Leadership Handbook, Or How to Use Leadership Effectively, by Camber 4/12/18


For some players, their ideal roleplaying fantasy might be a thief lord surrounded by minions and henchmen. Or a knight commanding a stronghold full of warriors that protects the surrounding countryside. Perhaps a half-orc with a barbarian horde at his back. Or a sorcerer-queen with a small town of peasants under her thumb.

For those whose visions of glory include masses of low-level followers and a few strong lieutenants, leadership provides a way to live out those fantasies. There are many benefits and advantages of this path of role-playing.

As all good game features in Dungeons and Dragons, leadership also comes with its share of responsibilities, costs, drawbacks, and risks.

An analogy: Getting the Leadership feat can be like a kid saying “I want a dog!”

If he has a good parent, after listening to his enthusiasm, she will help him understand all the things that come with getting a dog. “You have to feed and water it ever day, groom it, take it for walks, clean after its messes. If you get a puppy, it also needs to be potty-trained.” His mother won’t try to squash his dream, but she will help him see the big picture. “Are you sure you want to get a dog?”

Good game design means creating interesting choices, and Leadership is no exception. Before jumping into this feat, it is important to understand it well. This Handbook is here to help.


There are two basic types of leadership in D&D 3.5e.

1. The first type is based entirely on your role-playing.

Any player can use the hireling rules (see DMG p.105) to acquire non-player characters (NPCs) that they take with them adventuring. Likewise, any player can use diplomacy and other means to try to improve the attitude of an NPC, and then invite the NPC to join them. This type of leadership does not depend on feats or level. Very simply put, if you stop paying your hirelings, or do something to seriously annoy your NPC companions, they will stop accompanying you on your adventure. You have to earn their loyalty.

2. The second type of leadership also depends on role-playing, but is also built around the Leadership feat.

On p.106 of the DMG, the Leadership feat is introduced. It requires that the player character be at least level 6. And it adds, “A character with this feat is the sort of individual others want to follow, and he or she has done some work attempting to recruit cohorts and followers.”

In other words, the benefits of the feat are not automatic. If the player doesn’t behave like the sort of person others would want to follow, they won’t. And if the player doesn’t do some work trying to recruit others, he or she won’t have a cohort or follower.

Most of the duties associated with Leadership are not specified and are left undefined and up to the DM to determine as appropriate. An interesting exception is the Guildmaster feat (which requires Leadership). It spells out that the player-Guildmaster must spend at least 8 hours per week on guild-related administrative tasks and personnel issues. If the Guildmaster shirks her duties during a week, she loses the benefits of her Guildmaster feat the following week.

Obviously not every Leadership position will be as demanding as being a Guildmaster, but this provides an instructive example of the kinds of responsibilities that can come with greater rank. Likewise, a leader’s Cohort and Followers will expect that you not ignore them, and might abandon you if you leave for extended periods of time. They also expect fairness, adequate food and lodging, success on the battlefield, and so forth. And if you go the route of attracting a Dragon Cohort, it will even expect you to provide it with a lair and hoard.


A Cohort is like a lieutenant or sidekick. It can usually be no higher than 2 levels below the Leader’s level (the Improved Cohort feat raises this to 1 level below the Leader).

With the DM’s permission, a Cohort from a race different from the usual PC races may be chosen. In those cases, the Cohort’s Effective Character Level (ECL, which is level + racial HD + LA) is what’s used on Table 1 (below) to determine what level of Cohort you can attract.

Although a PC can pick the class, alignment, race, and other basic demographics of a Cohort, the DM is responsible for the ability rolls, starting equipment, spells chosen, and other details in place before the cohort is recruited. The Cohort then becomes a player-controlled character.

The Cohort can gain experience and levels, as long as they remain at least 1 xp below the level that would cause them to break their level cap. Cohorts gain experience based on their level (formula: Cohort level divided by PC level, multiplied by the PC’s XP awarded in an encounter), but do not reduce the party’s share of XP. They generally take a PC-sized share of loot, but this is up to the party to decide.

All Followers are NPCs and are designed and controlled by the DM. The DM might allow the PC to control them in battle, but that is up to the DM.

By default all Followers have NPC classes and do not advance in levels. Followers are normally Warriors, Experts, or Commoners. Any who are Adepts or Aristocrats count as +2 ECL. Any who have levels in a player class count as +3 ECL. Any with a Prestige Class (PrC) count as +5 ECL. (see ELG p.37). Followers and Cohorts must have an alignment within one step of the leader’s.


In the DMG, it explains that your base Leadership Score is your character level + your Charisma bonus. The higher this is, the higher level your Cohort can be, and the more and better Followers you can attract (these are low-level minions who usually don’t have much use in combat, unless used in teams).

Table 1: Leadership
ship Cohort
Score Level Number of Followers by Level
1st 2nd 3rd 4th 5th 6th
0-1 — — — — — — —
2 1st — — — — — —
3 2nd — — — — — —
4 3rd — — — — — —
5 3rd — — — — — —
6 4th — — — — — —
7 5th — — — — — —
8 5th — — — — — —
9 6th — — — — — —
10 7th 5 — — — — —
11 7th 6 — — — — —
12 8th 8 — — — — —
13 9th 10 1 — — — —
14 10th 15 1 — — — —
15 10th 20 2 1 — — —
16 11th 25 2 1 — — —
17 12th 30 3 1 1 — —
18 12th 35 3 1 1 — —
19 13th 40 4 2 1 1 —
20 14th 50 5 3 2 1 —
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25+ 17th 135 13 7 4 2 2

Table 1 (above) represents your base Leadership Score. But there are other factors that modify your perceived leadership (Effective Leadership Score or ELS for short). This can get a wee bit confusing, because these factors only matter for certain audiences. Add these on to your base Leadership score. While your base Leadership score is capped at 25 unless you take the Epic Leadership feat, your ELS is uncapped (for the vanilla Leadership feat). This means that the following ELS modifiers can put your score in the epic range (see Epic Level Handbook p.36).

First, when attempting to recruit a Cohort or Followers, the following factors matter for both of those audiences (Table 2):

Table 2: Reputation
Leader’s Reputation ELS Modifier
Great renown +2
Fairness and generosity +1
Special power +1
Failure -1
Aloofness -1
Cruelty -2

Next, when attempting to recruit (and keep) a Cohort (remember, that’s your lieutenant or henchman), there is a list of specific factors affecting JUST your Cohort’s perception of your Effective Leadership Score (ELS). (In other words, Followers ignore Table 3 completely!)

Table 3: Attracting Cohorts
The Leader… ELS Modifier
Has a familiar, special mount, or -2
animal companion
Recruits a cohort of a different -1
Caused the death of a cohort -2*
* Cumulative per cohort killed.

Finally, there is a list of factors affecting your perceived ELS when attempting to recruit (and keep) Followers. (Cohorts ignore Table 4 completely!)

Table 4: Attracting Followers
The Leader… ELS Modifier
Has a stronghold, base of operations, +2
guildhouse, or the equivalent
Moves around a lot -1
Caused the death of other followers -1


A leader’s Effective Leadership Score (ELS) will be different for different communities. For example, if your leader has ties to a guild (economic community) and also leads troops in battle (military community) and is a cleric in a church (religious community), each of these communities would care about different things. When dealing with your guild, you may have a different ELS than you would when dealing with your church. If this is confusing, let’s look at one factor on Table 2, “Failure.” If you failed in a business venture, do you think your military troops would care much about it? Probably not. But it would matter more greatly to your guild associates.

Table 5: Military Community-Specific Modifiers (PoF p.26):
The Leader is… ELS Modifier
Commander +commander rating
Decorated veteran +decoration bonus

Note: rules for improving your commander rating and decoration bonus are given in Heroes of Battle p.88-92 A military unit that has at least 10% of its members as Followers of their commander gets a +1 morale check modifier, +1 morale bonus to melee attack rolls, and +2 rally check modifier.

Table 6: Religious Community-Specific Modifiers (PoF p.47):
The Leader is… ELS Modifier
Archbishop/Hierophant/High Prelate +4
Bishop/Speaker/High Priest(ess) +2
Disciple of Darkness -2
Favored of the Companions -2
Heretic of the Faith -2
Knight of Stars -2
Miracle worker +1
Prophet +1
Relic holder +1
Saint +2
Scion of Sorrow -2
Servant of the Fallen -4
Servant of the Heavens -2
Shaper of the divine +10
Sinner -1
Speaker of tongues +1
Thrall to Demon -2
Prophet of the Divine +2
Voice of the deity +1
*Chosen of your deity +8?
*PrC of your deity +1
*Vow to your deity +1
*Vow to another lord or power -2
*Exalted companion or cohort +1
*Major victory against a rival +1
faith or cult
*Major defeat against a rival -1
faith or cult
*suggested modifiers, not listed in PoF

Table 7: Economic Community-Specific Modifiers (PoF p.63):
The Leader is… ELS Modifier
Owner of a profitable business* +1/200gp of average
Owner of additional profitable +1 each
Owner of unprofitable business -2 each
Business Savy +1
Favored in Guild +1
Guildmaster +1
Member of Guild +1
Monopolist +5
Oligarch +3
* Ownership is measured by percent. If a PC is a 50% owner of a business, she only receives half of the leadership score modifier for the business’s profitability.

Table 8: Frontier Community-Specific Modifiers (PoF p.85):
The Leader is… ELS Modifier
The preeminent power within the claimed +2
Able to bequeath resources to those +2
who come and work the land
Offering a positive alternative to a +1
disliked aspect of an existing culture
In command of trade links to the rest +1
of civilization
The Leader’s community is… ELS Modifier
Self-sufficient in defense +1
Self-sufficient in basic necessities +1
Self-sufficient in raw resources +1
Self-sufficient in crafted goods +1
Self-sufficient in services +1
Self-sustaining in population +1


Acquiring a Cohort and Followers can be done several ways.

1. It can be role-played extensively, with a quest, diplomacy rolls, negotiation, etc. However, spotlighting one player for a large portion of campaign time in a shared party can bore and annoy other players. Discretion should be used. An individual role-play session may be most appropriate for some parts of acquiring or recruiting a Cohort or Followers.

2. However, the process can also be treated as other parts of leveling up. Most class features, feats, spells, skill ranks, etc. gained when leveling up, in standard cases, can occur off-screen with short explanations of how they are done, if any are needed. For example, most DMs don’t ask players to role-play how they acquired spells unless the spell is unusual. Gaining a mount, a familiar, or animal companion can create similar questions. If something specific or unusual is being sought, then there is a more obvious need for role-play. Otherwise, simpler can be better.

3. Instead of granting a player an instant set of Followers (not recommended), the DM can set up a mechanic for gradually building the number of Followers between sessions. For example, DMG p.136-139 has guidelines for determining the demographics for a settlement, including how many NPCs of each class are in a town or other sized settlement, and the maximum level for each class. Using these, a DM can generate a realistic pool of potential Followers in an area where the party has stopped for down time. Favorable alignments, religion, etc. can also be determined based on local demographics. Then rolls can be made to see how many NPCs the player can attract to their cause, their levels and basic stats. From the available pool, the player can then decide whether to take what is available before the DM fleshes them out further.

4. Replacing Followers: Although the rate of time needed to gain your initial Followers is not officially set in the rulebooks, the rate of replacing Followers is: 1d4 months, and extra time (up to a year) if the Leader’s actions were to blame for the Followers’ deaths. The feat Eye for Talent allows a leader to replace Followers at the faster base rate of 1d4 weeks.

Sometimes a leader will have a very specific Follower or Cohort in mind that they want to recruit. The following tables (Tables 9 and 10) gives some sample DCs from p.156 of Power of Faerun, and DC modifiers. The DCs are used with a Leadership check: roll 1d20 + ELS for that individual. Use the Community-Based Reputation section (above) to help you determine if there are any modifiers that apply because of the individual’s community identity.

Table 9: DCs for Attracting Specific Cohorts or Followers
You want to attract someone… Leadership
In an organization for which you have the 10
Guildmaster feat
In an organization for which you have the 15
Favored in Guild feat
In an organization of which you are a member 20
In an organization of which you are not a 25
In an organization of which you are not a Impossible*
member, who is hostile and unfriendly
* You can try to raise their disposition with a Diplomacy check before making the Leadership check, thus overcoming the impossible.

Table 10: Modifiers for Attracting Cohorts and Followers
Situation/Condition Leadership
DC Modifier
Specific individual who is helpful -10
Specific individual who is friendly -5
Specific individual who is in a position of +5
influence within an organization
Specific individual who is in a position of +10
leadership within an organization
Specific individual you previously lost as a +5
Cohort or Follower
In the same organization +0
In an allied organization +5
In a neutral organization +10
In a rival organization +15
In a hostile organization +20
You are believed to abuse your authority (if +5
you are the long arm of the law)
You are believed to be a coward (if you are a +10
military leader)*
You are believed to be a deal-breaker (if you +5
are an economic leader)
You are believed to be a heretic (if you are a +10
spiritual leader)**
You are believed to be a traitor to a cause +10
you espoused (if you are a temporal leader)***
You are believed to be indecisive (if you are +5
a frontier leader)
* This modifier can be removed by a public demonstration of valor.
** This modifier can be removed by a successful Atonement.
*** This modifier can be removed by a public pardon or declaration of innocence by a public court of law.

Spreading the Faith: Religious leaders will want to have followers of their same faith, and Cohorts benefit from sharing a leader’s alignment. Your leader may seek opportunities to proselytize, or attempt to convert others. Rules for redemption (converting an opposed character) are given in the Book of Exalted Deeds, p.28. These rules are complex and should be applied to key characters such as an important NPC prisoner with a PC class, or another divine caster.

Simpler rules for converting more common NPCs (such as those with NPC classes) are given on p.51 of Power of Faerun. They are roleplayed around the Diplomacy checks detailed in the Influencing NPC Attitudes sidebar in the Player’s Handbook p.72. Add 10 to the DC because religious beliefs are more deeply held than most attitudes. A friendly reaction means an NPC is willing to hear a sermon, and another check can be made after the preaching has been completed. A helpful reaction indicates the NPC is willing to convert. Additional checks (above helpful) may indicate whether the NPC is willing to give tithes and alms or help promote the faith.


Note that changes to factors listed in Tables 1-8 have an immediate impact, as soon as Followers or a Cohort learn of the changes. If a player’s action causes their ELS to rise or fall (or if their Cha or level gets reduced, damaging their base Leadership score), the player could gain or lose Followers (and possibly their Cohort) accordingly. This is called a leadership check.

Likewise, if a leader changes drastically (such as switching sides in a war, abandoning a temple they had sworn to defend, or changing their faith or alignment), this can also cause all or some of their Cohort / Followers to abandon them. One interesting way players have tried to “game” their reputation is by hiring bards to spread fictitious tales about their “great renown,” “generosity,” and so forth. This could possibly work for a time, but as soon as the truth gets out, their reputation will suffer. And they might get a penalty for dishonesty.

A Leadership check for each Follower can be time-consuming. A simpler option proposed in PoF p.156-7 is to make a single DC 35 Leadership check. You would then lose 5% (round down) of your followers of each level for each point by which you failed the check. Followers can be chosen at random by the DM. Then individual followers (who the DM chose at random) that a leader wants to retain (perhaps because of their level or position of authority) can have a second check against DC 25. If you have different ELS modifiers for different communities, you can make separate checks for each group of followers.

Table 11: Modifiers for Losing Cohorts and Followers
Situation/Condition DC Modifier
Cohort -5
Abuse your authority (if you are the long arm +5
of the law)
Cowardly act (if you are a military leader) +5
Breaking a deal (if you are an economic leader) +5
Heretic (if you are a spiritual leader) +5
Traitorous act (if you are a temporal leader) +5
Indecision (if you are a frontier leader) +5

If you fail a Leadership check, it doesn’t necessarily mean that your people will abandon you in the middle of a fight. But they become free-willed NPCs with an attitude of indifferent or worse, depending on the situation. You might be able to win them back, or recruit new ones over time (typically the base rate is 1d4 months).

Other situations that would require a Leadership check include when your Influence modifier is reduced (see the next section), whenever you fail to defend your people from an attack (literal or figurative), when your authority is challenged by a rival, when a Cohort dies, or whenever at least 10% of your Followers die in a 24-hour period.


Influence is a mechanic that represents how well you are doing as a ruler. It can grant a circumstance bonus to certain rolls. The only characters who have an Influence modifier are those with the Leadership feat (but not necessarily the equivalent; several Prestige Classes grant Leadership-like extraordinary abilities) and with a base Leadership score of at least 10.

Your base Influence modifier might be quite high; if you have 100 followers, it will be in the hundreds. To calculate your actual Influence modifier (the one that applies to certain checks, detailed in Table 12 below), take your base Influence modifier, divide it by 200, and round down. Note that the Rulership feat adds +100 to your base Influence modifier, and +4 to your base Leadership score.

Influence modifiers only apply in situations in which the character has influence over the target. You have Influence in an organization or group if you, or a Cohort or Follower, is a member of that organization or social group. You can also have Influence if a cohort-by-proxy or follower-by-proxy is a member of the organization or group. If your Cohort or Follower has cohorts or followers, they are considered your followers-by-proxy (PoF p.158). For example, if your Stronghold is a dungeon, and your Cohort is has the Dungeon Lord PrC, it would get the Leadership feat for free at 5th level. Any minions your Cohort gained through the feat would become your followers-by-proxy.

Table 12: Situations Where an Influence Modifier Applies
Social skills checks
Gather Information
Sense Motive
Bardic music checks
Charisma checks*
Knowledge check if relaying the information is an act
of rulership
* There are places in the rules where Leadership checks are defined as Charisma checks. However, Influence modifiers probably shouldn’t apply to Leadership checks, or else a positive feedback loop could be created.

Table 13: Base Influence Modifier Calculation
Base Influence
Situation/Condition Modifier
Per cohort level +1
Per follower level +1
Per follower-by-proxy (regardless of level) +1
Per organization with a follower or cohort in +5
a position of influence* within it
Per additional follower or cohort in a +1
position of influence* within the same org.
Per organization with a follower or cohort in +10
a position of leadership** within it
Per additional follower or cohort in a +2
position of leadership** within the same org.
Per organization with a follower-by-proxy +1
a position of influence or leadership
Per significant, public victory*** +10
Per significant, public defeat*** -10
* position of influence is up to the DM, but the Favored in Guild feat is a good example.
** position of leadership is up to the DM, but the Guildmaster feat is a good example.
*** one that is widely known and advances or hampers your goals or agendas.

A leader can “stretch” their Influence by recruiting Followers or Cohorts in different organizations or social groups. They can also attempt to place their subordinates in different organizations to expand their Influence.


Assemble the Horde (DR346 p.52)
Your leader character gets a bigger horde of followers. Gain a +1 bonus to your effective Leadership score. For each Follower who is above 1st level, gain an extra 1st level follower.
Requires Leadership, character level 6th, Leadership score 4 higher than your level.
Restriction: This feat may require the player have orc blood (ask your DM).

Class Champion (DR346 p.53)
Gain +1 bonus to your effective leadership score. Gain 2 additional followers of the highest level of follower available to you. Both must be of your class. If you have more than one class, they must have one of them, and both must be the same class.
Requires Leadership, character level 6th, Leadership score 4 higher than your level.

Close Cohort (DR 346 p.53)
Maximum cohort level increases by one, becoming one lower than yours, instead of two.
Requires Leadership, character level 6th, base Leadership score 2 higher than your level.
See Improved Cohort (identical except for prerequisites)

Dragon Cohort (Draconomicon p.104)
Gives a Dragon Cohort from the list on p.139 of Draconomicon, as if you had taken the Leadership feat. When using the Leadership tables to determine what level of cohort you can attract, treat the dragon’s effective character level (ECL) as 3 levels lower than its actual ECL.
Requires character level 9th, Speak Language (Draconic). Note: Does not require Leadership; you can take Leadership in addition to this feat. Also, keeping a dragon cohort happy and loyal requires that you create a lair and hoard for it of 1000gp per dragon hit dice. See p. 138 of Draconomicon for more details.

Dragon Steed (Draconomicon p.105)
You gain the service of a loyal dragonnele steed, like a cohort. If you have the Special Mount class feature, the dragonnel replaces your special mount. Requires 8 ranks of Ride, Cha 13, Speak Language (Draconic). Note: Like a dragon cohort, your dragon steed will require a hoard of at least 1000 gold per hit die. This belongs to the dragon, it’s not just keeping it warm for you.

Ecclesiarch (ECS p.52)
Gain +2 to your effective Leadership score. You are respected by a church hierarchy. Add Gather Information and Knowledge (Local) your your class skills list, representing your ability to use local clergy as sources of information.
Requires 6 ranks of Knowledge (Religion).

Epic Leadership (ELH p.54; PoF p.158)
Allows access to base Leadership scores above 25.
Requires Leadership, character level 6th, Cha 25, Leadership score 25.
Note that in Power of Faerun p.158, a Leader’s effective leadership score (ELS) is uncapped, allowing access to the Epic Leadership table before reaching epic levels. The Leader’s base leadership score, of character level + Cha modifier, however, remains capped by the limits of the Leadership feat.

Extra Followers (HoB p.97)
Double the number of followers for each level of followers.
Requires Leadership, character level 6th, Cha 13.

Eye for Talent (DR346 p.53)
Gain +1 bonus to effective Leadership score. Your base replacement rate for lost/killed Followers is 1d4 weeks instead of 1d4 months. If a Leader’s actions directly caused a Follower’s death, there is still a penalty, slowing the rate up to 3x longer.
Requires Leadership, character level 6th, Leadership score 2 higher than your level, 9 ranks of Sense Motive

Fanatical Devotion (DR346 p.53)
You gain a permanent +1 bonus to your effective Leadership score. You ignore the penalty for causing a follower’s death when determining your Leadership effective score.
Requires Leadership, character level 6th, base Leadership score 3 higher than your level

Great Captain (Storm p.92)
While in command of a vessel, you can use Aid Another to help everyone on board who is performing the same action in the current round. You can also command a vessel in combat at a move action (instead of standard).
Requires Leadership, character level 6th, 7 ranks of Know (Geography), and 7 ranks of Profession (Sailor).

Great Diplomat (OA p.63)
Grants +2 on Diplomacy checks and on your effective Leadership score.
Requires Phoenix clan, must be taken at 1st level. Gives you descent from Asako; see also the Asako Champion PrC.

Guildmaster (DMGII p.228)
Gain +2 bonus on guild-associated skills, no more guild dues, free perks (food, lodging, office, workshop, laboratory, or other space needed) at any guildhouse. Once per day, you can exchange your cohort for another qualifying cohort from the guild (the pool of available NPCs is determined by the DM). Duties: Spend 8 hours per week on administrative duties and dealing with people issues for the guild – or lose benefits the following week.
Requires Leadership, character level 6th, Favored in Guild (which also raises your effective leadership score), at least one Guildmaster-associated feat (see list in link), at least one maxxed guild-associated skill (keeping at least one maxxed as you level up), your followers and cohort must qualify to join the guild.
Special: this feat may be awarded as a bonus feat for a particularly dangerous and lengthy mission of great import to the guild.

Improved Cohort (HoB p.98)
Maximum cohort level increases by one, becoming one lower than yours, instead of two.
Requires Leadership, character level 6th, base Leadership score 2 higher than your level, Cha 15.
See Close Cohort (identical except for prerequisites)

Improved Leadership (DR317 p.82)
Gain a +2 bonus to your effective Leadership score.
Requires Leadership, Cha 15

Inspirtational Leadership (HoB)
Gain +5 bonus on checks to rally your cohort and/or followers. Followers in combat start with better morale. If it isn’t already lowered, they begin combat in a heartened condition (+1 morale bonus on Will saves against Fear effects, including morale checks). No benefit if your cohort/followers are already Shaken or worse at the beginning of battle.
Requires Leadership, character level 6th, Cha 17.

Legendary Commander (ELH p.62)
Increases the number of followers tenfold.
Requires Leadership, character level 6th, Epic Leadership, 30 ranks of Diplomacy, Cha 25, rule of own kingdom and have a stronghold.

Mentor (DMGII p.179)
Gives you a +2 competence bonus to any of the 4 associated mentor skills for your mentorship category. Grants you an apprentice, which eventually becomes a mini-cohort. “When the apprentice reaches 5th level, he graduates and follows the mentor as a cohort, as if she had the Leadership feat.” Can be taken in addition to Leadership.
Requires Apprentice feat (which must be taken at 1st level), graduation from your own apprenticeship, 8 Ranks in at least two of the four skills associated with your Mentor Category.

Might Makes Right (RoF p.166)
Add Strength modifier to your effective Leadership score (ELS).
Requires Leadership, Str 13

Natural Leader (DR346 p.53)
Gain a +2 bonus to your effective Leadership score.
Requires Leadership, character level 6th
(another version of this feat “Natural Leader” appears in Heroes of Battle, and only grants a +4 bonus on rally checks)

Noble Born (DR333 p.45)
You were born into a family of nobility and wealth, and have gained some benefits from your time with the family.
Benefits: Diplomacy and Knowledge (Nobility and Royalty) are considered class skills for you, even if you normally do not have them on your character skill list. In addition, you gain a +1 bonus on your effective Leadership score should you have the Leadership feat.
Restrictions: This must be taken at 1st level.

Practiced Cohort (HoB p.99)
Your Cohort gains Teamwork Benefits (see p.115 of HoB) for which you qualify, even if your Cohort doesn’t normally qualify for them. Your Cohort also doesn’t count against the usual limit of 8 members to a team, and doesn’t hinder other team members from qualifying for the teamwork benefit.
Requires Leadership, CHA 15

Recognized Leader (DR334 p.84)
Diplomacy & Knowledge (history) are always in-class skills for you. Receive a +1 bonus on Diplomacy & Knowledge (history) checks. You may gain a Cohort with levels in Barbarian as if your effective Leadership score was +1.
Requires Leadership, old age, membership in a tribe

Rulership (PoF p.158)
You are the ruler of a frontier, governmental, military, economic, religious, transport, or other community. Gain +4 benefit to your base Leadership score and +100 to your base Influence modifier. As a ruler, once per day you can exchange one of your followers for another that is available to you from the area or organization that you rule (the pool of available NPCs is determined by the DM).
Requires Leadership, character level 6th, effective Leadership score 10+

Undead Leadership (Web Enhancement, LM p.31)
Like Leadership, except for Undead. You treat your effective Leadership score as 2 higher than normal for purposes of attracting undead Cohorts and Followers, and 4 lower than normal for purposes of attracting living Cohorts and Followers.
Requires 1 rank of Knowledge (Religion) 1 ranks, character Level 6th, nongood alignment.

Venerable Elder (DR334 p.84)
Gain +10 Insight bonus on any Diplomacy or Intimidate check. Usable 1/day. You may gain a Cohort with levels in Barbarian as if your effective Leadership score was +4 (supersedes bonus from Wise Elder).
Requires Leadership, Recognized Leader, Wise Elder, venerable age, membership in a tribe

Wild Cohort (Web Enhancement)
Grants a cohort that can function like a cohort and like an animal companion. Fulfills prerequisites for feats, spells, etc. that require Leadership, an animal companion, or cohort. Note that there isn’t a minimum character level for this feat. You can only have one Wild Cohort at a time. An undead Cohort can have an ECL no higher than 2 less than your character’s ECL.
Requires that you complete a story-based act that would earn the cohort’s loyalty.

Wise Elder (DR334 p.84)
When using Diplomacy or Intimidate to influence your own trip, you may reroll a check, though you must take the second roll (even if worse). Usable 1/day. You may gain a Cohort with levels in Barbarian as if your effective Leadership score was +2 (supersedes bonus from Recognized Leader).
Requires Leadership, Recognized Leader, old age, membership in a tribe


Leaders get a +2 ELS for Followers if you have a stable stronghold or other base of operations. To help you meet this goal, the Landlord feat provides a way to afford the cost of building a Stronghold, but comes with strings attached.

Landlord (SBG p.10)
You become a vassal to a liege lord who is your “landlord.” Requires character level 9th.

Benefits: You are granted land and funds to begin building a stronghold, but the land and funds still belong to the landlord. This must be role-played, and would likely involve making a vow of fealty and a pledge to provide ongoing services for your liege. The feat was designed to help offset some of the enormous costs associated with building a true stronghold in D&D (which easily exceed the player wealth-by-level table (DMG p.135).

The funds provided by the landlord comes with strings attached. Aside from the obligations of becoming a vassal or subordinate, the funds must be spent on stronghold purchases only. Matching funds are also available if the player spends additional money out of their own pocket on the stronghold (see the table below). For example, if you spend an extra 50,000 gp of your own money, this can be matched at level 10 by 25,000 gp, and at level 11 by another 25,000 gp from your landlord.

Like the Leadership feat, this is a feat that needs to be discussed with your DM before taking it. Perhaps you have completed quests for a bishop, a noble, a town, or a merchant. Perhaps someone passed away who you rescued in a mission. Perhaps you married a wealthy heir or heiress who came with a deed of undeveloped land and an overlord who wants to see it developed and defended properly. Perhaps a regional ruler has a corner of wilderness that needs to be reclaimed from an encroaching tribe of goblins. Or perhaps you are a cleric who has been charged by your Church hierarchy with establishing a Mission in a remote area. Maybe you inherited a derelict keep from a distant relative, and it came with a map to a treasure that could help pay for repairs.

On the Table: Landlord Funds, it lists the funds gained at each level that must be spent on the stronghold. Additional matching funds are also available. At each level, new funds are gained, and the allowance can be saved from level to level. For example, a player who takes the feat at level 10 would get the allowance for both 9th and 10th levels (25,000 + 50,000 = 75,000 gp total). And he could also receive up to another 25,000 gp if he spent 25,000 of his own money on his stronghold. This would give him a stronghold with a value of 125,000 gp, of which only 25,000 came from his own pocket. Multiple players can take the feat and pool their resources, and a cohort could even take the feat to increase a leader’s building allowance.

Table 14: Landlord Funds
Level Stronghold Funds Matching Funds
9 25,000 gp n/a
10 50,000 gp 25,000 gp
11 75,000 gp 25,000 gp
12 100,000 gp 25,000 gp
13 150,000 gp 50,000 gp
14 200,000 gp 50,000 gp
15 250,000 gp 50,000 gp
16 300,000 gp 50,000 gp
17 400,000 gp 100,000 gp
18 500,000 gp 100,000 gp
19 600,000 gp 100,000 gp
20 800,000 gp 200,000 gp







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