PCs can give orders to retainers. Giving
orders counts as a Quick action if it’s less than a
few words.
Retainers behave as the GM sees fit if they
are given no orders by their PC commander.
A PC commander can spend an Active
action on their turn to roll a Tactics
check (usually DC 11, but higher if the GM
thinks the tactical situation is especially
troubling). Rather than attack or similar,
the commander focuses on and maximizes
the impact of their retainers. Success means
that the ordered retainers are able to execute one of the special
maneuvers below as a single unit:
Brace: Set a spear or polearm to prepare an attack of opportunity against someone charging into melee with them that does an extra 1D6 damage
Charge: Move forward and attack with +2 damage to melee
Focused Attack: All retainers attack a single target in melee with Advantage
Form Up: Create a
shield wall with four or more shield-wielding retainers in the midst of combat
Kite: Move away and collectively attack a single target with a +1 bonus to hit using ranged weapons
Protect: Shield-weilding retainers move within 5' of someone to be protected and shield them forcing all attacks targeting the protected to be at Disadvantage
Rally: Give retainers under the PC's command a second check to regain lost morale
Reposition: All retainers may move an extra 10'
Retrieve: Move to, grab, and retreat taking a challenging or non-optimal route or method
Each ordered retainer’s turn ends once the maneuver is complete, even if they have not yet acted. Those who can’t follow orders (e.g. out of range, immobile, etc) may still act as independent NPCs.