Commander

In stressful times, it takes a person of rare ability to step forward and take command. You are a gifted leader. People believe in you and your ideas, and they want to follow you wherever you go. Your brilliance at command reveals itself in the decisive orders you give in the battle’s thick and how you lead your followers to victory.

Level 3 Commander

Attributes: Increase two attributes by 1 each.
Health: +12, Bonus Damage: +1d6 Inspiring
Commands: You issue commands to aid your allies in combat. You can use this talent once per round provided you can speak, but you lose access to it while are confused, controlled, stunned, or unconscious. The following commands tell you when you can issue them and what happens. The command only affects an ally that can hear and understand what you say.

Level 4 Commander

Health: +12, Bonus Damage: +1d6
Attack Command: You can use this talent when you use an action to attack. You enable one ally within 5 yards to use a reaction to attack. Once you use this talent, you lose access to it (luck ends).

Level 6 Commander

Health: +12, Bonus Damage: +1d6
Inspire Recovery: When an ally you can see takes damage, you can use a reaction to inspire that ally. If the ally can hear you, they make a Will roll. On a success, they heal 1d6 damage and they make Will rolls with 1 boon for 1 minute. Once you use this talent, you lose access to it for 1 minute. At level 9, they heal 2d6 damage instead.

Level 9 Commander

Health: +12, Bonus Damage: +1d6
Lead the Charge: If you lack the slowed affliction, you can use an action to move up to your Speed and make an attack. Then, each ally that can see and hear you can use a reaction to move up to their Speed. Allies that move in this way, make rolls to attack with 1 boon and their attacks deal an extra 1d6 damage until the end of your next turn. Once you use this talent, you lose access to it for 1 minute.
Glorious Speech: If you spend 10 minutes talking about courage, puissance in battle, and other virtues of warfare, you increase by 10 the Health of each ally within 10 yards that hears your speech. The effect lasts until the ally becomes unconscious.
Once you use this talent, you lose access to it until after you rest.