourself advantage on your next attack roll before the end of your next turn. You can only gain this advantage once per turn.

Twinned Command 6th level

Your influence on others reflects back on you. When you use a command boon, you can also choose to gain its effects for the full duration. The boon applied to yourself does not count toward your active boons.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after a long rest.

Unbreakable Will 10th level

Your sheer force of will allows you to shake off debilitating effects. When you fail a saving throw, you can choose to reroll it and must use the new roll. Additionally, when you reroll in this way, you gain temporary hit points equal to your Commander level.

You can’t use this feature again until you finish a long rest.

Rallying Speech 18th level

As an action, you inspire yourself and up to five other creatures within 30 feet to react with heightened awareness. For the next 10 minutes, you and the chosen creatures can take up to two reactions per round, as long as each reaction is triggered by a different event (such as an opportunity attack and a command boon).

Once you use this feature, you can’t use it again until you finish a long rest.

Dread Knight

A Dread Knight is a terrifying leader that strides into battle as both a beacon of hope and a harbinger of despair. Dread Knights use fear and intimidation to shatter the enemy's will, believing that such force paves the easiest path forwards. The air around the Dread Knight thrums with an eerie energy that can unnerve even the toughest foes.

Dread Knights in Thelemia often follow the grim tenets of entities such as Death, Ruin, or Raphael.

Chilling Presence 3rd level

You gain proficiency in the Intimidation skill. Your proficiency bonus is doubled for any check you make with this skill.

Aura of Fear and Dread 3rd level

Also at 3rd level, as a bonus action, you can expend a use of your Rallying Cry to exude an aura with a foreboding presence for one minute, rather than the normal effects. The aura extends 10 feet from you and ends early if you are incapacitated or die. While the aura is active, you gain the following benefits:

  • You have advantage on Charisma (Intimidation) checks against creatures within the aura.
  • When a creature starts its turn in the aura, you can force that creature to make a Wisdom saving throw against your heroic save DC. On a failed save, the creature becomes frightened of you until the end of your next turn. While frightened in this way, the creature’s speed is reduced to 0.
  • Damage you deal to creatures within the aura ignores temporary hit points.

Dark Empowerment 6th level

Once per turn, you deal an extra 1d8 psychic damage when you hit with a melee weapon. If the target is frightened of you, you also gain temporary hit points equal to your proficiency bonus.

Curse of Ruin 10th level

Whenever you activate your Aura of Fear and Dread you can force one creature in the aura to make a Charisma saving throw against your heroic save DC. On a failed save, the creature is cursed for the aura's duration.

The cursed creature takes psychic damage equal to your proficiency bonus whenever it starts its turn in your aura, and it cannot regain hit points or gain temporary hit points for the aura's duration.

Before your aura ends, you can use this ability again as a bonus action on each of your subsequent turns, but you must spend a use of your Rallying Cry each time you do so.

Deathly Dominion 18th level

Your Aura of Fear and Dread extends to a 30-foot radius. While within this aura, creatures of your choice cannot gain advantage on attack rolls or saving throws, and any immunity to the frightened condition they may have is suppressed.

Archetype Considerations

The base class establishes the commander as a leader, while the archetype makes them unique and engaging. Mechanically, an archetype should primarily provide benefits for the commander, as the base class offers plenty of benefits for their allies. Thematically, an archetype can focus on the commander’s role in battle, their influence over others, or a distinct magical connection.

The 3rd level feature (or features) should introduce the archetype's signature ability, as well as define its core identity. This feature should provide unique options that enhance the commander's utility in either roleplay or exploration, in addition to their combat capabilities.

The 6th level feature should provide an additional combat-focused benefit. Commanders can't make multiple attacks as liberally as a fighter or paladin can, so this feature should provide some sort of alternate benefit that is useful even in situations with few allies. Consider that while they gain significant benefits to their main features next level, these abilities rely on the commander having multiple allies nearby.

The 10th and 18th level features should offer dramatic and impactful effects. In short, these features allow the commander to do cool things. While campaigns may not always reach 18th level, many do reach 10th level, so make it memorable!