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# Warlord

# Ability Scores

Warlords gain a +2 class bonus to Strength or Charisma, as long as it isn’t the same ability you increase with your +2 species bonus.

# Skills

Warlords get 2 skill points in any Strength or Charisma skill like Endurance, Intimidate, and Streetwise.

# Gear

At 1st level, warlords start with a melee weapon or two, a ranged weapon, a shield, light armor of some type (or heavy armor if they chose the Armor Skills talent), and other minor odds-and-ends suggested by their background.

# Gold Pieces

Warlords start with 25gp.

# Armor

Armor Type Base AC Atk Penalty
None 10
Light 12
Heavy 14 -2
Shield +1

# Melee Weapons

Weapon Type One-Handed Two-Handed
Small LEVELd4 dagger LEVELd6 club
Light or Simple LEVELd6 mace, shortsword LEVELd8 spear
Heavy or Martial LEVELd8 (-2 atk) longsword, warhammer LEVELd10 (–2 atk) greatsword

# Ranged Weapons

Weapon Type Thrown Crossbow Bow
Small LEVELd4 dagger, star LEVELd4 hand crossbow
Light or Simple LEVELd6 javelin LEVELd6 light crossbow LEVELd6 shortbow
Heavy or Martial LEVELd8 (–2 atk) heavy crossbow LEVELd8 (–2 atk) longbow

# Level Progression

Warlord Level Total Hit Points Total Feats Class Talents (H) Commands & Tactics (m) Pool available (H) Level-up Ability Damage Bonus From Ability Score
Level 1 Hybrid (Avg. of both classes) x 3 As 1st level PC 1 or 2 (3 total) 3 1st level Not affected ability modifier
Level 1 (7 + CON mod) x 3 1 adv 3 4 1st level   ability modifier
Level 2 (7 + CON mod) x 4 2 adv 3 5 1st level   ability modifier
Level 3 (7 + CON mod) x 5 3 adv 3 6 3rd level   ability modifier
Level 4 (7 + CON mod) x 6 4 adv 3 7 3rd level +1 to 3 abilities ability modifier
Level 5 (7 + CON mod) x 8 4 adv; 1 champ 4 7 5th level   2 x ability modifier
Level 6 (7 + CON mod) x 10 4 adv; 2 champ 4 8 5th level   2 x ability modifier
Level 7 (7 + CON mod) x 12 4 adv; 3 champ 4 8 7th level +1 to 3 abilities 2 x ability modifier
Level 8 (7 + CON mod) x 16 4 adv; 3 champ; 1 epic 4 9 7th level   4 x ability modifier
Level 9 (7 + CON mod) x 20 4 adv; 3 champ; 2 epic 4 9 9th level   4 x ability modifier
Level 10 (7 + CON mod) x 24 4 adv; 3 champ; 3 epic 4 10 9th level +1 to 3 abilities 4 x ability modifier

(H): Indicates columns in which hybrid characters lag one level behind.

# Stats at 1st Level

Ability Bonus +2 Strength or Charisma (different from species bonus)
Initiative Dex mod + Level
Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 12 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier
Recoveries 8
Recovery Dice (1d8 x Level) + Con mod
Skills 2, max 5 in any one skill
Relationships 3 points
Talents 3
Feats 1 per Level

# Basic Attacks

# Melee Attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: Damage equal to your level


# Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss:


# Class Features

All warlords have class features associated with commands and tactics.

Commands allow you to help your allies fight better. You issue them as interrupt actions during their turn. To issue a command, the ally must be conscious, but line of sight isn’t required.

All commands are at-will powers, though they do cost command points, and are usually limited to once per round (as an interrupt). You start each battle with 1 command point and generally gain more via the two standard warlord features: Fight from the Front and Weigh the Odds. Excess command points go away at the end of the battle.

Your powers also include tactics that have immediate effect during your turn. Tactics, as opposed to commands, don’t use command points. You also don’t have to wait around for an ally’s turn to use them. However, tactics don’t always recharge after a battle.

You can choose the commands and tactics you want to use. A 1st-level warlord starts with a total of 4 commands and tactics. An effective warlord should choose a good balance of commands and tactics.


# Fight from the Front

When you hit with a warlord melee attack during your turn, gain 1d3 command points.

# Adventurer Feat

You now gain 1d4 command points when you hit with a melee attack during your turn instead of 1d3.

# Champion Feat

When you make a melee attack during your turn and miss with a natural even roll, gain 1 command point.

# Epic Feat

Twice per full recovery when you hit with a melee attack, you can gain additional command points equal to double your Strength modifier.


# Weigh the Odds

Standard Action

Effect: Gain 1d4 command points.

# Adventurer Feat

Once per full recovery, add your Charisma modifier to the number of command points you gain when you use this action.

# Champion Feat

Once per battle while the escalation die is 3+, you can gain 1d4 command points as a quick action.

# Epic Feat

You now gain 1d6 command points instead of 1d4 when you use this action.


# Class Talents

Choose three of the following class talents. You get an additional warlord talent at champion tier.

# Ambassador

Whenever you or an ally gains a positive relationship point you gain insight into their goals and motives in the form of a leverage die.

Once before your next full recovery, you can add this die to any relationship advantages skill check you make. You use it on your own check or aid a nearby ally.

# Adventurer Feat

You gain 1 additional skill point in a skill related to court intrigue, etiquette and politics. You can use this skill point to raise that skill beyond the normal maximum of 5.

# Champion Feat

You can now use the leverage die to gain a 1d6 bonus command points with your Weight the Odds class feature instead.

# Epic Feat

You can use your leverage die as a bonus to a recharge roll for a tactic.


# Armor Skills

Unlike other warlords, you take no attack penalties for fighting in heavy armor. (As indicated on your class chart, your base AC in heavy armor is 14.)

# Adventurer Feat

When an enemy misses you with a melee attack and rolls a natural 1 or 2, you gain 1 command point.

# Champion Feat

Once per full recovery as a free action when you are hit by an attack that targets AC, you can take half damage from that attack instead.

# Epic Feat

Once per full recovery as a free action, you can gain a bonus to AC equal to the current escalation die until the end of the battle. (The AC bonus increases or decreases as the escalation die increases or decreases.) This bonus can’t be higher than the number of relationship points you have with warrior or leader relationship you have in your game.


# Battle Captain

Once per battle when you have 2 or more command points left after giving a command, you can use another interrupt action on a different ally’s turn before the start of your next turn.

# Adventurer Feat

You now only need to have 1 or more command points left instead of 2.

# Champion Feat

You can use this talent twice per battle.

# Epic Feat

You gain an additional command point at the start of each round while the escalation die is 4+.


# Centurion

Your Fight from the Front melee attacks gain a +1 bonus to their critical threat range. If you score a critical hit with it, you gain the maximum possible on your command points roll.

# Adventurer Feat

During the first round of battle, you can act immediately after the initiative of any ally you choose, instead of your own initiative.

# Champion Feat

During the first round of combat, gain a 1d4 bonus to the attack roll with your Fight from the Front melee attack.

# Epic Feat

Increase the critical threat range bonus to +2.


# Combat Maneuver

Choose a fighter maneuver of your level or lower. You can use it like a fighter. You can also switch it for a different maneuver each time you level up.

# Adventurer Feat

You gain the adventurer feat for the maneuver you chose, if any.

# Champion Feat

Choose a second fighter maneuver of your level or lower to use.

# Epic Feat

You gain the adventurer and champion tier feats, if any, for both your fighter maneuvers.


# Destined to Lead

When you gain inspiration, you gain 2 bonus command points that last until the end of the current game session.

When you use one or more of these bonus command points, tell a story about how something related to the inspiring moment comes into play to make you a better/luckier/destined warlord.

# Adventurer Feat

You now gain the 3 bonus command points when you gain inspiration.

# Champion Feat

Once per session when you roll a critical hit on an attack roll you gain inspiration.

# Epic Feat

When you gain inspiration, you and each nearby ally gain a +1 bonus to death saves until the next full heal-up.


# Drill Sergeant

Special: You cannot take this talent in combination with the Strategist or Tactician talents.

Any time an element of the warlord class refers to Charisma, you can replace it with Constitution. In addition, your base PD is increased to 12, but your base MD is reduced to 10.

# Adventurer Feat

You gain 1 additional skill point in a skill related to either intimidation or physical exercise. You can use this skill point to raise that skill beyond the normal maximum of 5.

# Champion Feat

When you use a command, you can spend an additional command point to give a nearby enemy a -2 penalty to their next attack roll.

# Epic Feat

When you give an ally a bonus to attack rolls with a command or tactic, increase that bonus by 1.


# Forceful Command

When you give a command that lets an ally roll a d20 (an attack, a save, etc.), you can spend additional command points before the roll up to the escalation die value, or 1 point if the escalation die is still 0. That ally gains a +2 bonus to the roll for each point you spend this way.

# Adventurer Feat

You begin each battle with 1 additional command point.

# Champion Feat

Once per battle, you can use a command on a far away ally.

# Epic Feat

Once per full recovery when you use this talent to grant an ally a bonus to a d20 roll, you can also allow that ally to reroll that roll once as a free action.


# Into the Fray

At the start of each battle before you and your allies roll initiative, roll a d4. A number of your allies equal to the roll gain the following benefit of your choice: a +4 bonus to initiative that battle; OR a +2 bonus to AC until the end of the first round.

# Adventurer Feat

You also gain the chosen bonus.

# Champion Feat

The +2 bonus to AC also applies to PD and MD.

# Epic Feat

The chosen allies now gain both bonuses (+2 to all defenses for the first round and +4 to initiative this battle).


# Martial Training

Unlike other warlords, you don’t take a –2 attack penalty when fighting with heavy or martial weapons.

# Adventurer Feat

You gain 1 command point whenever you roll a natural 19 or 20 with a melee attack.

# Champion Feat

Twice per full recovery as a free action (once per turn), you can reroll one of your melee attack rolls.

# Epic Feat

Twice per full recovery as free action (once per turn) when you hit with a melee attack, you can deal 1d10 extra damage to the target for each positive relationship point you have with warrior or leader in your game.


# Moment of Glory

When you roll initiative, also roll a d4 and record the result. As a free action, you can add the result to a single attack roll made by one of your nearby allies later this battle. (It’s a free action, so you can add the result after seeing the roll.)

# Adventurer Feat

You can also add the d4 result to a save or dicey-move roll made by an ally.

# Champion Feat

Roll a d6 instead of a d4.

# Epic Feat

In addition to the d6 you roll with initiative, roll a d4. You can also use that roll the same way, but not during the same turn you use the d6 result.


# Never Say Die

Once per battle when an enemy scores a critical hit against you or a nearby ally, you can increase the escalation die by 1.

# Adventurer Feat

Once per full recovery, you can use this talent twice in the same battle.

# Champion Feat

When you use this talent, the target of the critical hit can heal using a recovery.

# Epic Feat

When you use this talent, you and each of your nearby allies gains a +2 bonus to all defenses until the end of your next turn.


# Roguish Bent

You can use Dexterity instead of Strength for warlord attacks with one-handed melee weapons.

In addition, choose a rogue power of your level or lower as a bonus power. If it’s a momentum power, track momentum like a rogue. Starting from 3rd level, you can switch out a warlord power for a rogue power two levels lower.

If the rogue power is a standard action melee attack you use on your turn, you gain command points as if using your Fight from the Front class feature.

# Adventurer Feat

When you make a Fight from the Front melee attack against an enemy engaged with one or more of your allies, and the attack is an even hit, deal 1d6 extra damage, 2d6 at champion tier, and 3d6 at epic tier.

# Champion Feat

When you make a Fight from the Front melee attack against an enemy engaged with one or more of your allies, and the attack is an odd hit, gain a bonus command point.

# Epic Feat

Increase the extra damage from the adventurer feat to 3d10.


# Skirmish Leader

You take no attack penalty with martial ranged weapons. You can use your Fight from the Front class feature with ranged weapon attacks.

# Adventurer Feat

You gain a command point when an ally scores a critical hit with a ranged attack.

# Champion Feat

Once per level, you can lead a party to retreat from battle without suffering a campaign loss.

# Epic Feat

You gain a +1 bonus to Fight from the Front ranged attacks against targets that are engaged with one of your allies.


# Strategist

You rely on planning, teamwork, and calm execution of orders as a warlord instead of charismatic presence. Any time an element of the warlord class refers to Charisma, you can replace that element with a reference to Intelligence.

In addition, you start every battle with 1 additional command point.

# Adventurer Feat

You gain 1 additional skill point related to military history, strategy, command, or warfare. You can use this skill point to raise that skill beyond the normal maximum of 5.

# Champion Feat

When you roll a die to find out how many allies one of your commands or tactics targets, add +1 to the result.

# Epic Feat

Once per full recovery as a free action, you can gain a number of command points equal to your Intelligence modifier.


# Sword of Victory

When your melee attack drops a non-mook enemy to 0 hp, or drops three or more mooks, you gain 1 command point.

# Adventurer Feat

You only have to drop 2 or more mooks instead of 3 to gain the command point.

# Champion Feat

You gain 2 command points instead of 1 when you drop a non-mook enemy to 0 hp.

# Epic Feat

Once per full recovery as a quick action, you can gain command points equal to the number of relationship points you have with the any one relationship associated with battle or victory.


# Tactician

You rely on perception, intuition, and common sense as a warlord instead of charismatic presence. Any time an element of the warlord class refers to Charisma, you can replace that element with a reference to Wisdom.

In addition, one battle per full recovery, you can reroll your initiative if you don’t like the first result. You must take the re-rolled result.

# Adventurer Feat

You gain 1 additional skill point related to military history, strategy, command, or warfare. You can use this skill point to raise that skill beyond the normal maximum of 5.

# Champion Feat

Once per full recovery after a battle, you can gain a bonus to all recharge rolls you make for your expended tactics equal to your Wisdom modifier.

# Epic Feat

Once per full recovery as a free action, you can choose a tactic you don’t normally possess and use it as if you did (you don’t get any feats associated with it).


# Cloaked Figure (5th level+)

Once per battle, when you use your Weigh the Odds class feature, choose one of your Recharge after battle tactics and make a recharge roll for it.

# Champion Feat

You can use this talent any time you use Weigh the Odds.


# Commanding Voice (5th level+)

You gain a bonus command, and one point towards a skill in personal leadership and diplomacy. You can use this skill point to raise that skill beyond the normal maximum of 5.

# Champion Feat

Gain the adventurer feat of all commands you know.

# Epic Feat

Gain the champion feat of all commands you know.


# Hold the Line (5th level+)

Once per battle, when you target a nearby ally with a command or tactic, give all enemies engaged to that ally disadvantage on their next attack roll.

# Champion Feat

If the enemy fails their next attack roll, they take psychic damage equal to twice your level.

# Epic Feat

You can use this talent twice per battle.


# Tactical Genius (5th level+)

You gain a bonus tactic, and one point towards a skill in military strategy and tactics. You can use this skill point to raise that skill beyond the normal maximum of 5.

# Champion Feat

Gain the adventurer feat of all tactics you know.

# Epic Feat

Gain the champion feat of all tactics you know.


# Veteran Leader (5th level+)

You gain a +1 bonus to hit with your Fight from the Front melee attacks.

# Champion Feat

After you use your Fight from the Front class feature, you have a +2 bonus to AC until the end of your next turn.

# Epic Feat

Gain the +2 bonus to all defenses.


# Well-Oiled Machine (5th level+)

Once per round, you can use a command with a cost of one command point for zero instead. Pay any additional costs normally.

# Epic Feat

You can now use one that costs two for zero.


# 1st Level Commands

# Clear Your Mind!

Interrupt Action

Cost: 2 command points

Target: One nearby ally who was hit by an attack against MD

Effect: The attack must reroll the attack.

# Adventurer Feat

Reduce the cost to 1 command point.


# Duck!

Interrupt Action

Cost: 2 command points

Target: One nearby ally who was hit by an attack against PD

Effect: The attacker must reroll the attack.

# Adventurer Feat

If the attack is a miss, the ally takes no miss damage.


# Get Out of There!

Interrupt Action

Cost: 1 command point

Target: One nearby ally (on the ally’s turn)

Effect: The target can use a quick action this turn to pop free from one enemy.

# Adventurer Feat

If you spend an additional command point, the target (or targets) can pop free from all enemies instead of only one enemy.

# Champion Feat

If you spend an additional command point, you can now target one additional nearby ally with this command.

# Epic Feat

When targets of this command are stuck, that condition ends on them.


# Lay Low!

Interrupt Action

Cost: 2 command points

Target: One nearby ally who made a successful disengage check

Effect: Until the end of the ally’s next turn, enemies can only attack the ally if they successfully engage them.

# Adventurer Feat

Decrease the cost to 1 command point.


# That One Too!

Interrupt Action

Cost: 1 command point

Target: One nearby ally who made a Melee Attack

Effect: The ally deals damage equal to your Charisma modifier + Level, twice charisma at champion tier and thrice at epic tier, to a different enemy they are also engaged with.

# Adventurer Feat

If the triggering attack was a critical hit, double the damage from this command.

# Champion Feat

The ally deals the damage to all enemies it is engaged with, except the target of the triggering attack.


# Rally Now!

Interrupt Action

Cost: 1 command point

Target: One nearby ally (on the ally’s turn)

Special: If you spend an additional command point on this command, you can target an unconscious ally with it.

Effect: The target can rally as a free action this turn. (If it’s their second or a subsequent rally, they still need to succeed on the save.)

# Adventurer Feat

The target also adds hit points equal to your Charisma modifier to the recovery. (Double your Charisma modifier at champion tier; triple it at epic tier)

# Champion Feat

When the target has to roll a save to rally, you can grant them a +2 bonus to the roll as a free action after seeing it for each additional command point you spend on the command.

# Epic Feat

The target of this command also gains a +2 bonus to all defenses until the end of its next turn.


# Save Now!

Interrupt Action

Cost: 1 command point

Target: One nearby ally (on the ally’s turn)

Effect: The target can roll a save against a save ends effect.

# Adventurer Feat

For each additional 2 command points you spend when you make the command (before the save roll), the target can roll another d20 for the save, choosing the best result.

# Champion Feat

If the save fails, you gain 1 command point.

# Epic Feat

Whether or not the save succeeds, the target of your command heals hit points equal to 3d10 + triple your Charisma modifier.


# Try Again

Interrupt Action

Cost: 2 command points

Target: One nearby ally that made an attack roll (on that ally’s turn)

Effect: The target can reroll the attack but must use the new result.

# Adventurer Feat

If the escalation die is 3+, the target gains a bonus to the reroll equal to your Charisma modifier.

# Champion Feat

If the rerolled attack scores a critical hit, you gain 1 command point.

# Epic Feat

You can use this command before an ally makes an attack roll for 3 command points (instead of 2) for an entirely different effect: The target can make an additional basic attack this turn as a free action if the attack hits.


# You Set Them Up, I Finish!

Interrupt Action

Cost: 4 command points

Target: One nearby ally (on the ally’s turn) that hits an enemy you can see with an attack this turn

Effect: Add your Charisma modifier to the damage dealt by your ally, double your Charisma modifier at champion tier, and triple it at epic tier. In addition, during your next turn, you gain a +2 attack bonus with melee attacks against the enemy that your ally hit.

# Adventurer Feat

The target ally also gains the damage bonus with any other attacks it makes against the same enemy this turn.

# Champion Feat

The command now costs 3 command points to use.

# Epic Feat

Your attacks that benefit from the +2 attack bonus against that enemy also add triple your Charisma modifier to your damage on a hit.


# You’re the Hero!

Interrupt Action

Cost: 1 command point

Target: One nearby ally who has just started their turn

Effect: The ally gains 3 times their level in temporary hit points. They also ignore any penalties to attack this turn, such as from the dazed or fear conditions.

# Adventurer Feat

The ally can ignore any effect that would prevent them from using the escalation die.

# Champion Feat

The ally is immune to any fear aura until the end of the battle.


# 1st Level Tactics

# Chess Master

Quick Action

Once per battle

Effect: A nearby ally can move as a free action.

# Adventurer Feat

If the escalation die is 4+, you can grant the move to two nearby allies.


# Basic Tactical Strike

Quick Action

Recharge: 11+ after battle

Target: One nearby ally

Effect: The target can make a basic attack as a free action.

# Adventurer Feat

On a hit, the attack gains a damage bonus equal to your Charisma modifier.

# Champion Feat

The target gains an attack bonus equal to your Charisma modifier with that attack.

# Epic Feat

The recharge roll is now 6+.


# Defensive Formation

Quick Action

Once per battle

Target: Each nearby ally who is engaged with an enemy together with at least one other ally

Effect: The targets gain a +3 bonus to all defenses against enemies they are engaged with, until the end of your next turn.

# Adventurer Feat

If a target is hit by an enemy they are engaged with, reduce the damage by your Charisma modifier, twice at champion tier and thrice at epic tier level.


# Enforce Clarity

Quick Action

Recharge: 16+ after battle

Target: One nearby ally

Effect: One non-last gasp effect on the target ends (including effects that don’t require a save).

# Adventurer Feat

The recharge roll is now 11+.

# Champion Feat

You can now target one additional nearby ally with this tactic.

# Epic Feat

The recharge roll is now6+.


# Inspiring Leadership

Quick Action

Recharge 16+ after battle

Effect: Until the end of the battle, whenever you hit with your Fight from the Front melee attack, a nearby ally gains temporary hit points equal to your Charisma modifier, twice at champion tier and thrice at epic tier level.

# Adventurer Feat

On a natural 16+ on the attack roll, grant the temporary hit points to a second ally.


# Just Stay Calm

Quick Action, when the escalation die is 2+

Recharge: 16+ after battle

Effect: Decrease the escalation die by 1. Then 1d3 of your nearby allies can heal using a recovery.

# Adventurer Feat

The tactic now affects 1d3 + 1 nearby allies.

# Champion Feat

You can include yourself as one of the targets.

# Epic Feat

When you use this tactic, you can spend an additional command point to avoid decreasing the escalation die.


# King’s Castle

Quick Action

Once per battle

Effect: Two nearby allies switch positions. This is not a teleport — the allies must be able to reach the other location by normal means. This also switches who the targets are engaged with. This movement does not provoke opportunity attacks, and it cannot be intercepted.

# Adventurer Feat

You can switch around the positions of three allies, and you can be one of the three.


# Offensive Formation

Quick Action

Once per battle

Target: Each nearby ally who is engaged with an enemy together with at least one other ally

Effect: The targets gain a +3 bonus to attack rolls against enemies they are engaged with, until the end of your next turn.

# Adventurer Feat

If a target hits an enemy they are engaged with, increase the damage by your Charisma modifier, twice at champion tier and thrice at epic tier level.


# Outmaneuver

Quick Action, once per round

Close-quarters attack

At-Will Limited Use: You can only use this tactic when you have 0 command points.

Target: The nearby enemy with the highest Mental Defense

Attack: Charisma + Level vs. MD

Hit: You gain 1 command point.

# Adventurer Feat

When you are engaged with one or more enemies, you can target the enemy with the highest MD you are engaged with instead of the nearest enemy.

# Champion Feat

When you attack with this tactic and roll a natural even hit, you gain 2 command points instead of 1.

# Epic Feat

Once per battle as a free action when you hit with this tactic, the target also takes 1d10 psychic damage for each point on the escalation die.


# 3rd Level Commands

# Charge

Interrupt Action

Cost: 1 command point

Target: One nearby ally (on the ally’s turn)

Effect: As a standard action this turn, the target can both move and make a basic attack.

# Adventurer Feat

If you spend an additional command point, the target can use a melee attack instead of a basic attack.

# Champion Feat

The target gains a bonus to the melee attack it makes from this command equal to your Charisma modifier.

# Epic Feat

This turn, if the target moves to attack an enemy you are also engaged with, that enemy is vulnerable to the attack.


# Hang in There!

Interrupt Action

Cost: 1 command point

Target: One nearby ally who has made a recovery roll

Effect: The target can choose to reroll any of the recovery dice. Keep the reroll.

# Adventurer Feat

The target adds your Charisma modifier to the hit points healed, twice at champion tier and thrice at epic tier level.

# Champion Feat

You can spend an additional command point to grant the target a bonus recovery die.


# Hit Harder

Interrupt Action

Cost: 1 command point

Target: One nearby ally who hits with an attack (on the ally’s turn)

Effect: The target can reroll any of the damage dice. They must accept the rerolled result.

# Adventurer Feat

The target gains a bonus to the damage roll equal to your Charisma modifier, double your Charisma modifier at champion tier, and triple it at epic tier.

# Champion Feat

You can spend an additional command point (1 max) to add another damage die of the same type to the damage roll when you reroll damage dice. (You only roll the extra damage die once.)

# Epic Feat

You can also use this command as a free action (instead of as an interrupt action) when an ally hits with an opportunity attack.


# Raise Shields!

Interrupt Action

Cost: 1 command point

Target: One or more nearby allies who are being targeted by an attack against AC or PD

Effect: The allies gain a bonus to their defense equal to the number of nearby allies wielding a shield (maximum +4) until the end of your next turn.

# Adventurer Feat

The bonus is a +2 per nearby ally wielding a shield.


# Twist the blade!

Interrupt Action

Cost: 2 command points

Target: One nearby ally who hit with a Melee Attack

Effect: The ally also deals 5, 10 at champion tier, and 20 at epic tier, ongoing damage.

# Adventurer Feat

If the escalation die is 2+, this power costs only 1 command point.


# You Are A Precious Snowflake

Interrupt Action

Cost: 1 command point

Target: One nearby non-human ally using a once-per-battle species power (on the ally’s turn)

Effect: Roll a d20. On a 11+, the target doesn’t expend the use of its species power and can use it again later this battle.


# 3rd Level Tactics

# Choke Point

Quick Action

Recharge 16+ after battle

Target: One nearby ally

Effect: Until the end of the battle, enemies have disadvantage on saves to disengage from the target ally.

# Adventurer Feat

You can target up to three nearby allies (including yourself).


# Expert Flanking

Quick Action

Recharge 16+ after battle

Target: One nearby ally who is engaged with an enemy together with at least one other ally

Effect: The ally can make a basic melee attack against an enemy they are engaged with as a free action, with advantage on the attack roll.

# Adventurer Feat

The attack deals half damage on a miss.


# Finish This

Quick Action, when the escalation die is 4+

Recharge: 16+ after battle

Limited Use: You can only use this tactic when one enemy is left in the battle.

Effect: You can spend between 1 and 3 command points. The crit range of your allies’ attacks against the remaining enemy expands by the number of command points you spent. This effect lasts until the end of the battle or until the enemy scores two critical hits.

# Adventurer Feat

You can now use this tactic when the escalation die is 3+.

# Champion Feat

You can now use this tactic when one or two enemies are left in the battle.

# Epic Feat

You can now spend between 1 and 5 command points on the effect.


# Honor the Fallen

Quick Action

Once per battle

Special: You can only use this tactic if at least one ally is currently unconscious or dead.

Effect: Gain one command point for each ally that is currently unconscious or was killed in this battle.

# Adventurer Feat

Gain two command points instead.


# Scramble

Quick Action

Recharge: 16+ after battle

Targets: You and 1d3 nearby allies

Effect: Each target can take a move action as a free action, starting with you and proceeding in the order of your choice.

# Adventurer Feat

Disengage checks made using this free action gain a +5 bonus.

# Champion Feat

The recharge roll is now 11+.

# Epic Feat

Each target can also make a basic attack as a free action after taking the move action.


# Swordwork

Free Action, when the escalation die is 4+

Recharge: 16+ after battle

Effect: You can make a basic melee attack as a quick action once each turn until the end of the battle.

You can’t gain command points from your Fight from the Front class feature using swordwork attacks.

# Adventurer Feat

You can now use this tactic when the escalation die is 3+.

# Champion Feat

You can now gain command points from your Fight from the Front class feature using swordwork attacks.

# Epic Feat

The recharge roll is now 11+.


# Target their Weak Points

Quick Action

Recharge 16+ after battle

Target: A nearby enemy

Effect: Until the end of the battle, the enemy is vulnerable to your allies’ attacks.

# Adventurer Feat

The enemy also takes extra damage from your allies’ attacks equal to your level.


# 5th Level Commands

# Block It Out!

Interrupt Action

Cost: 2 command points

Target: A nearby ally who took damage from an attack against MD

Effect: The ally takes half damage.

# Champion Feat

If the attack targeted multiple allies (including you), you can grant the effect to all of them by spending one command point per target.


# Great! Keep going!

Interrupt Action

Cost: 2 command points

Target: A nearby ally who reduced an opponent below zero hit points

Effect: The ally can make a standard action attack against a different nearby enemy. They can move to engage the enemy first if required.

# Champion Feat

You can use this power as a free action (it no longer counts against your limit of one interrupt per round).


# Hit ‘Em From Here

Interrupt Action

Cost: 1 command point

Target: One nearby ally (on the ally’s turn)

Effect: This turn, the target ally can target one far away enemy with a power, spell, or attack that normally only targets or affects nearby enemies.

# Champion Feat

The target can now be a far away ally.

# Epic Feat

The target ally’s power, spell, or attack can now target multiple far away creatures (if it can target multiple creatures normally).


# Keep Your Head Straight!

Interrupt Action

Cost: 1 command point

Target: A nearby ally who is forced to take an action against their will (by a spell, condition etc.)

Effect: The ally can immediately save against the effect, even if the effect normally does not allow a save.

# Champion Feat

The ally adds your Charisma modifier as a bonus to the save.


# Strike Here

Interrupt Action

Cost: 4 command points

Target: One ally engaged with an enemy you are engaged with (on the ally’s turn)

Effect: The target can take an extra standard action this turn.

# Champion Feat

This command costs 3 command points instead of 4.

# Epic Feat

If the extra standard action is an attack, the crit range of that attack expands by an amount equal to the escalation die.


# We’ve Got Your Back

Interrupt Action

Cost: 1 command point

Target: One nearby confused, dazed, or weakened ally (at the start of the ally’s turn)

Effect: Roll a d20. On a 11+, the target ignores the effects of one of those conditions (confused, dazed, weakened) this turn. On a 16+, the condition ends instead.

# Champion Feat

After the first time in a round you use this command as an interrupt action, you can use it as a free action until the start of your next turn if you have the command points for the cost. You can still only use the command once per ally’s turn.

# Epic Feat

Add hampered and stunned to the list of conditions the effect includes.


# 5th Level Tactics

# Advanced Tactical Strike

Quick Action

Recharge: 16+ after battle

Target: One nearby ally

Effect: The target can make an at-will attack as a free action.

# Champion Feat

The first time you use this tactic each battle, make a recharge roll for it at the start of your next turn, adding the escalation die to the roll. The recharge roll after the battle, if any, doesn’t gain a bonus from the escalation die.

# Epic Feat

The recharge roll is now 11+.


# Buck Up

Quick Action

Recharge: 16+ after battle

Targets: You and 1d4 nearby allies

Effect: Each target gains temporary hit points equal to the average number of hit points it gains when it heals using a recovery.

# Champion Feat

Add twice your Charisma modifier to the temporary hit points each target gains.

# Epic Feat

One of the targets can also heal using a recovery.


# Determined Leadership

Quick Action

Recharge 16+ after battle

Effect: Until the end of the battle, whenever you miss with your Fight from the Front melee attack, deal half damage and gain a command point.

# Champion Feat

On your first natural even miss with Fight from the Front this battle, reroll the attack.


# Lead with Steel

Quick Action

Recharge 16+ after battle

Effect: Gain advantage on the next Fight from the Front melee attack this turn. If both attack rolls hit, gain the maximum possible command points instead of rolling.

# Champion Feat

On a miss, regain this tactic.


# Mind Games

Quick Action

Once per battle

Effect: Wager a number of command points up to your Charisma modifier, then make a Charisma + Level attack roll against the highest MD of all nearby enemies. On a hit, regain twice as many command points as you wagered. On a miss, those command points are lost.

# Champion Feat

On a natural 18+, regain three times the amount you wagered.


# 7th Level Commands

# Chain of Commands

Free Action

Cost: 1 command point

Target: You

Effect: The next interrupt action you use to make a command doesn’t prevent you from using another interrupt action later in the round.


# Take Cover!

Interrupt Action

Cost: 2 command points

Target: A nearby ally who takes damage from a ranged or close-quarters attack

Effect: The ally takes half damage.

# Champion Feat

If the attack targeted two allies (including you), both allies take half damage.


# You Know What to Do

Interrupt Action

Cost: 4 command points

Target: One nearby ally (on that ally’s turn)

Effect: The target can take an extra standard action this turn.

# Champion Feat

This command costs 3 command points instead of 4.

# Epic Feat

The target also gains temporary hit points equal to 3d10 + triple your Charisma modifier.


# 7th Level Tactics

# Climactic Battle

Quick Action

Recharge: 16+ after battle

Effect: Until the end of the battle, the escalation die becomes a d8 instead of a d6. Then roll a d20. If you roll 11+, increase the escalation die by 1.

# Champion Feat

If the d20 roll is 16+, increase the escalation die by 2 instead of 1.

# Epic Feat

When the escalation die reaches 8, you gain 1d6 command points and can make recharge rolls for all your tactics.


# Increase the Pressure

Quick Action

Recharge 16+ after battle

Effect: Increase the escalation die by 1.

# Champion Feat

Until the end of your next turn, enemies cannot use abilities that interact with the escalation die, such as adding it to attack rolls or stealing it.


# Last Stand

Quick Action

Recharge 16+ after battle

Effect: You and all nearby allies gain a +2 bonus to saving throws (including death saves) until the end of the battle, and two extra dice when using a recovery to heal.

# Champion Feat

You also gain command points equal to your Charisma modifier.


# On Your Feet, Maggots

Quick Action

Recharge: 16+ after battle

Targets: Up to two allies who are staggered or at 0 hit points or below.

Effect: The target can heal using two recoveries but is dazed until the end of its next turn.

# Champion Feat

If the escalation die is 3+, there is no dazed effect.

# Epic Feat

This tactic now targets up to 1d4 + 1 allies.


# Saving Will

Quick Action

Recharge: 16+ after battle

Target: One nearby ally

Effect: The target gains a +5 bonus to all saves until the end of your next turn.

# Champion Feat

This tactic can now be used as a free action.

# Epic Feat

You can now target a far away ally.


# Tactical Retreat

Standard Action

Recharge 16+ after battle

Target: You and all nearby allies

Effect: The group flees from the battle. The group does not suffer a campaign loss, but the cowardice causes some factions to lose faith in them. The GM chooses one relationship advantage of each PC that they cannot use until they gain a level.


# 9th Level Commands

# Natural Command

Interrupt Action

Cost: 2 command points

Target: One nearby ally (on the ally’s turn)

Effect: Count a natural odd roll the target rolls as natural even, or count a natural even roll the target rolls as natural odd (without actually changing the numerical result).

# Epic Feat

This command costs 1 command point instead of 2 while the escalation die is 3+.


# You’ll Die When I Tell You to Die

Interrupt Action

Cost: Your remaining command points

Target: One nearby ally about to roll a death save (on the ally’s turn)

Effect: The target gains a +2 bonus to the death save for each command point spent on this command.

# Epic Feat

If the target succeeds on its death save, it can take its turn normally as if it rolled a natural 20.


# 9th Level Tactics

# Focus Fire

Quick Action

Recharge 16+ after battle

Target: 1d3 nearby allies

Effect: Each target can make an at-will ranged attack as a free action against one enemy designated by you.

# Champion Feat

The attacks deal extra damage equal to your Intelligence or Charisma modifier on a miss.


# Force a Conclusion

Free Action

Recharge: 16+ after battle

Effect: If the escalation die is 2+, roll the escalation die and use the new result.

# Epic Feat

You gain command points equal to the newly rolled escalation die value.


# Lead Through Hell

Quick Action

Recharge: 16+ after battle

Effect: Until the end of the battle, whenever you use your Fight from the Front class feature, a nearby ally can make a save against a save-ends effect.

# Epic Feat

The ally can add your Charisma modifier to the saving throw.


# Now, Not Later

Free Action

Recharge: 16+ after battle

Target: One nearby ally using a recharge power

Effect: The target can make a recharge roll for that power immediately after using the power. (If the recharge roll fails, the target can still make a recharge roll for it after the battle.)

# Epic Feat

The target gains a bonus to the recharge roll equal to your Charisma modifier.


# Supreme Tactical Strike

Quick Action

Recharge: 16+ after battle

Target: One nearby ally

Effect: The target can make a standard action attack as a free action.

# Epic Feat

If the attack hits, it’s a critical hit.


# Uncanny Intuition

Quick Action

Recharge: 16+ after battle

Effect: Until the end of the battle, whenever you use your Fight from the Front or Weigh the Odds class feature, grant a nearby ally a bonus to their next attack roll equal to the number of command points you gained.

# Epic Feat

If you only gained one or two command points, grant the bonus to two allies instead.


# Wakeup Call

Standard Action

Once per Full Recovery

Target: One dead nearby ally that still has their soul

Effect: The ally returns to life with 1 hit point.

# Epic Feat

The ally returns to life with half their hit points.