A Marine Captain shouts orders at his loyal follower. An icy punch flies towards the man, but at the last second his second in command interposes himself, taking the hit instead.
Behind the mask sits a nervous man, but no one knows that. The masses of followers see him as a deity, someone to be protected to the bitter end.
Leaders one way or another have come to realize something. A job is easier when you have others to help .. or do something for you. They employ their followers to swing the situation in their favor.
Character Inspirations
The Leader is focused on allowing the player to feel like a true leader. While others allow their pride to interfere with asking for help an Leader demands it.
Figures such as Smoker, Capone, and God Usopp would all be considered Leaders.
Leaders can expect to have a follower that they can command to turn their numbers in their favor.
Quick Build
To create an Leader, follow these suggestions. First put your highest ability score in Charisma followed by Strength or Dexterity. Second choose Merfolk or Shandian.
HIT POINTS
Hit Dice: 1d10 per Leader level
Hit Points at 1st Level and beyond: 10 + your constitution modifier
Energy POINTS
Energy Dice: 1d8 per Leader level
Energy Points at 1st Level: 8 + your Constitution modifier
Energy Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Leader level after 1st
PROFICIENCIES
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: One of your choice
Saving Throws: CHA, DEX, INT
Skills: Four from Persuasion, Deception, Intimidation, Performance, Acrobatics, Perception, Insight, Animal Handling and Stealth
Technique Abilities
Brawl
Brawl Save DC = 8 + your proficiency bonus + your Strength modifier
Brawl Attack Bonus = your proficiency bonus + your Strength modifier
Special
Special Save DC = 8 + your proficiency bonus + your Intelligence modifier
Special Attack Bonus = your proficiency bonus + your Intelligence modifier
Charismatic Aura
At 1st level your presence inspires others to follow your lead. Choose either Persuasion, Deception, or Intimidation you have advantage on these checks when it is used to try and convince an NPC that you should take charge or lead a situation. Additionally choose Brawl or Special Techniques, you can use Charisma instead of Strength (Brawl) or Intelligence (Special) when calculating your Save DC and Attack Bonus for the chosen Technique type. You cannot change either of these choices later.
Fighting Stance
Additionally at level one you gain a single brawler or weapon stance, or a fighting style of your choice.
Leadership Style
Beginning at level 2 you settle on a Leadership Style. This choice grants you a follower (unless specified in the Style's 2nd level feature) and additional features at levels 2, 7, 13, and 17. Use the Follower Template to create your follower.
You may have one follower active at a time. If your follower is ever slain, you must take appropriate in-game actions to replace them, such as an adventure, a Point of Interest (POI) request with a GM, or by spending 10 DT and 50,000 Berri to simulate the time and effort of finding and equipping a new follower. Your first follower is free.
Your follower is a loyal companion who follows your commands to the best of their ability. They act immediately after your turn unless incapacitated, in which case they act independently to defend you.
Follower Creation and Advancement
Stat Array:
Allocate the following stat array: 16, 14, 12, 12, 10, 8. These can be arranged to suit the role of your follower.
Bestial companions follow their original stat block.
Race:
Choose any race. Your follower benefits from that race's traits and bonuses.
Hit and Energy Dice:
Your follower uses the same Hit Die and Energy Die as you.
Their Hit Points and Energy Points increase by 1 die per Leader level you gain.
Ability Score Improvements:
Whenever you gain the Ability Score Improvement feature from the Leader class, your follower also improves. They can gain 1 feat and increase one ability score by 2 or two ability scores by 1 (maximum 20, unless stated otherwise). Update their statistics accordingly (skills, hit/damage bonuses, save DCs).
Proficiencies:
Your follower gains the following proficiencies:
Skills: Choose three skills.
Tools: Choose one tool.
Weapons and Armor: Simple weapons, Martial, light and medium armor
They use your proficiency bonus for all relevant rolls.
Subclass bonuses apply additional proficiencies.
Techniques and Feats:
Each follower starts with 3 techniques from the Basic or Blues category.
They gain additional techniques at levels 4, 6. 8, 12, 14, 18, and 20 (one technique per level).
They can select Paradise techniques at level 5, Ocean Floor at level 12 and New World at level 16
Followers may select feats available to normal characters, provided they meet any prerequisites.
Customization and Equipment
Followers can equip any weapon or armor they are proficient in and meet the requirements for.
They can carry items and treasure using the same carrying capacity rules as a player.
They can use and manipulate items, including potions or tools, as a normal PC can.
Followers can consume a Devil Fruit. They benefit from the fruit’s first two levels instead of just the first.
You can use the DT Training System to improve your follower. Training costs Berri and DT as usual, but only applies to stats, techniques, proficiencies, or feats. (max of two DT feats)
Follower Enhancements
Active Bond:
You can spend 10 Energy to temporarily grant your follower one of the following boons for 10 minutes:
Combat Focus: Gain advantage on all attack rolls and saving throws.
Tenacious Will: Gain temporary hit points equal to twice your Leader level.
Devoted Ally:
At Leader level 10, if your follower is within 30 feet of you and either of you takes damage, you can use your reaction to split the damage evenly between you and your follower.
Final Resolve:
At Leader level 12 , if your follower is reduced to 0 hit points but not outright killed, they remain conscious with 1 hit point. They regain hit points equal to twice their Hit Die at the start of your next turn. This can occur once per long rest.
Leadership Presence
Beginning at 2nd level, you have gained insight to the different aspects of leadership, and can call upon them at a moments notice. As a free action out of combat, or as a bonus action in combat you may switch between the following Auras. Your leadership presence has a radius of 15ft which increases by another 15ft at 7, 13, and 17th level.
Strength in Numbers: You and your allies gain a bonus to attack and damage rolls equal to the number of allied creatures within your aura up to half of your proficiency bonus.
Hold the line: Choose one; Elemental (type), or DR. After selected it can be changed again as a bonus action. You and your allies gain a resistance to the chosen element or a number of DR equal to your CHA modifier.
Stay Frosty: You and your allies gain a bonus to initiative, perception, and Dexterity Saving throws equal to half your proficiency bonus rounded up.
Double Time: You and your allies gain an additional 10ft of movement and don’t provoke attacks of opportunities.
Focus Up: You and your allies gain a bonus to mental saving throws and concentration checks equal to half your CHA modifier (rounded up).
Command Tactics
Starting at 3rd level, you have a pool of Command dice that you can use to bolster your allies or perform special maneuvers in combat. You begin with 3 Command dice, which are d8s. You regain all expended battle dice when you finish a short or long rest. Additionally you gain access to three Commands of your choice which are listed at the end of the class. Your commands can be swapped to any that you have access to upon leveling up.
Your Commands and Command die changes and more Command dice become available when you reach certain levels in this class, as shown in the Command Dice column of the Leader table.
SAVING THROWS: If one of your Command Tactics calls for a saving throw to resist its effects, the saving throw DC is calculated as follows:
Command Tactics Save DC = 8 + Proficiency Bonus + Charisma Modifier
Ankle Biter
Requirements: Beast Mastery Leadership Style
Effect: When you or your beast would hit a creature with a melee attack, you can expend one command die to attempt to knock the target down. You add the command die to the attack's damage roll, and if the target is equal to you or your beast size, lower, or 1 step larger it must make a strength saving throw. On a failed save, you knock the target prone.
Bestial Tactics
Requirements: Beast Mastery Leadership Style
Effect: When you make an Intelligence (Investigation), an Wisdom (Perception), or a Wisdom (Survival) check, you can expend one command die and add it to the ability check.
Firing Squad
Requirements: Marine Captain Leadership Style
Effect: As an action, you can spend a Command Die to command your follower to make a number of weapon attacks equal to half the die roll.
Well Stocked
Requirements: Marine Captain Leadership Style
Effect: You can roll and spend a Command Die. You gain a number of any combination of Med Kits, energy Food, or Fire Bomb items equal to the die roll. These items are valueless and expire after a short or long rest. The chosen item adds your Charisma Modifier to its Restorative or Damage value as applicable. Once per round these items can be used as a free action.
Underhanded Upperhand
Requirements: Pirate Captain Leadership Style
Effect: As an action you can spend a Command Die, when you do you and your follower converge on a target within both of your movement ranges and take the attack action. Both you and your follower add your Command die roll to the attack and damage rolls.
Ropeline
Requirements: Pirate Captain Leadership Style
Effect: You can attempt to draw an enemy from a distance, you or your follower can attempt to attack a creature outside of your normal attack range, expend Command die the range of this Command Technique is your weapon's or unarmed range + 5 ft x the amount rolled. Target a creature within that distance. They must make a successful Strength Saving Throw versus your Command Save DC or be pulled into your Weapon/Unarmed attacks range. If this is successful you may make one attack against the creature.
Zoom Zoom Zoom Zoom
Requirements: Party Animal Leadership Stlye
Effect: When you use the Party Animal Dance action you can attempt to enrapture others in your dance moves. Select one other creature that can hear or see you within 30ft. If it is a willing allied creature they gain the benefits and status condition of your dance for a number of turns equal to half of your Command Die roll rounded up. If it is an enemy creature they must make a Charisma Saving Throw versus your Command Save DC or suffer the chosen Status Effect, but not its benefit.
Can't Stop, Won't Stop
Requirements: Party Animal Leadership Stlye
Effect: You're able to pickup the tempo and your allies feel the effects. Roll your Command die, you and creatures within 30 ft of you gain 5ft x the die roll movement speed until the end of your next turn.
Rally
Requirements: None
Effect: Expend a Command die and choose a number allied creatures equal to half your proficiency bonus (rounded up) within 60ft of you that can see or hear you. Those creatures gain temporary hit points equal to the number rolled + your Charisma modifier. You can’t use this ability to heal a creature that has 0 hit points.
Prepare
Requirements: None
Effect: As a bonus action on your turn, you can expend a command die to bolster your allies. Choose a number allied creatures equal to half your proficiency bonus (rounded up) within 30 feet that can see or hear you adds the roll to the first saving throw it makes. This effect cannot stack with itself.
Brace
Requirements: None
Effect: When you or your follower take damage, you can expend a command die to brace against the attack. You gain DR versus the incoming damage equal to your Command Die roll + your Charisma Modifier.
To Me!
Requirement: None
Effect: You may expend a command die any creatures within 80ft may move 5 x the die roll towards you. This movement does not provoke attacks of opportunity.
Intimidating Confidence
Requirement: None
Effect: As a reaction to a creature making a Command Save DC check versus one of your effects you may spend a Command Die. The creature subtracts half the die roll rounded up from their Saving Throw.
Ability Score Improvement
When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.
All Together
Starting at 5th level, as a reaction on another allied creature's turn, you can direct your follower or a friendly creature within 60 feet of you that can see or hear you to fight alongside you. The chosen creature can use its reaction to move up to its speed, make a single attack, or use a single technique.
Battle Plan
By 9th level, you and your cohort fight as a perfect fighting unit. Once on each of your turns when you hit a creature with an attack, you can deal an extra 2d8 damage to the creature if your follower or ally has also hit that creature with an attack since the end of your last turn.
Beacon of Guidance
At 11th level, your leadership is unprecedented and can help almost any situation. When providing the help action, your target gains a free command die to be used on said roll.
Additionally, you may use the help action as a free action in combat, you may use this feature a number of times equal to your proficiency bonus.
Lead By Example
Starting at 15th level, whenever you roll an attack roll, ability check, or saving throw, if you beat the target number by 5 or more, each friendly creature within 30 feet of you gains a command die that can be added to the first (attack roll, ability check, or saving throw) before the start of your next turn.
Legendary Leadership
At 20th level, you have 3 legendary actions. At the end of another creature's turn, you can spend a legendary action to take an action of your choice, or allow a friendly creature within 60 feet of you that can hear or see you to take an action of their choice. If a creature takes the Attack action as a legendary action, it can attack more than once if it has a feature, like Extra Attack, that gives it extra attacks.
You regain all expended legendary actions when you finish a long rest.