Table of Contents
Leader
An Air Nomad coolheadedly explains to a guard that she and her group have been invited by the local figurehead to join them to discuss an important, top secret trade item, and “No, we cannot tell you what it is so that you can inquire with the proper authority, it’s top secret, remember?”
Two stones thud off of leather armor as a man as imposing and fearsome as a bear lets loose a mighty roar, he charges forward and his team falls in behind him, using himself as bait to coax out the enemy and then overwhelming them with force.
Seeing his friend being swarmed by vicious hyena wasps, a waterbender sends a wave crashing through the pack, washing them aside. He helps them rise and ensures them he’ll keep them safe, readying them for the next attack.
Being a leader is more of a mindset than a role. It means being the one that cares for the group and looks out for its best interest, the one that puts themself aside to ensure that the group is thriving. It means listening and knowing the group. At the end of the day, nobody is forced to follow the leader, and it would be nonsense to call someone a leader who nobody will follow.
Level | Proficiency Bonus | Features | Basics Known | Techniques Known | Technique Level |
---|---|---|---|---|---|
1st | +2 | Fighting Style, Leader Inspiration (d6) | |||
2nd | +2 | Bending, Decisive Blow | 1 | 2 | 1st |
3rd | +2 | Leadership Style, Combat Inspiration | 1 | 3 | 1st |
4th | +2 | Ability Score Improvement | 1 | 3 | 1st |
5th | +3 | Extra Attack, Leader Inspiration (d8) | 1 | 4 | 2nd |
6th | +3 | Ability Score Improvement | 1 | 5 | 2nd |
7th | +3 | Leadership Style Feature | 1 | 6 | 2nd |
8th | +3 | Ability Score Improvement | 1 | 6 | 2nd |
9th | +4 | 2 | 7 | 3rd | |
10th | +4 | Leader Inspiration (d10), | 2 | 7 | 3rd |
11th | +4 | Reliable Results | 2 | 8 | 3rd |
12th | +4 | Ability Score Improvement | 2 | 8 | 3rd |
13th | +5 | 2 | 9 | 4th | |
14th | +5 | Ability Score Improvement | 2 | 9 | 4th |
15th | +5 | Leader Inspiration (d12), Leadership Style, Feature | 2 | 10 | 4th |
16th | +5 | Ability Score Improvement | 2 | 10 | 4th |
17th | +6 | 3 | 11 | 5th | |
18th | +6 | Leader in the Field | 3 | 11 | 5th |
19th | +6 | Ability Score Improvement | 3 | 12 | 5th |
20th | +6 | Best of the Best | 3 | 12 | 5th |
As a leader, you gain the following class features.
Hit Points
Hit Dice: 1d8 per leader level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier each time you gain a level in this class
Chi Points
Chi Dice: 1d6 per leader level
Chi Points at 1st Level: 6 + your Charisma modifier
Chi Points at Higher Levels: 1d6 (or 4) + your Charisma modifier each time you gain a level in this class
Proficiencies
Armor: Light armor, Medium armor, shields
Weapons: Simple weapons, Martial weapons
Tools: Choose one type of gaming set
Saving Throws: Strength, Charisma
Skills: Choose three from Animal Handling, Athletics, Deception, History, Intimidation, Investigation, Perception, Performance, Persuasion, and Spirit
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, a longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a diplomat’s pack, (b) a dungeoneer’s pack or (c) an explorer’s pack
Leader’s Inspiration
You know how to use stirring words or actions to inspire others. To do so, you use a bonus action and expend 1 chi point on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Leader’s Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Leader’s Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Leader’s Inspiration die is rolled, it is lost. A creature can have only one Leader’s Inspiration die at a time.
Your Leader’s Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Range
You gain a +2 bonus to ranged attack rolls.
Defense
While you are in stance or wearing armor, you gain a +1 bonus to AC.
Dueling
When you attack a target on successive turns, you gain a +2 bonus to damage rolls against the target on each turn after the first.
Power
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, or a bending technique that requires two hands, you can reroll the die and must use the new roll. If you are using a weapon, it must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature that you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be in your stance or wearing a shield.
Stamina
You gain 1 additional chi point for each level gained in this class.
Decisive Blow
Starting at 2nd level, you learn to channel your energy to make powerful, decisive strikes in battle. When you hit a creature with a melee attack, you can expend chi to drive the hit home, dealing additional damage. You can expend a number of chi points equal to your half your leader level rounded up, to a maximum of 5 chi points, dealing additional damage equal to 1d8 per chi point expended.
Bending
By 2nd level, you have learned to control the energy that flows in and around you. See chapter 10 for the general rules of bending and chapter 11 for the leader technique list.
Basics
At 2nd level, you know one basic of your choice from the leader technique list. Alternatively, if you are an elemental bender, you can choose a basic from your elemental bending technique list. You learn additional leader basics of your choice at higher levels, as shown in the Basics Known column of the Leader table.
Techniques Known of 1st Level and Higher
As a leader, you learn bending through observation, study and training. At 2nd level, you know two 1st level techniques of your choice from the Leader technique list. Alternatively, if you are an elemental bender, you can choose techniques from your elemental bending technique list.
The Techniques Known column of the Leader table shows when you learn more techniques of your choice. The Technique Level column of the Leader table shows what level techniques you are able to learn at each level. When you reach 9th level, for example, you can learn a technique of 1st, 2nd, or 3rd level.
The techniques that you learn as you level up in this class represent your natural growth and progression as a bender. Since they come to you naturally, you do not have to go through the process of mastering them. To learn additional bending techniques, they must be on the leader technique list and you have to either be taught by somebody who can perform the technique or find the technique on a bending scroll. Techniques learned in these ways have to be mastered as described in the Mastery Points section of chapter 10.
Using Techniques
To use a technique, you must expend an amount of chi equal to the technique’s level. If you do not have enough chi available to you, you cannot perform the technique or the technique fails. If you try to use a technique you have not mastered yet and it fails, you expend chi equal to half the technique’s level (rounded down).
You are able to learn and perform techniques of a level equal to or lower than the level shown in the Leader table’s Technique Level column for your level. If a technique can be used at multiple levels, you can use it at any level at or below the level shown in the Leader table’s Technique Level column for your level.
Bending Ability
Charisma is your bending ability for your leader techniques, since your bending derives from your ability to will the world to move. You use your Charisma whenever a technique refers to your bending ability. You use your Charisma modifier when setting the saving throw DC for a leader technique you use and when making an attack roll with one.
Technique save DC = 8 + your proficiency bonus + your Charisma modifier
Technique attack modifier = your proficiency bonus + your Charisma modifier
If you are an elemental bender, you are able to extrapolate what you learn through your class to your elemental bending as well. Thus, you can choose whether to use your elemental bending abilities or your leader bending ability for your elemental bending techniques.
Combat Inspiration
Starting at 3rd level, the way you move in battle inspires others to be more creative with their movements. A creature that has an Leader’s Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Leader’s Inspiration die and add the number rolled to its AC against the attack, after seeing the roll but before knowing whether it hits or misses.
Leadership Style
At 3rd level, you identify yourself as falling into one of the following types of leader: Tactician, Commander, or Alpha, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Reliable Results
By 11th level, your steadfast decisiveness consistently delivers in battle. Whenever you hit a creature with a melee attack, the creature takes an extra 1d8 damage. If you also use your Decisive Blow ability, you add this damage to the extra damage of your Decisive Blow.
Leader in the Field
Beginning at 18th level, you consistently over perform in your field of choice. When you make an ability check with your highest ability score, if your total for the check is lower than the score itself, you can use that score in place of the total.
If you have more than one ability score tied for the highest, you choose which one this feature applies to.
Best of the Best
At 20th level, you have proven yourself to be top class. Your highest ability score increases by 4. Your maximum for that score is now 24.
If you have more than one ability score tied for the highest, you choose which one this feature applies to.
Tactician
Tactical Coordination
Starting at 3rd level, you are able to coordinate the attacks of your allies. When a friendly creature who can see or hear you would normally start its turn, it can choose to delay its turn and wait for your signal instead.
At the end of a turn, you can use your reaction to give either a visual or verbal command signaling friendly creatures that are waiting to start their turns. You are only able to coordinate and signal to a number of creatures equal to your Intelligence modifier. If there are multiple delayed turns, you choose the order in which they occur. Once these turns are taken, the initiative order returns to normal.
If a creature chooses to ignore the signal, it forgoes its turn. Effects that occur at the start or end of a creature’s turn happen when the delayed turn is taken, or at the time the signal is given if the creature chooses not to take its turn.
Game Master
Also at 3rd level, your proficiency bonus is doubled for any ability check to use a gaming set with which you’re already proficient.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
One Step Ahead
By 15th level, your experience with strategy gives you reliable insight into your chances of success. You can use the foresight technique at will, and with no diminishing chance of success, to predict whether or not a battle plan, plan of attack, or operation will succeed.
Commander
Student of War
At 3rd level, you gain proficiency with navigator’s tools or one type of artisan’s tools, and one human language of your choice.
Strategic Maneuvers
Also at 3rd level, whenever you use a maneuver of first level or higher, you can use a bonus action to direct one friendly creature within range who can see or hear you to move or strike. That creature can immediately use its reaction to move up to half its speed or make an attack.
Battle Ready
Starting at 7th level, you can use an action and expend 1 chi point to ready your allies for battle. For the next hour, you and any friendly creatures that can see and hear you gain a bonus to initiative rolls equal to your Intelligence modifier (a minimum of +1), as long as you are not surprised.
Regroup and Rally
At 15th level, you can use your action to call on your allies to reposition and revitalize themselves for the remainder of the fight. Friendly creatures within 60 feet of you that can see and hear you regain 1 chi point and can take their reactions to move up to half their speed toward you with a bonus to their AC against opportunity attacks equal to your Charisma modifier (minimum of +1).
Once you use this feature, you must finish a short or long rest before you can use it again.
Alpha
Pack Tactics
Starting when you choose this style at 3rd level, your allies have advantage on attack rolls against any creature within 5 feet of you that is hostile to you.
Leader of the Pack
Also at 3rd level, your success in battle fuels you and inspires your allies. When you hit a creature with an attack, you may expend 1 chi point to inspire an ally as part of the attack. Choose one creature within 15 feet of you that can see you, that creature gains one Leader’s Inspiration die. If the attack is a critical hit, you also gain a Leader’s Inspiration die.
Pack Leader’s Presence
Starting at 7th level, your powerful presence in battle inspires nearby allies to attack fiercely. Friendly creatures within 15 feet of you that can see you gain a bonus to damage rolls equal to your Charisma modifier (minimum of +1). You must be conscious to grant this bonus
Reinforcing Inspiration
At 15th level, when a creature uses one of your Leader’s Inspiration dice on an ability check, attack roll, or saving throw and the roll succeeds, they can use their reaction to pass that inspiration die on to a friendly creature within 60 feet of them.