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Concordant Commander

Class

Command is a privilege, duty, and terrible responsibility all rolled into one, but more than anything else a leader is only as good as the bond they share with the people around them. Certain marshals have found themselves able to truly put this maxim into practice, wielding the collective power of their companions’ minds to unleash havoc on the field of battle.


Level 3Concordant Power

Starting at 3rd level when you select this archetype, in combat on your turn you can use a bonus action to gather your party’s cognitive strength and produce various mental effects. When you do this, you gain a number of power points equal to the number of allies within your Commanding Presence (up to a maximum equal to your Charisma modifier). These points last for 1 minute. Once per round, you can spend 1 power point to perform one of the following:

Fire a distracting blast in place of a single melee weapon attack. Choose a creature within 50 feet, forcing it to make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature takes a 1d4 penalty on the next attack roll or saving throw that it makes. Spend 1 power point as a reaction to grant an ally you can see within 60 feet a 1d4 bonus die on their next attack roll.

Once you have used this feature to gather power points a number of times equal to your Charisma modifier, you can’t do so again until you have finished a long rest .

Collective Resources

Also at 3rd level, while you have power points available, you can call on additional reserves from your companions. As an action, spend 1 exertion and choose a number of allies up to your Charisma modifier within your Commanding Presence. Those allies can choose to immediately spend their reaction to grant you an additional power point each. Once you have gained a number of power points equal to twice your Charisma modifier using this ability, you cannot gain any more until you finish a long rest .


Level 7Psychic Blast

At 7th level, you learn how to harness your party’s collective cognitive power into lethal blasts.

You can spend 2 power points to make a ranged spell attack in place of a single weapon attack, using Charisma as your spellcasting ability. The range of your spell attack equals 10 feet × your marshal level. On a hit, you deal psychic damage equal to your proficiency bonus × 1d4.

In addition, you can treat your Psychic Blast as a ranged weapon attack for the purposes of Biting Zephyr combat maneuvers.


11th LevelRally Reserves

Also at 11th level, your connection to your allies can be used to replenish their stamina. You can use a bonus action and spend 1 power point to call out to an ally creature within your Commanding Presence. As long as it is able to hear you, the creature regains 2 exertion. Once you have used this ability a number of times equal to your Charisma modifier, you cannot do so again until you finish a long rest .


Level 15Improved Blast

At 15th level, you gain proficiency with the Ricochet maneuver and do not have to spend exertion to activate it when using it with your Psychic Blast.

In addition, when you affect a creature with a distracting blast, you can choose a creature adjacent to your target. The chosen creature gains an expertise die on its next attack roll against that target made before the end its next turn.


18th LevelShared Strength

You can take a bonus action and spend 4 power points to allow a creature within your Commanding Presence to regain the use of an origin trait or class feature that would normally be regained by finishing a short rest .