The Leader is a tactician, diplomat, and inspirational force on the battlefield. Whether rallying troops, manipulating political tides, or directing squads with calm authority, the Leaderβs presence shifts momentum and keeps the team united under pressure. Leaders uplift their allies, outwit their enemies, and influence the galaxy through power and poise.
Examples from Star Wars lore: Leia Organa, Grand Admiral Thrawn, Padme Amidala, Luthen Rael
You gain advantage in Persuasion and Deception.
You may add your Intelligence modifier to initiative rolls and Insight checks.
Once per encounter, if your attack against a single enemy hits, all allies within 30 ft. of you gain a +2 bonus to their attack rolls and damage rolls until the end of your next turn.
Once per encounter, as a bonus action, you may grant an ally within 30 feet temporary hit points equal to your Charisma modifier (min 1).
Once per long rest, when you fail a Charisma-based skill check, you may reroll it.
Once per encounter, if your attack against a single enemy hits, all allies within 30 ft of you gain a +2 bonus to their AC until the end of your next turn.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per encounter, as a bonus action, choose one ally within 30 feet. They may immediately move up to half their speed without provoking opportunity attacks.
You gain advantage on saving throws against being stunned, charmed or frightened.
As an action, you can force an enemy within 30 feet to make a Wisdom saving throw (DC = 8 + your PB + your Wis mod) or be confused for 1 round.
Once per short rest you may impose saving throws disadvantage on an enemy within 30 feet for one round.
Once per long rest, you may make a skill check you arenβt proficient with as though you were proficient.
Once per long rest, you may swap initiative order with a willing ally at the start of combat.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per long rest, you and all allies within 10 squares of you can use whatever Cover is available to gain a +10 Cover bonus to AC (instead of the normal +5 Cover bonus). The bonus lasts until the start of your next turn.
Once per long rest, opponents in your line of sight lose all insight and morale bonuses on attack rolls and AC.
Once per encounter, you may grant an ally thatβs 30 ft from you and bonus to their attack rolls or saving throws thatβs equal to your Intelligence modifier for one turn.
You can attack twice, instead of once, whenever you take the Attack action.
Once per long rest, you may designate a single creature or object as the target of an assault. All allies deal an additional 1d6 points of damage to the target, until the start of your next turn.
Once per long rest, you can rally your allies and bring them back from the edge of defeat. Any allies within your line of sight who have less than half HP gain a +2 to their saving throws, and a +2 to all damage rolls for the remainder of the encounter.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per encounter, you can give up your action to one of your allies.
Once per long rest, you can call in a political favor, military contact, or underworld associate depending on the situation. This manifests as one of the following effects:
β Instant Access: Gain clearance to restricted areas, bypassing security or legal blockades for yourself and your allies.
β Asset Drop: A contact delivers a crate of gear (medpacs, other basic equipment) within 1 hour or at a rendezvous.
β Informant Leak: Gain access to hidden or secure information you otherwise couldnβt reach β like encrypted transmission logs or target locations.
β Backup Request: Summon a small team of allies (2-3 NPCs GM discretion) to assist in a mission or extraction for up to 24 hours.
β Political Protection: A planetary government or system official grants you and your party temporary immunity from arrest or interrogation.
Once per encounter, designate a 3Γ3 sq area (25 sqf) and a heavy fire zone. If an enemy enters that area, you can enable one ally within your line of sight to make an Attack of Opportunity against that target.
Once per long rest, you may rearange the initiative order of all willing allies at the start of combat.
Once per long rest, for the remainder of the encounter, your allies receive a +5 morale bonus to their Wisdom saving throws against any Fear effect.
Once per encounter, as an Action, when an ally Flanks an opponent, that ally gains a +4 Flanking bonus on melee attack rolls instead of the normal +2 bonus.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
You gain a +5 bonus to your Wisdom saving throws against Skill Checks made to read your emotions and influence your Attitude.
Once per encounter as a Reaction, when an enemy is reduced to 0 Hit Points by any means, you allow one ally within your line of sight to take a Second Wind immediately (as a Free Action). They also regain additional HP equal to your Class Level.
Once per long rest, make a Persuasion check against one enemy. If your check result equals or exceeds the targetβs Wisdom saving throw, that target immediately makes an attack (as a Free Action) against another target of your choice.
Once per long rest, you may exploit one of your shadowy contacts to manipulate events in your favor:
β Blackmail Cascade: Reveal compromising data about a target or faction, granting you advantage on Intimidation checks against them for the next hour.
β Silent Cleanup: A target you name is quietly captured, eliminated, or publicly discredited by your contacts within 24 hours. (The GM determines the impact based on power level.)
β Diversion Tactics: Enemies are misdirected by fake intelligence or decoys, causing a group of hostile forces to vacate an area or delay their pursuit.
β Underworld Enforcer Drop: A notorious bounty hunter or enforcer (GM discretion) arrives to assist you temporarily β or deliver a threat.
β Immunity via Fear: A planetary faction backs down from confrontation due to fear of your reputation or alliances.
Your critical range with Cha skill checks is 19-20.
Once per long rest, you can choose one trait that you have already used and use it again.
You gain a permanent +5 bonus to all Charisma skills.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.