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 a 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: 8 + your Constitution modifier per Leader level after 1st
PROFICIENCIES
Armor: Light Armor, Medium Armor, Shields, Simple Clothing, Fine Clothing
Weapons: Simple Weapons, Martial Weapons, Simple Firearm Weapons, Martial Firearm 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 you choice from the fighting stance section.
Leadership Style.
Beginning at level 2 you settle on a Leadership Style. This choice grants you additional features at levels 2, 7, 13, and 17.
Loyal Follower.
At 2nd Level, your influence and charm has brought you the company of a devoted follower. You may only have one follower active at a time. If your follower is ever slain they are removed from combat and are healed upon a long rest.
Your follower obeys your commands as best it can. You determine their actions, decisions, attitudes, and so on. As a bonus action on your turn you can command your follower to move and take an action. If you are incapacitated, your companion acts to defend you as best it can.
Follower Features.
At 2nd, 6th, 10th, 14th, and 18th levels, your follower gains new abilities based on its archetype.
Hit Points.
For each Leader level you gain, your follower gains an additional Hit Die and increases its hit points accordingly.
Energy Points.
For each Leader level you gain, your follower gains an additional Energy Die and increases its energy points accordingly.
Techniques.
Each follower gains 3 techniques of your choosing from the basic or blues category. They gain an additional technique at the 6th, 10th, 14th, and 18th levels.(These advance in rank with you)
Race.
You may choose any race in the sourcebook, your follower gains said racial bonuses to their sheet.(ASIs, racial features, Speeds, ect.)
Ability Scores.
Whenever you gain the Ability Score Improvement class feature from the Leader Class, your follower’s abilities also improve. Your follower can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature, unless its description specifies otherwise. When you improve a follower’s ability scores, remember to also increase other relevant statistics, such as skill bonuses, bonuses to hit and damage, and technique save DCs. Your follower gains proficiency in skills listed in its statistics. It also gains proficiency with simple weapons, martial weapons, light armor, medium armor, heavy armor, or shields if its statistics contain weapons or armor from that category. Your follower uses your proficiency bonus rather than its own.
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.
Swarm
Requirements: False God Leadership Style
Effect: By spending a Command Die, as a Full Turn action you can summon a number of your followers equal to half your Command die roll. Your existing and the summoned followers may act as if they were commanded with your bonus action. The summoned followers disappear at the end of your turn. You may also choose to swap your active follower with one of the summoned followers.
False Persuasion
Requirements: False God Leadership Style
Effect: You may use an action and consume a Command Die to cast the Command Technique which lasts a number of rounds equal to half the Command Die roll rounded down. On each of the creatures turns they must make a Wisdom Saving Throw versus your Command Tactics DC or perform the chosen action.
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 turn 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.
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 or make a single weapon attack.
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 has also hit that creature with an attack since the end of your last turn.
Strength in Numbers.
At 11th level, you and your followers gain a bonus to attack and damage rolls equal to the number of allied creatures within 10 ft radius to a maximum of half your proficiency bonus rounded up.
Lead By Example.
Starting at 15th level, whenever you roll a 18+ on an attack roll, ability check, or saving throw, each friendly creature within 30 feet of you has advantage when it makes the same type of roll (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.