Radical Leader
Radical Leaders head a band of like minded individuals that share a purpose. They work together to right wrongs and take justice into their own hands. Radical Leaders empower those under them and guide them in combat and high stress situations.
| Level | Spells |
|---|---|
| 3 | Silvery Barbs |
| 5 | Hold Person |
| 9 | Enemies Abound |
| 13 | Compulsion |
| 17 | Dominate Person |
Subclass Features
Vigilante Cause Spells
Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Leader of a Band
You can assign titles for your band. Each Player or supportive NPC can be assigned only one title. Titles can be changed after the party levels up. They gain the benefits as long as the leader does not terminate their benefits with a reaction and they remain on the same plane of existence. You cannot have more than one of each Title given.
Co Leader: They gain proficiency in one Persuasion or Investigation and Calligrapher’s Tools.
Strong Arm: They gain proficiency in Acrobatics or Athletics and the Grappler Feat.
Quick Fingers: They gain proficiency in Sleight of Hand or Insight and Thief’s Tools.
Planner: They gain proficiency in Investigation or History and Cartographer’s Tools.
Lookout: They gain proficiency in Perception or Stealth and the Alert Feat.
Bolstered Leader
At the start of combat you gain temporary hit points equal to your Proficiency Bonus times the amount of Title Holders in your band. You can use this feature once per long rest or short rest.
Summon Ally
Using a ritual that lasts one week you can summon an ethereal ally from Ysgard or Ghenena (Depending on your alignment, good for Ysgard, evil for Ghenna) and give them a title.. They remain loyal to you until they reach 0 HPs where they disappear with a slight pop leaving a dark stain, you must have an available Title to give in order to use this feature. You may only have one ally with this feature and it takes 1D4 weeks to summon one to replace one. Your ally acts after your turn during combat.
Allies use the following Stat Blocks and do not benefit from the Title Boosts
Co Leader: Veteran or Bandit Captain or Bard.
Strong Arm: Knight or Berserker.
Quick Fingers: Cult Fanatic or Swashbuckler or Martial Arts Adept.
Planner: Priest or Druid or Illusionist.
Lookout: Spy or Archer.
Commander in Full
You can issue commands to Title Holders. You may issue one of the following Commands as a bonus action each of your turns. You can use this feature times per long rest equal to your CHA modifier (Minimum 1).
Forward: Title Holders may move up to their movement speed
Attack: Title Holders may make an Unarmed Strike.
Retreat: Title Holders may take the Disengage Action and move half their movement speed.
Take Heart: Title Holders may gain temporary hit points equal to your Proficiency Bonus.
Master Recruiter
Your allies grow stronger, players gain Expertise in their Title skill. If you have an active ally they take on the new stat blocks and any new summoned allies gain use the following stat blocks.
Co Leader: Evoker or War Priest
Strong Arm: Champion or Blackguard
Quick Fingers: Assassin or Master Thief
Planner: Abjurer or Necromancer
Lookout: Diviner or Warlock of the Fiend
Leader Prime
Your increased prowess as a leader grants you the following benefits
Your temporary hit points increase to twice your Proficiency Bonus per member of your band when you use your Bolster Leader feature. You can use this feature three times per long rest.
You gain the following Command options
Charge to Victory: Title Holders may move up to their full movement then make an attack action that is not Casting a Spell.
Show me your Valor: Title Holders have advantage on their next attack until the start of your next turn and deal 7 damage on a hit.
Walk it Off: Title Holders end one of the following Conditions: Charmed, Frightened, or Stunned.