Leader Powers (6)¶
Explore a collection of Leader Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.
Command the Troops
Actions
Command the Troops. The knight commands a willing creature within 30 feet to use its reaction and make an attack at advantage.
Command the Attack
Actions
Command the Attack (Recharge 5-6). The knight issues a command to all allied creatures within 30 feet. Creatures who can see or hear the knight can use their reaction to make a single weapon attack with advantage.
Fanatic Followers
Traits
Fanatic Followers. Whenever the knight would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the knight. The ally is hit by the attack instead. If the ally is killed by this attack, then the knight gains 10 temporary hp.
Intimidate
Bonus Actions
Intimidate (Recharge 5-6). The knight chooses a target that can hear them within 60 ft. The target must make a contested Insight check against the knight's Intimidation. On a failure, the target is Frightened of the knight for 1 minute (save ends at end of turn). While Frightened in this way, attacks made against the target have advantage.
Rally the Troops
Actions
Rally the Troops (Recharge 5-6). The knight rallies all friendly creatures within 60 feet, granting them 5 temporary hit points.
Stay In Formation
Actions
Stay in Formation (Recharge 5-6). The knight issues a command to all allied creatures within 30 feet. Creatures who can see or hear the knight can use their reaction to move up to half their speed without provoking opportunity attacks.