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# Leader 1.1 A shrouded Triton looks out over his flock. She speaks of the great power they may all share in, if they but heed her sermon. A drunken Leonin towers above the fool that just imputed his honor. With a nod his loyal goons proceed to knock some respect into the would-be satirist. From their office built in the gap between two inns a half-elf burns hastily read reports from their agents in the city. They have eyes and ears in every corner reporting back to them. A Dwarf smiles to themselves as they look out over her work floor. She controls the most powerful tradesguild under the mountain, and she intends to use it to crush all who oppose her. There is a power in groups of individuals coming together for a common cause that exceeds the sum of its parts. When properly guided by the right individuals even mountains tremble before the might of a well lead organization. Leaders use the strength and synergy of those that follow them to overcome obstacles, defeat the enemies, and achieve more than any individual could do on their own. While perhaps not the strongest or smartest on their own Leaders surround themselves with competent people whose expertise they can leverage to shake the world. On the battlefield Leaders shout orders, give instruction, and offer aid. Conducting the chaos of conflict like an orchestra, a good Leader guides their friends and followers toward victory. Some leaders proudly lead from the front setting a shining example, while others stand back so that they can see the whole board at once. ## Great Variety Each leader has their own way of leading. Some treat their followers with great care, trying to help them each improve and grow. Others see their follower as tools or resources to be spent as they achieve their great goal. When you create your Leader consider how they treat their followers and what their style of leadership looks like. ## Great Visionaries All good leaders do have one thing in common, through. They all have a goal that pulls other people into their wake. As you create a Leader decide what exactly it is that your character wishes to achieve and why others would follow them to help them achieve that goal ## Quick Build You can quickly make a Leader by using these choices. Make charisma your highest Ability Score followed by Strength if you choose the Military or Rabble following, Dexterity if you choose the Trade, Clandestine, or Culting following, or Wisdom if you choose the Ministerial following. Then take either the Criminal, Folk Hero, or Noble backgrounds. \pagebreak
##### Class Name | Level | Proficiency Bonus | Features | Maximum Minions | Maximum Retainers | |:---: |:---: |:--- |:---: |:---: | | 1st | +2 | Leadership Style, Personal Following | — | — | | 2nd | +2 | Minions, Inspiring Word | 2 | — | | 3rd | +2 | Retainers, Following Feature | 2 | 1 | | 4th | +2 | Ability Score Increase | 3 | 1 | | 5th | +3 | Edicts(2) | 3 | 1 | | 6th | +3 | Additional Leadership Style | 4 | 1 | | 7th | +3 | Following Feature | 4 | 1 | | 8th | +3 | Ability Score Increase | 5 | 1 | | 9th | +4 | ─ | 5 | 2 | | 10th | +4 | Following Feature | 5 | 2 | | 11th | +4 | Additional Edict(3) | 5 | 2 | | 12th | +4 | Ability Score Increase | 6 | 2 | | 13th | +5 | Tactical Instructions | 6 | 2 | | 14th | +5 | Elite Minions | 7 | 2 | | 15th | +5 | Following Feature | 7 | 2 | | 16th | +5 | Ability Score Increase | 8 | 2 | | 17th | +6 | ─ | 8 | 3 | | 18th | +6 | Following Feature | 8 | 3 | | 19th | +6 | Ability Score Increase | 9 | 3 | | 20th | +6 | Additional Edict(4) | 9 | 3 |
## Class Features As a Leader, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Leader level - **Hit Points at 1st Level:** 6+Constitution Modifier - **Hit Points at Higher Levels:** 1d6(or 4)+Constitution Modifier #### Proficiencies ___ - **Armor:** Light & Medium Armor - **Tools:** 2 Tool, Gaming Set, or Instrument Proficiencies of your choice - **Saving Throws:** Wisdom and Charisma - **Skills:** Choose two from Deception, Insight, Intimidation, Performance, or Persuasion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * 2 Simple Weapons * an Equipment Pack of your choice * either (a) Chain Shirt or (b) Leather Armor #### Leadership Stlye You have developed a particular style of leading as your specialty. Choose one of the following options. You can’t take a Leadership Style option more than once, even if you later get to choose again: * **Protection:** When another creature within 5 feet of you is attacked, you may use your reaction to impose disadvantage on the attack roll. * **Exploitative:** When you are attacked, you may use your reaction to force the attack to target a non-hostile creature within 5 feet of you. * **Lead from the Front:** Allied ranged weapon attacks targeting creatures within 5 feet of you gain a bonus equal to your proficiency modifier to hit. \pagebreak **Guide from the Rear:** When an ally within 15 feet deals damage with an attack you may use your reaction to force them to reroll the damage, using the new result. * **Insightful:** You may use a bonus action to gain advantage on the next Wisdom(insight), Wisdom(perception), or Intelligence(Investigation) ability check you make within 1 minute. * **Observant:** You gain a +5 bonus to your passive perception and you can’t be surprised. * **Demeaning:** When another creature within 30 feet fails an ability check or misses an attack roll you may use your reaction to roll a d4 and add the result to their roll, they then lose the same amount of hit points as the result. * **Charismatic:** You may use a bonus action to gain advantage on the next Charisma skill check you make within 1 minute. * **Cooperative:** While at least 2 allied creatures are within 5ft of you, and are not incapacitated, you are considered to have half cover. If at least 4 ally creatures are within 5ft of you you are considered to have three-quarters cover. You gain an additional Leadership Style at 6th Level. #### Personal Following A leader is sculpted and supported by the people who follow them. At first level select the type of following that you attract. You can pick from Clandestine, Cultic, Military, Ministerial, Rabble or Trade Followings as detailed after the Leader Class Features. At 3rd, 7th, 10th, 15th, and 18th levels you gain features from your Following. #### Minions You have a number of loyal followers who will carry out your instructions and help you achieve your goals. You gain 2 minions at 2nd level and additional minions according to the Leader Table. Your minions are friendly to you and your companions and will obey your commands. Choose a stat block from the Recruit List detailed at the end of this document, and choose a skill or tool for each minion to be proficient in. When a minion needs to roll a skill check or an attack it uses your proficiency bonus. While your minion is near enough to assist you with a skill that it is proficient with you may add your proficiency bonus to that roll, if you were already proficient in that skill you may double your proficiency bonus for that roll. You may not benefit from that minions' assistance again until you have completed a long rest. In combat, minions share your initiative but take their turn immediately after yours. They can move and use their reactions on their own, but the only action they take is the Dodge action unless you use an action to command them to take another action. That action can be one in their stat block or some other action. You can also instruct your minions to carry out longer tasks like Downtime Activities as described in the Player's Handbook, the Dungeon Masters Guide and Xanathar's Guide to Everything. If you do so it will not return until it has died, failed or completed its task. A Minion regains all HP after completing a short rest, but dies when it goes to 0 hp. When a minion dies, or stops following you, you may gain another minion by spending 8 hours and 5 gp to recruit one. When you recruit a new minion you may choose a different stat block and skill than your previous minion. If you try to recruit more minions than your max minions, as specified in the Leader Table, another minion of yours stops following you and is no longer your minion. #### Inspiring Word A Leader must inspire their followers to action, even in the face of difficulties. Starting at 2nd level, you may use your bonus action to shout encouragement to your followers to keep them going. Your Minions and Retainers may use their reaction to gain temporary hit Points equal to your Leader Level for 10 minutes. Once you do so you may not use this feature again until you complete a short rest.
#### Retainers You surround yourself with a retinue of trusted and competent followers, too important to be called simple minions. At 2nd level you may have 1 retainer, at higher levels the maximum number of retainers you may have is noted in the Leader Table. When you recruit a retainer select a stat block from the Recruit List and skill or tool proficiency like a Minion. Additionally your retainers gain a sidekick class as described in Tasha’s Caldron of Everything. Your retainers’ sidekick level is equal to half your Leader Level rounded down, minimum one. Retainers behave as minions in combat and once per long rest may assist you with one skill check they are proficient in. Retainers regain HP like other sidekicks as described in TCoE. When a retainer dies, or stops following you, you may recruit another retainer by spending 1 work week (normally 5 days) and 50 gp to recruit another. When you do you may select a new Retainer stat block and side kick class for the retainer. If you try to recruit more retainers than you max Retainers another Retainer stops following you. Spurned retainers may come back in the future as rivals (as described in the Dungeon Masters Guide and Xanarthar's Guide to Everything). #### Edicts Begninning at 5th level, When you use an action to give another character instructions, if you only order them move and take the Dash, Disengage, or Attack action you may issue instructions to 2 characters. You may issue another command starting at 11th (3) and 20th (4) levels. #### Tactical Instructions Starting at 13th level, you may order other characters to take the Help action when issuing instructions to other characters. #### Elite Minions After you reach 14th level. when you recruit minions you may choose 2 proficiencies each instead of 1. ### Personal Followings Every Leader has a group of dedicated followers. These organizations are as varied and numerous as the stars in the sky. A sampling of the types of following you might attract are Clandestine, Cultic, Military, Ministerial, or Trade Followings \pagebreak
\columnbreak ### Clandestine Following #### Budding Spymaster At 1st level you gain all the features and skill and tool proficiencies of a 1st level Expert sidekick as described in Tasha’s Caldron of Everything, but not any Hit Points or Saving Throw proficiencies. Additionally whenever you gain a level in this class you also gain the features of a Expert sidekick of the same level except for Ability Score Improvements and HP. #### Clandestine Organization Beginning at 3rd level, when you create a stat block when you recruit a Minion or Retainer you may select one of the following feats to add to that Minion or Retainer's stat block. You may choose from: Actor, Athlete, Alert, Keen Mind, Linguist, Mobile, Observant, Poisoner, Sharp Shooter, or Skulker. #### Speedy Retreat Starting at 7th level When you order your followers to take the Disengage or Dash actions they may immediately take the other as a bonus action. #### Secret Agent Beginning at 7th Level, you may designate one of your Minions as a *Secret Agent* and order them to infiltrate another organization. Your Secret Agent is unavailable to assist you or do other tasks, but until discovered the other organization treats your Secret Agent as their Ally. #### Local Underground Starting at 7th Level, a network of well connected contacts and agents spread throughout the town or city. Your network can get you snippets of useful information or access to common contraband for a reasonable price. You may establish your network in a new location by recruiting 3 new Minions or Retainers there. #### Hide and Seek Upon reaching 10th level, you may order other characters to take the Hide or Search actions when issuing instructions to multiple characters. #### Knife in the Back Beginning at 15th level, when you, your minions, or your retainers attack a surprised creature you deal an additional d6 damage. #### Mass Infiltration Starting at 18th level, you may designate up to 3 minions as *Secret Agents*. Additionally, while they remain undiscovered, *Secret Agents* do not count toward the maximum number of Minions you can have. \pagebreak
### Cultic Following #### Occult Arts At 1st level you gain all the features and skill and tool proficiencies of a 1st level Spellcaster sidekick as described in Tasha’s Caldron of Everything, but not any Hit Points or Saving Throw proficiencies. You use the warlock spell list for your spellcasting feature. Additionally whenever you gain a level in this class you also gain the features of a Spellcaster sidekick of the same level except for Ability Score Improvements and HP. #### Cult Members Beginning at 3rd level, when you create a stat block when you recruit a Minion or Retainer you may select one of the following feats to add to that Minion or Retainer's stat block. You may choose from Actor, Eldritch Adept, Magic Initiate, Poisoner, Shadow Touched, or Telepathic. #### Black Psalter As your influence grows you learn of more powerful magics and the dark rituals needed to cast them. You compile this knowledge into a new unholy tomb for your cult. At 7th Level, choose two 1st-level spells that have the ritual tag from any class’s spell lists; these rituals needn’t be from the same spell list. Both you and your retainers may cast these spells but only as rituals unless they have been learned by some other means. The spells that are recorded in this book do not count against the number of spells you or your retainers know. On your adventures, you may add other ritual spells to your Black Psalter. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your Leader level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare matirials needed to inscribe it. #### Local Cult From 7th Level onwards, locals recognize you and your retainers as members of your Cult, and they’re careful not to draw your ire. Some criminal offenses, such as breaking into a local shop, or kidnapping an unimportant individual may be pointedly ignored as long as no legal authorities get involved. You may establish your cult in a new city or town by recruiting at least 3 new Minions or Retainers there. #### Instructive Casting Starting at 10th level, when you cast a spell with a casting time of 1 action you may issue instructions to 1 other character as a bonus action. #### Coordinated Casting Beginning at 15th level, when you use your action to issue instructions to multiple characters, you may order one character to cast a cantrip with the casting time of one action. #### Cultic Boons At 18th level, choose two Eldritch Invocations from the Warlock class, both you and your retainers gain their benefits. \pagebreak
\columnbreak ### Military Following #### Combat Training At 1st level you gain all the features and skill and tool proficiencies of a 1st level Warrior sidekick as described in Tasha’s Caldron of Everything, but not any Hit Points or Saving Throw proficiencies. Additionally whenever you gain a level in this class you also gain the features of a Warrior sidekick for that level except for Ability Score Improvements and Hit Points. #### Martial Band Beginning at 3rd level, when you create a stat block when you recruit a Minion or Retainer you may select one of the following feats to add to that Minion or Retainer's stat block. You may choose from: Athlete, Crossbow Expert, Crusher, Gunner, Lightly Armored, Mounted Combatant, Piercer, Polearm Master, Shield Master, or Sharpshooter #### Martial Training Once you reach 7th level, you and your followers adopt a particular style of fighting. Choose one of the Fighting Styles available to the Fighter Class, both you and your Retainers gain that Fighting Style. You can't take a Fighting Style option more than once, even if you later get to choose again. #### Local Battalion Starting at 7th level, your battalion is known and either respected or feared in the local area. You can acquire mundane weapons at very little cost. Most commoners will follow simple instructions that your or your followers give without question. You may establish your Battalion in a new location by recruiting at least 3 new Minions or Retainers there. #### Superior Combatants At 10th level, choose one maneuver of your choice from among those available to the Battle Master archetype, both you and your Retainers learn the maneuver. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + the character’s Strength or Dexterity modifier (your choice.) Additionally, You gain three Superiority Dice, which are d8 (this dice are added to any superiority dice you have from another source). This dice are used to fuel your maneuvers, if one of your Retainers uses a maneuver, expend your Superiority Die. You regain your expended superiority dice when you finish a short or long rest. #### Instructive Attack Beginning at 15th level, when you take the attack action you may use your bonus action to issue instructions to one creature. #### Legendary Taghmata Starting at 18th level, when you or one of your followers hits a creature, its speed becomes 0 for the rest of the turn. Creatures provoke opportunity attack from you and your followers even if they take the Disengage action before leaving their reach. When a creature within 5 ft. of you or one of your followers targets a creature other than them, they may use their reaction to make a melee weapon attack against the attacking creature. \pagebreak
### Ministerial Following #### Minor Miracle-Worker At first level you gain all the features and skill and tool proficiencies of a 1st level Spellcaster sidekick as described in Tasha’s Caldron of Everything, but not any Hit Points or Saving Throw proficiencies. You use the warlock spell list for your spellcasting feature. Additionally whenever you gain a level in this class you also gain the features of a Spellcaster sidekick of the same level except for Ability Score Improvements and Hit Points. #### Holy Ministry Beginning at 3rd level, when you create a stat block when you recruit a Minion or Retainer you may select one of the following feats to add to that Minion or Retainer's stat block. You may choose from: Chef, Healer, Linguist, Lucky, Magic Initiate, or Resilient. #### Channel Divinity At 7th level, you and your retainers gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You gain two such effects: Turn Undead and an effect from one Devine Domain of your choice. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest before you or your Retainers may use your Channel Divinity again. Some effects require saving throws, when you use such an effect the DC equals your Spell Save DC for your Sidekick spellcasting feature. #### Local Ministry Starting at 7th level, locals recognize and respect your Ministry. Your piety inspires them to aid you. You, your followers, and your adventuring companions can expect to be sheltered and cared for at a shrine or temple you set up. Alms from the locals will support you, your retainers and your minions at a modest lifestyle. You may establish your ministry in a new location by recruiting at least 3 new Minions or Retainers there. #### Instructive Casting Starting at 10th level, when you cast a spell with a casting time of 1 action you may issue instructions to 1 other character as a bonus action. #### Coordinated Casting Beginning at 15th level, when you use your action to issue instructions to multiple characters, you may order one character to cast a cantrip with the casting time of one action. #### Divine Intervention Together you and your followers can call on your diet to intervene on your behalf when your need is great. Starting at 18th level you and your minions and retainers may spend 10 minutes praying for divine intervention. Describe the assistance you seek and roll a percentile die. If the result is equal or less than 3 + the number of followers assisting your supplication, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days, otherwise you can’t use it again until you complete a long rest. \pagebreak
### Rabble Following #### Street Scrapper At 1st level you gain all the features and skill and tool proficiencies of a 1st level Warrior sidekick as described in Tasha’s Caldron of Everything, but not any Hit Points or Saving Throw proficiencies. Additionally whenever you gain a level in this class you also gain the features of a Warrior sidekick of the same level except for Ability Score Improvements and HP. #### Ragtag Gang Beginning at 3rd level, when you create a stat block when you recruit a Minion or Retainer you may select one of the following feats to add to that Minion or Retainer's stat block. You may choose from: Athlete, Chef, Crusher, Grappler, Mobile, Piercer, Resilient, Savage Attacker, Slasher, or Tavern Brawler. #### Fight and Talk Beginning at 7th level, when you take the attack action and attack multiple times you may forego one attack to issue instructions to another creature. #### Rouse the Rabble With a fiery speech, or maybe shoving just the right person, you can incite the great unwashed into a mob. Starting at 7th level, you can spend 10 minutes and 5gp to create a mob, whose state block is detailed at the end of this subclass. The mob remains for 1d12 hours and you may not create another mob until you complete a long rest. In combat the mob takes its turn on initiative count 10. You may use your action to attempt to direct the mob. If you succeed a DC 12 Charisma check the mob will act as you instructed, otherwise the mob moves upto 30 ft in a random direction and attacks all creatures, buildings, and objects in its space. \columnbreak
#### Local Gang After reaching 7th level, you and yours are respected and feared by your fellows, the common folk. You can find a place to eat, sleep, hide, or recuperate amongst the local populous, unless you show yourself to be a danger to them. They will shield you from anyone looking for you, though not if their lives are at risk. You may establish your gang in a new location by recruiting at least 3 new Minions or Retainers there. #### Brawl Tactics Starting at 10th level, when you or one of your Retainers makes a melee attack against a creature that is within 5 ft of one of your minions, the minion may use their reaction to give advantage for that attack roll. #### One with the Crowd Beginning at 15th level, while inside a crowd of creatures (more than 10 creatures within 30 of each other) you and your Minions and Retainers gain the benefits of the *Pass without Trace* spell. Additionally while in a crowd when you or your retainers may replace an attack with the Hide Action. #### The Spark of Revolution After reaching 18th level, you can create another mob after completing a short rest or long rest. ### Trade Following #### Skilled Tradesperson At 1st level you gain all the features and skill and tool proficiencies of a 1st level Expert sidekick as described in Tasha’s Caldron of Everything, but not any Hit Points or Saving Throw proficiencies. \pagebreak Additionally whenever you gain a level in this class you also gain the features of a Expert sidekick of the same level except for Ability Score Improvements and Hit Points. #### Guild Members Beginning at 3rd level, when you create a stat block when you recruit a Minion or Retainer you may select one of the following feats to add to that Minion or Retainer's stat block. You may choose from: Artificer Initiate, Chef, Dungeon Delver, Healer, Keen Mind, Linguist, or Observant. #### Deft Hands Starting at 7th level, you may order other characters to take the Use Object action when issuing instructions to multiple characters. #### Many Hands Make Light Work Beginning at 7th level, when you assign your Minions and Retainers downtime activities as described in the Dungeon Masters Guide and Xanathar’s Guide to Everything you may assign multiple Minions or Retainers to a single task. For each additional character assisting with a task they gain a +2 bonus for any checks associated with the activity. #### Friendly Discount After reaching 7th level, your Guild has good working relationships with many shops and artisans in town. You can often acquire most common goods at a reasonable discount and most people will begin negotiations with you with a friendly or indifferent attitude (c.f. DMG 244). You may establish your guild in a new location by recruiting 3 Minions or Retainers there. #### Entrepreneurial Venture Starting at 10th level, you and your followers’ businesses are successful enough to provide a Comfortable lifestyle for your and your Party at no cost to you. Additionally while you're are in a location your Guild is established you receive an average of 1gp per day as your share of the profits. #### Familiar Tools Also beginning at 10th level, you and your Minions and Retainers are skilled at using the tools of their trade, even for purposes they are not normally intended for. You and your Minions and Retainers may treat any tools they have proficiency in as light, finesse weapons that deal 1d6 bludgeoning, piercing or slashing damage. #### Magic Tools Weapons aren’t the only things that can be enchanted to be better than their mundane counterparts. By 15th level, you and your Retainers have managed to source magical tools for your trades, select one tool kit for each character and treat those tools as +1 Magic weapons, additionally you and your Retainers gain a +1 bonus for skill checks that use those tools. If one of the enchanted tool kits are lost and you are in a location where your Guild is established you may spend 4 hours and 5gp to acquire a replacement set. #### Express Order Starting at 18th level, when you assign multiple Minions or Retainers to a single downtime activity, for every 3 characters assigned you may halve the amount of time it takes to complete the task. >#### Art Credits > >In order of appearance > >* Silverquill Command by Bryan Sola (MtG) > >* Team Pennant by Anna Fehr (MtG) > >* Spy Kit by Aaron Miller (MtG) > >* Dyrnn the Corrupter - Dungeons and Dragons by Brian Valeza (WotC) > >* Tithe Taker by Aaron Miller (MtG) > >* Breena, the Demagogue by Simon Dominic Brewer (MtG) > >* Eberron Night Club by Suzanne Helmigh (WotC) > >* Marketplace by [GO nary](https://www.artstation.com/revien "Artstation Page")
\pagebreak # Recruits ___ > #### Adorable Minion >*Medium, Humanoid* > ___ > - **Armor Class** 10 (Cute Cloths) > - **Hit Points** 4(1d6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|10 (+0)|10 (+0)|8 (-1)|10 (+0)|15 (+2)| >___ > - **Senses** Passive Perception 10 > - **Languages** Common, 1 Language of your choice > - **Proficiencies** Simple Weapons > - **Challenge** 0 (0 XP) > ___ > > ***Certain Charm.*** While this creature is at full health attacks made against it are made with disadvantage. > > ##### Actions > > ***Club.*** *Melee Weapon Attack:* PB-1 to hit, Reach 5 ft, one target. *Hit:* 1(1d4-1) bludgeoning damage. > ___ > #### Average Minion >*Medium, Humanoid* > ___ > - **Armor Class** 11 (Cloth Armor) > - **Hit Points** 4(1d6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|11 (+0)|11 (+0)|11 (+0)|11 (+0)|11 (+0)| >___ > - **Senses** Passive Perception 10 > - **Languages** Common, 1 Language of your choice > - **Proficiencies** Simple Weapons > - **Challenge** 0 (0 XP) > ___ > > ##### Actions > > ***Club.*** *Melee Weapon Attack:* PB to hit, Reach 5 ft, one target. *Hit:* 2(1d4) bludgeoning damage. > ___ > #### Big and Stupid Minion >*Medium, Humanoid* > ___ > - **Armor Class** 12 (Hide Armor) > - **Hit Points** 7(1d10+1) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|10 (+0)|12 (+1)|6 (-2)|8 (-1)|10 (+0)| >___ > - **Senses** Passive Perception 9 > - **Languages** Common, 1 Language of your choice > - **Proficiencies** Simple Weapons > - **Challenge** 0 (0 XP) > ___ > > ##### Actions > > ***Slam.*** *Melee Weapon Attack:* PB+2 to hit, Reach 10 ft, one target. *Hit:* 4(1d4+2) bludgeoning damage. > ___ > #### Dodgy Minion >*Medium, Humanoid* > ___ > - **Armor Class** 13 (Leather Armor) > - **Hit Points** 4(1d8-1) > - **Speed** 35 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|15 (+2)|8 (-1)|12 (+1)|10 (+0)|8 (-1)| >___ > - **Senses** Passive Perception 10 > - **Languages** Common, 1 Language of your choice > - **Proficiencies** Simple Weapons > - **Challenge** 0 (0 XP) > ___ > > ##### Actions > > ***Shiv.*** *Melee Weapon Attack:* PB-1 to hit, Reach 5 ft, one target. *Hit:* 1(1d4-1) bludgeoning damage. > \pagebreak >#### Roleplaying Followers >Players who play a Leader are encouraged to roleplay their own Minions and Retainers as well. This makes the DM's life easier and provides a unique player experience. ___ > #### Scholar Minion >*Medium, Humanoid* > ___ > - **Armor Class** 10 (Robes) > - **Hit Points** 4(1d6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|10 (+0)|10 (+0)|15 (+2)|10 (+0)|10 (+0)| >___ > - **Senses** Passive Perception 11 > - **Languages** Common, 1 Language of your choice > - **Proficiencies** Simple Weapons > - **Challenge** 0 (0 XP) > ___ > > ##### Actions > > ***Club.*** *Melee Weapon Attack:* PB to hit, Reach 5 ft, one target. *Hit:* 1(1d4-2) bludgeoning damage. > ___ > #### Sage Minion >*Medium, Humanoid* > ___ > - **Armor Class** 11 (Cloth Armor) > - **Hit Points** 5(1d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|10 (+0)|10 (+0)|10 (+0)|15 (+2)|8 (-1)| >___ > - **Senses** Passive Perception 12 > - **Languages** Common, 1 Language of your choice > - **Proficiencies** Simple Weapons > - **Challenge** 0 (0 XP) > ___ > > ##### Actions > > ***Club.*** *Melee Weapon Attack:* PB-1 to hit, Reach 5 ft, one target. *Hit:* 1(1d4-1) bludgeoning damage. > >#### Unique Minions >Occasionally throughout your adventures you may have the opportunity to recruit NPCs as minions or are in environments where different types of creatures may begin following you. Work with you Dungeon Master to determine what changes to the normal Statblocks would make sense. At your DM's discretion you may consider a feat from outside of your followings normal options, or they being with different equipment. ___ > #### Stealthy Minion >*Medium, Humanoid* > ___ > - **Armor Class** 13(Leather Armor) > - **Hit Points** 4(1d8-1) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|14 (+2)|8 (-1)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Senses** Passive Perception 10 > - **Languages** Common, 1 Language of your choice > - **Proficiencies** Simple Weapons > - **Challenge** 0 (0 XP) > ___ > ***Undetected. (/1 day)*** When this creature makes a Dexterity(stealth) check it may reroll and use the second result. Use this after the dice has been rolled but before the result is declared. > ##### Actions > > ***Dagger.*** *Melee Weapon Attack:* PB+2 to hit, Reach 5 ft, one target. *Hit:* 4(1d4-2) bludgeoning damage. > \pagebreak ___ > #### Tanky Minion >*Medium, Humanoid* > ___ > - **Armor Class** 12 (Chain Shirt) > - **Hit Points** 14(1d12+2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|8 (-1)|14 (+2)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Senses** Passive Perception 10 > - **Languages** Common, 1 Language of your choice > - **Proficiencies** Simple Weapons > - **Challenge** 0 (0 XP) > ___ > > ##### Actions > > ***Club.*** *Melee Weapon Attack:* PB to hit, Reach 5 ft, one target. *Hit:* 2(1d4) bludgeoning damage. > >#### Arming Minions >Minions and Retainers are considered to be separate creatures from the Player Character. They can wield other weapons, however when they are first recruited Minions and Retainers will only have the weapons detailed in their statblock. \pagebreak # Appendix A: Design Notes The Leader class represents an attempt at integrating several systems that, while part of the published material for Dungeons and Dragons Fifth Edition, have remained rather obscured for the majority of players who primarily experience the game from the player character side of the table. The class was alway intended to be higher on the complexity scale than most of the published classes, though I have tried to mitigate that in a few ways. Experienced Dungeon Masters will no doubt see this class as a veritable minefield as it pushes up against the conventional boundaries of 5e in several different ways. First and most obvious of which is, of course, the dangerous action economy that the Leader Class presents. Several considerations have been made to this end. First, while many other Pet classes allow for the replacement of an attack with instructions, I have intentionally limited issuing orders to an Action, with exceptions being locked behind higher level subclass features. Second I have tried to limit the types of actions that can be stacked so that in the end the number of attacks do not outnumber those of a fully specked fighter too greatly. And thirdly I hope that the fragileness of the Minions will give the Dungeon Master a suitable check on the Leader Player Characters' unusually large influence on the Action Economy. Secondly, the Leader class, much like a rogue or a ranger, shines brightest outside of combat. It is particularly bright in games that focus on downtime activities, soft social power, and intrigue. This is, unfortunately, basically impossible to ballance; in some games the Leader may feel like a god as they are able to touch and influence things on a scale that most individual player characters can’t compare to, while in other settings, the Leader may have zero power as there is nothing for them to interact with. Dungeon Masters, as always are encouraged to consider the strengths and weaknesses of their players and adjust the events and challenges that their party faces so that each player can bask in the limelight, surmount meaningful challenges, and experience appropriate setbacks. Admittedly the Leader may require types of encounters that are not the most familiar to some DMs, but they are not unsupported in published material. The sections for social interaction as described in the DMG and the sections on down time activity in the PHB, DMG, and XGtE are good starting places for handling some of the systems that the Leader class attempts to hook into. # Appendix B: New Followings The list included in this version of The Leader Class is not the complete list that I intend to build. It is, however, a good starting place for many different kinds of rolls that players can take inspiration from. If you are interested in building a new Personal Following for a particular fiction consider the following as guidelines. At first level choose a sidekick class to fill out the character’s personal abilities. The Leader has been designed like a “half-class” that isn’t really complete without a sidekick class. If your following lends itself towards spell casting don’t forget to include a spell casting stat and a spell list. Second, the third level ability should include about feats to apply to the Minion and Retainer stat blocks. Followings that have an emphasis on spell casting minions will have 6 or 7 while non-spellcasting focused classes should have around 10. These are not necessarily unique to each sub-class so feel free to pick and choose a sampling from the ones already provided. I would not suggest allowing the skilled feat as that kind of skirts one of the intentional limitations on minions. The seventh level abilities normally include a ribbon feature. Many of the ones in this document have taken inspiration from features granted by some backgrounds. All of these come with the ability to establish the Leaders Organization in a new location by recruiting 3 minions or retainers from the area. Additionally seventh level includes one or two medium to low power combat abilities (often times based on features of other classes), subclasses that include the spellcaster sidekick class should only get one. 10th and 15th level features are usually about making minions and retainers more effective in combat and 18th level features tend to be about improving the some unique power that your minions or retainers have or removing some limit that they have had before. \pagebreak # Appendix C: Change Log ## 1.1 * Replaced the Template System with a choice of Feats per followers * Replaced Armed and Armored feature of the Military Following with Legendary Taghmata.