Discipline, fear, courage, and the occasional bolt round. The Commissar gives orders, breaks panic, executes cowardice, and makes doomed soldiers hold the line.
Human ClassesBattlefield CommanderAvailable in 1.0
Class Dossier — Commissar
Working Draft · v0.1
Commissar
Cowardice is contagious. So is courage.
Human ClassAvailable in 1.0Working Draft
The Commissar is morale made flesh: a political officer, battlefield judge, executioner, orator, and symbol of absolute discipline.
A Commissar does not merely command. They decide which fear is permitted. They turn collapsing squads into firing lines, shame heroes back to their feet, condemn traitors in front of witnesses, and make retreat more terrifying than the enemy advance.
The class fantasy is simple:
A Commissar survives through Presence, Willpower, authority, terror, spectacle, discipline, and the brutal art of making everyone around them fight harder than they thought possible.
// Design Philosophy
The Commissar should not play like a generic commander. The class should create moments like:
I order the squad to stand while the monster charges.
I condemn the traitor in front of everyone.
I make fear afraid of me.
I shoot the fleeing cult leader before the mob can rally.
I drag an ally back from panic with a threat that sounds almost like faith.
I turn a doomed stand into a legend.
The Commissar should create pressure, drama, and morale control without removing player agency. Commissar features should not force player characters into unwanted PvP or make one player control another player's character. Any execution or punishment directed at player characters should be voluntary, narrative, or table-approved.
Signature Mechanic — Commissarial Edicts
Signature Mechanic
Commissarial Edicts are the Commissar's signature class mechanic.
An Edict is a battlefield command backed by political authority, ritualized discipline, public threat, inspiring rhetoric, or the promise of immediate consequences.
Where Guardsmen issue Orders to keep the squad alive, Commissars issue Edicts to decide what fear is allowed to exist.
// Rules Draft
A Commissar starts with 3 Edicts at level 1.
A Commissar may use Edicts on themselves, an ally, an enemy, a squad, a visible coward, a battlefield zone, or a Condemned target, depending on the Edict.
Edicts use limited Edict Uses.
Edict Uses are restored after a safe rest.
Draft Edict Uses: Proficiency Bonus per safe rest.
Edicts that force a target to resist use the Commissar's Edict DC.
Some Doctrine Tree upgrades improve Edicts, expand their range, strengthen morale effects, punish Condemned targets, or allow Edicts as reactions.
Edict DC = 8 + Proficiency Bonus + Presence modifier
If an Edict is primarily about personal discipline, fear, or resisting corruption, the GM may allow Willpower instead of Presence.
Edicts are special. Commissars do not gain a new Edict every level.
Condemned
Condemned
Some Commissar Edicts refer to a Condemned target.
A Condemned target is a creature the Commissar has publicly marked as a coward, traitor, enemy officer, heretic, deserter, breaker of morale, or immediate threat to discipline.
Condemned does not always mean legally guilty. It means the Commissar has decided that the battlefield needs an example.
// Rules Draft
By default, a Commissar may have one active Condemned target at a time.
A Condemned target usually lasts until the end of the scene, until it drops to 0 Vitality, until it surrenders, or until the Commissar marks a new Condemned target.
Some Edicts are stronger against Condemned targets.
Doctrine Trees may allow additional Condemned targets, stronger morale effects, or benefits when a Condemned target falls.
A name shouted loudly enough becomes a sentence.
Edicts Known Progression
Commissar Level
Edicts Known
1
3
5
4
9
5
13
6
17
7
This progression is a working draft. Edicts should remain meaningful and powerful, not become a bloated list of minor tricks.
Commissarial Edicts
Working Draft
Edict
Stand and Die Well
Target: Self or one friendly character within 30 feet who can see or hear you.
The target gains Advantage on their next Willpower Save against fear, being Pinned, forced movement, morale-breaking effects, or psychic dread. If the target succeeds, they also gain temporary Vitality equal to your Proficiency Bonus.
If death is coming, meet it with posture.
Edict
No Retreat
Target: One friendly character within 30 feet who can see or hear you.
Until the start of your next turn, the target cannot be moved against their will unless they choose to be moved or are physically thrown by an overwhelming force. If the target is in cover, they gain +2 Defense against attacks made from the front. If the target willingly moves away from an objective, fallen ally, active threat, or defended position before the effect ends, the Edict immediately ends.
The line moves when ordered. Not before.
Edict
Condemn the Coward
Target: One visible creature within 60 feet.
Mark the target as Condemned. The first attack made by you or an ally against the Condemned target before the end of your next turn gains +2 to hit. If the Condemned target is fleeing, hiding, surrendering falsely, betraying allies, commanding enemies, or spreading panic, the attack also deals additional damage equal to your Proficiency Bonus.
Cowardice becomes easier to shoot once named.
Edict
Fear Me More
Target: One ally within 30 feet who is Pinned, Frightened, or hesitating due to morale pressure.
The target may immediately make a Willpower Save to end Pinned or Frightened. If the save succeeds, the target may immediately move 5 feet, draw a weapon, or reload without spending an Action. If the save fails, the target still gains Advantage on its next save against fear or Pinned before the end of the scene.
The enemy offers death. You offer consequences.
Edict
Public Example
Target: One Condemned target you can see.
When the Condemned target drops to 0 Vitality, surrenders, flees, or is visibly broken, you may use this Edict. Choose one:
One ally within 30 feet may end Pinned.
One ally within 30 feet gains temporary Vitality equal to your Proficiency Bonus.
One enemy within 30 feet must make a Willpower Save against your Edict DC or become Frightened until the end of its next turn.
You immediately mark a new Condemned target.
Morale is a lesson. Corpses are visual aids.
Edict
Authorized Violence
Target: One ally within 30 feet who can see or hear you.
Choose one Condemned target. The target ally gains +2 to hit on their next attack against that Condemned target before the end of their next turn. If the attack hits, it deals additional damage equal to your Proficiency Bonus.
You do not ask for brutality. You approve it.
Edict
Last Warning
Target: One enemy, deserter, coward, traitor, panicking NPC, or Condemned target within 30 feet who can see or hear you.
The target must make a Willpower Save against your Edict DC. On failure, choose one:
The target drops Prone.
The target drops one held object.
The target loses its Reaction until the start of your next turn.
The target cannot move away from you until the start of your next turn.
If the target is Condemned, it has Disadvantage on the save.
There is mercy in clarity.
Summary Judgment
Morale
Some Commissar features may reference execution, punishment, or making an example. These effects are intended primarily for enemies, NPC allies, deserters, traitors, cultists, panicking crowds, or table-approved dramatic moments.
They should not be used to force PvP or remove another player's agency. If a player character becomes the subject of Commissarial punishment, it should be handled through consent, roleplay, Fate, consequences, or agreed table drama.
The Commissar should be frightening, not disruptive.
Doctrine Trees
Progression System
Commissar progression uses Doctrine Trees.
Doctrine Trees replace the idea of a locked subclass plus scattered feature choices. A Commissar does not choose one permanent subclass and then receive a random pile of features. Instead, they earn Doctrine Points and spend them across Commissar Doctrine Trees.
A player may specialize deeply in one tree or spread points across several to become a broader morale officer, executioner, duelist, interrogator, or battlefield icon.
Doctrine Trees represent the kind of discipline the Commissar has enforced and the kind of terror they have learned to weaponize.
Each rank costs 1 Doctrine Point and requires the previous rank in that tree unless future rules say otherwise.
// Doctrine Points Progression
Commissars gain 1 Doctrine Point at every even level.
Doctrine Points
Commissar Level
Doctrine Points Gained
2
+1
4
+1
6
+1
8
+1
10
+1
12
+1
14
+1
16
+1
18
+1
20
+1
This progression is a working draft. Final class balance may change after the other classes are designed.
Doctrine: Speeches under fire, morale control, public condemnation, and command presence.
Role: Morale support and battlefield command specialist.
Iron Orators weaponize voice, posture, timing, and terrifying certainty. They do not inspire because they are kind. They inspire because the alternative is worse.
Rank 1Voice Over Gunfire
Your Edict range increases from 30 feet to 45 feet. Allies do not need to see you to receive your Edict if they can clearly hear you through vox, shouting, signal, or another battlefield communication method.
Rank 2Rally the Line
When you use an Edict on an ally who is Pinned or Frightened, that ally gains +2 on the Willpower Save to end that condition. If the Edict is Stand and Die Well or Fear Me More, the ally gains Advantage instead.
Rank 3Words Like Bayonets
When you use an Edict that causes an enemy to make a Willpower Save, the first enemy that fails also becomes Exposed until the start of your next turn.
Rank 4No One Dies Quietly
Once per safe rest, when an ally within Edict range drops to 0 Vitality, you may use your Reaction to issue an Edict without spending an Edict Use. The ally can hear you even through pain, smoke, shellfire, or panic unless they are truly beyond perception.
Rank 5The Whole Line Answers
Once per safe rest, when you issue an Edict to one ally, you may also affect a second eligible ally within range. If both allies can see or hear each other, each gains temporary Vitality equal to your Proficiency Bonus.
A speech is just artillery for the soul.
Design note: Iron Orator should make the Commissar feel like the squad's morale engine.
Doctrine: Condemnation, public examples, deserters, traitors, and the bolt pistol answer.
Role: Punishment specialist and morale shock controller.
Doctrine: No retreat, defended positions, discipline under fire, and refusing to break.
Role: Defensive morale anchor and objective holder.
Doctrine: Bolt pistol, chainsword, officer's blade, close-range authority, and personal violence.
Role: Close-range officer and dueling combatant.
Doctrine: Symbols, banners, reputation, oaths, scars, and becoming the story soldiers tell.
Role: Party morale anchor and campaign presence specialist.