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! Level !! Proficiency Bonus !! Features !! Leadership Dice !! Experience Points
! Level !! Proficiency Bonus !! Features !! Leadership Dice !! Experience Points
|-
|-
| 1st || +2 || Warlord's Presence, Battlefield Presence || - || 0
| 1st || +2 || [[Warlord#Warlord's Presence|Warlord's Presence]], [[Warlord#Battlefield Presence|Battlefield Presence]] || - || 0
|-
|-
| 2nd || +2 || Leadership Die || 4d6 || 300
| 2nd || +2 || [[Warlord#Leadership Die|Leadership Die]] || 4d6 || 300
|-
|-
| 3rd || +2 || Warlord's Presence Feature, Warlord's Expertise || 6d6 || 1,000
| 3rd || +2 || [[Warlord#Warlord's Presence|Warlord's Presence Feature]], [[Warlord#Fighting Style|Fighting Style]] || 6d6 || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || 8d6 || 3,000
| 4th || +2 || [[Warlord#Ability Score Improvements|Ability Score Improvement]] || 8d6 || 3,000
|-
|-
| 5th || +3 || Extra Attack || 10d6 || 6,000
| 5th || +3 || [[Warlord#Extra Attack|Extra Attack]] || 10d6 || 6,000
|-
|-
| 6th || +3 || Prepare For Battle, Leadership Die (2) || 12d6 || 10,000
| 6th || +3 || [[Warlord#Prepare for Battle|Prepare for Battle]], [[Warlord#Leadership Die|Leadership Die (2)]] || 12d6 || 10,000
|-
|-
| 7th || +3 || Warlord's Presence Feature || 14d6 || 20,000
| 7th || +3 || [[Warlord#Warlord's Presence|Warlord's Presence Feature]] || 14d6 || 20,000
|-
|-
| 8th || +3 || Ability Score Improvement || 16d6 || 40,000
| 8th || +3 || [[Warlord#Ability Score Improvements|Ability Score Improvement]] || 16d6 || 40,000
|-
|-
| 9th || +4 || Press The Attack || 18d6 || 60,000
| 9th || +4 || [[Warlord#Press the Attack|Press the Attack]] || 18d6 || 60,000
|-
|-
| 10th || +4 || Ability Score Improvement || 20d6 || 80,000
| 10th || +4 || [[Warlord#Ability Score Improvements|Ability Score Improvement]] || 20d6 || 80,000
|-
|-
| 11th || +4 || Warlord's Presence Feature, Leadership Die (3) || 22d8 || 100,000
| 11th || +4 || [[Warlord#Warlord's Presence|Warlord's Presence Feature]], [[Warlord#Leadership Die|Leadership Die (3)]] || 22d8 || 100,000
|-
|-
| 12th || +4 || Ability Score Improvement || 24d8 || 120,000
| 12th || +4 || [[Warlord#Ability Score Improvements|Ability Score Improvement]] || 24d8 || 120,000
|-
|-
| 13th || +5 || Warlord's Intuition || 26d8 || 140,000
| 13th || +5 || [[Warlord#Warlord's Intuition|Warlord's Intuition]] || 26d8 || 140,000
|-
|-
| 14th || +5 || Shift The Field || 28d8 || 160,000
| 14th || +5 || [[Warlord#Shift the Field|Shift the Field]] || 28d8 || 160,000
|-
|-
| 15th || +5 || Warlord's Presence Feature || 30d8 || 180,000
| 15th || +5 || [[Warlord#Warlord's Presence|Warlord's Presence Feature]] || 30d8 || 180,000
|-
|-
| 16th || +5 || Ability Score Improvement || 32d8 || 200,000
| 16th || +5 || [[Warlord#Ability Score Improvements|Ability Score Improvement]] || 32d8 || 200,000
|-
|-
| 17th || +6 || Unbreakable Will, Leadership Die (4) || 34d10 || 225,000
| 17th || +6 || [[Warlord#Unbreakable Will|Unbreakable Will]], [[Warlord#Leadership Die|Leadership Die (4)]] || 34d10 || 225,000
|-
|-
| 18th || +6 || Warlord's Presence Feature || 36d10 || 250,000
| 18th || +6 || [[Warlord#Warlord's Presence|Warlord's Presence Feature]] || 36d10 || 250,000
|-
|-
| 19th || +6 || Ability Score Improvement || 38d10 || 300,000
| 19th || +6 || [[Warlord#Ability Score Improvements|Ability Score Improvement]] || 38d10 || 300,000
|-
|-
| 20th || +6 || Tireless Leader || 40d12 || 350,000
| 20th || +6 || [[Warlord#Tireless Leader|Tireless Leader]] || 40d12 || 350,000
|}
|}


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'''Hit Dice.''' 1d8 per Warlord Level<br>
'''Hit Dice.''' 1d8 per Warlord Level<br>
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution Modifier per Warlord Level after 1st<br>
'''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution Modifier per Warlord Level after 1st<br>
'''Armor Proficiencies.''' Light Armor and Medium Armor<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]] and [[Armor and Weapons#Medium Armor|Medium Armor]]<br>
'''Weapon Proficiencies.''' Simple Weapons<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]]<br>
'''Tool Proficiencies.''' None<br>
'''Tool Proficiencies.''' None<br>
'''Saving Throw Proficiencies.''' Wisdom and Charisma<br>
'''Saving Throw Proficiencies.''' Wisdom and Charisma<br>
'''Skill Proficiencies.''' Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion<br>
'''Skill Proficiencies.''' Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion<br>
'''Equipment.''' A Simple Melee weapon or Martial Melee weapon (if proficient), a Light Crossbow or a Shield (if proficient), Leather Armor or Scale Mail or Chain Mail (if proficient), and an equipment pack
'''Equipment.''' A [[Armor and Weapons#Simple Melee Weapons|Simple]] or [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]] (if Proficient), a [[Armor and Weapons#Simple Ranged Weapons|Light Crossbow]] or a [[Armor and Weapons#Shields|Shield]] (if Proficient), [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]] or [[Armor and Weapons#Heavy Armor|Chain Mail]] (if Proficient), and an [[Equipment Packs|Equipment Pack]]
<br><br>
<br><br>
{| class="wikitable"
|+| Class Table
|-
! Feature !! Level  !! Quick Explanation
|-
| [[Warlord#Warlord's Presence|Warlord's Presence]] || 1st || You choose your subclass, and gain features at 1st, 3rd, 7th, 11th, 15th, and 18th Level
|-
| [[Warlord#Battlefield Presence|Battlefield Presence]] || 1st || You can forego making Attacks for you allies to make Attacks instead
|-
| [[Warlord#Leadership Die|Leadership Die]] || 2nd || You get a pool of Leadership Dice that fuel your Warlord features
|-
| [[Warlord#Fighting Style|Fighting Style]] || 3rd || You choose a way of fighting that you're good at
|-
| [[Warlord#Ability Score Improvements|Ability Score Improvement]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th, 12th, 16th, and 19th Level
|-
| [[Warlord#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action
|-
| [[Warlord#Prepare for Battle|Prepare for Battle]] || 6th || You can spend time preparing for you and your allies to gian Temporary Hit Points and regain health
|-
| [[Warlord#Press the Attack|Press the Attack]] || 9th || The basic ways you can use your Leadership Dice improve
|-
| [[Warlord#Warlord's Intuition|Warlord's Intuition]] || 13th || Your Warlord Level is the minimum result for Ability Checks that you're Proficient in
|-
| [[Warlord#Shift the Field|Shift the Field]] || 14th || You can move your allies without them being Attacked
|-
| [[Warlord#Unbreakable Will|Unbreakable Will]] || 17th || You can't be being [[Conditions#Charmed|Charmed]], [[Conditions#Dazed|Dazed]], or [[Conditions#Frightened|Frightened]]
|-
| [[Warlord#Tireless Leader|Tireless Leader]] || 20th || You can use d6s for your Warlord features without expending Leaderhsip Dice
|}


==== Warlord Presence ====
==== Warlord Presence ====
''1st, 3rd, 7th, 11th, 15th, and 18th Level Warlord Feature''<br>
''1st, 3rd, 7th, 11th, 15th, and 18th Level Warlord Feature''<br>
You choose one of the following Warlord Presences that you embody.
You choose one of the following Warlord Presences that you embody.
<br><br>
{| class="wikitable"
|+ Warlord Presences
|-
! Warlord Presence !! Complexity (1-5) !! Description
|-
| [[Warlord#Presence of the Chieftain|Presence of the Chieftain]] || 1 || You know the value of allies and fellow warriors, leading from the front you use your natural authority to help those who may be less experienced on combat than you.
|-
| [[Warlord#Presence of the Commander|Presence of the Commander]] || 2 || As an experience leader, you know the ins and outs of combat as if it were second nature, leading allies by example while fighting foes alongside those you lead.
|-
| [[Warlord#Presence of the Noble|Presence of the Noble]] || 3 || You are of naturally high authority, that those who follow you know your authority, and those who do not also falter to your powerful will.
|-
| [[Warlord#Presence of the Packleader|Presence of the Packleader]] || 3 || You know the power of the wilds and elements, gaining naturalistic magic which you use to assist your allies and bring your foes to their knees.
|-
| [[Warlord#Presence of the Paragon|Presence of the Paragon]] || 2 || You are an example to those who follow you, leading with skill and experience and dealing destruction out to your foes with your own two hands while protecting yourself and your allies.
|-
| [[Warlord#Presence of the Tactician|Presence of the Tactician]] || 3 || You have an inscrutable mind, working through hundreds of calculations of the ways a battle can unfold, and using those tactics to perfectly work through every battle.
|}
<br>


==== Battlefield Presence ====
==== Battlefield Presence ====
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''3rd Level Warlord Feature''<br>
''3rd Level Warlord Feature''<br>
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
*'''Blind Fighting.''' You have Blindsight out to 10ft.
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC.
*'''Defense.''' While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.
*'''Dueling.''' When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.
*'''Dueling.''' When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]].
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] you are wielding with two hands, you can reroll the Damage Die, using the new result.
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
*'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.
*'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a [[Armor and Weapons#Shields|Shields]] or a [[Armor and Weapons#Weapons|Weapons]].
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you.
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following weapons:
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following [[Armor and Weapons#Weapons|Weapons]]:
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
:*For you, [[Armor and Weapons#Martial Melee Weapons|Tridents]] now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
:*When making an Attack with a [[Armor and Weapons#Martial Ranged Weapons|Net]] against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
:*For you, Nets now deal 1d6 Bludgeoning Damage.
:*For you, Nets now deal 1d6 Bludgeoning Damage.
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.
:*When you make an Attack with a [[Armor and Weapons#Martial Ranged Weapons|Net]] or a [[Armor and Weapons#Martial Melee Weapons|Tridents]], you can draw a [[Armor and Weapons#Martial Ranged Weapons|Net]] or [[Armor and Weapons#Martial Melee Weapons|Tridents]] as part of that Attack.
*'''Protection.''' When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.
*'''Protection.''' When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].
*'''Shield Warrior.''' You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.
*'''Shield Warrior.''' You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].
*'''Thrown-Weapon Fighting.''' You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.
*'''Thrown-Weapon Fighting.''' You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll.
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you.
*'''Versatile Fighting.''' While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.
*'''Versatile Fighting.''' While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.
<br>
<br>


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==== Extra Attack ====
==== Extra Attack ====
''5th Level Warlord Feature''<br>
''5th Level Warlord Feature''<br>
You can perform an additional Attack as part of the Attack Action.<br>
You can make an additional Attack whenever you take the Attack Action.
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.
<br><br>
<br><br>


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==== Shift the Field ====
==== Shift the Field ====
''14th Level Warlord Feature''<br>
''14th Level Warlord Feature''<br>
You gain the ability to relocate friendly creatures. As an Action, you can expend one Leadership Die to move up to 5 friendly creatures that can see or hear you up to half their Speed without provoking Opportunity Attacks.
You gain the ability to relocate friendly creatures. As an Action, you can expend one Leadership Die to move up to 5 willing creatures that can see or hear you up to half their Speed without provoking Opportunity Attacks.
<br><br>
<br><br>


==== Unbreakable Will ====
==== Unbreakable Will ====
''17th Level Warlord Feature''<br>
''17th Level Warlord Feature''<br>
You are Immune to being Charmed, Dazed, and Frightened.
You are Immune to being [[Conditions#Charmed|Charmed]], [[Conditions#Dazed|Dazed]], and [[Conditions#Frightened|Frightened]].
<br><br>
<br><br>


==== Tireless Leader ====
==== Tireless Leader ====
''20th Level Warlord Feature''<br>
''20th Level Warlord Feature''<br>
You can roll d6s and use them instead of expending Leadership Dice for Rallying Mark, Urgent Orders, Helpful Word, or Prepare for Battle.
You can roll d6s and use them instead of expending Leadership Dice for Rallying Mark, Urgent Orders, Helpful Word, or Prepare for Battle features.
<br><br>
<br><br>


= Warlord Presences =
= Warlord Presences =
== Presence of the Commander ==
A Commander on the field can be many things - a trusted sergeant, a weary veteran, or merely a person with an uncommon degree of common sense and a particularly keen eye for how to win a fight.<br>
While not as flashy as some of the other Presences on the Battlefield, that just means they are less likely to get themselves skewered. A keen word there and helping hand here, their influence is subtle but effective, inexorably shifting the tides of battle in their favor.<br>
A Commander can come from any background, but is usually someone that has acquired their Wisdom the hard way, having seen a bit of what life and battlefields have to offer.
<br><br>
==== Martial Proficiency ====
''1st Level Presence of the Commander Feature''<br>
You gain Proficiency in Heavy Armor, Shields, and Martial Weapons.
<br><br>
==== Form Up! ====
''1st Level Presence of the Commander Feature''<br>
When you roll Initiative at the start of combat and are not Surprised, any number of willing creatures within 30ft of you can move a number of feet equal to 5 x your Wisdom Modifier.
<br><br>
==== Keen Pointer ====
''3rd Level Presence of the Commander Feature''<br>
You can use your Protective Warning feature without expending Leadership Dice if you are within 5ft of the target of the Attack. When you do so, you can use your Rallying Mark as a Free Action on the creature making the Attack.
<br><br>
==== On Your Feet! ====
''7th Level Presence of the Commander Feature''<br>
You can use a Bonus Action and expend one Leadership Die to restore the will to fight, in an allied creature. Choose a willing creature within 5ft of you. That creature regains Hit Points equal to the result of the expended Leadership Die. If the target is Prone, it can choose to stand immediately.<br>
When you use this feature to restore Hit Points to an Unconscious creature, you add your Wisdom Modifier to the result of the Leadership Die.
<br><br>
==== Martial Advantage ====
''11th Level Presence of the Commander Feature''<br>
You've learned to leverage fighting alongside an ally. Once per turn, you can deal an extra 2d6 Damage to a creature you hit with a Weapon Attack if that creature is within 5ft of a friendly creature that isn't Incapacitated.
<br><br>
==== Bulwark ====
''15th Level Presence of the Commander Feature''<br>
When you succeed on a Saving Throw, all creatures of your choice gain Advantage on that Saving Throw.
<br><br>
==== No One Left Behind! ====
''18th Level Presence of the Commander Feature''<br>
When you use your On Your Feet! feature, you can move up to your Speed before you restore the Hit Points. During this movement you gain Resistance to all Damage. When you restore Hit Points with your On Your Feet! feature, you restore an additional 1d8 Hit Points for each Opportunity Attack made against you during the movement granted by this feature.
<br><br><br>
== Presence of the Chieftain ==
== Presence of the Chieftain ==
A chieftain is a Warlord that rules by the sheer force of their personality, marked by their booming voice and fearless attitude, it is easy to believe that your band is infallible while your chieftain stands.<br>
A chieftain is a Warlord that rules by the sheer force of their personality, marked by their booming voice and fearless attitude, it is easy to believe that your band is infallible while your chieftain stands.<br>
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A Warlord with the Presence of a Chieftain need not literally rule anything, but is an exemplar of someone that has or could walk that path through their force of personality and the boisterous inspiration they give those around them.
A Warlord with the Presence of a Chieftain need not literally rule anything, but is an exemplar of someone that has or could walk that path through their force of personality and the boisterous inspiration they give those around them.
<br><br>
<br><br>
{| class="wikitable"
|+ Chieftain Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Warlord#Chieftain's Proficiency|Chieftain's Proficiency]] || 1st || You get Proficiency with [[Armor and Weapons#Shields|Shields]], [[Armor and Weapons#Martial Weapons|Martial Weapons]], and Intimidation
|-
| [[Warlord#Wolfpack Movement|Wolfpack Movement]] || 1st || At the start of combat, you can your allies can move in one direction
|-
| [[Warlord#Warcry|Warcry]] || 3rd || Instead of Attacking, you can spend Leadership Dice and give allies Temporary Hit Points
|-
| [[Warlord#Savage Momentum|Savage Momentum]] || 3rd || When you spend Leadership Dice you're better at Attacking
|-
| [[Warlord#Reckless Assault|Reckless Assault]] || 7th || Creatures can spend the Temporary Hit Points you've given them to deal more Damage
|-
| [[Warlord#Wolfpack Tactics|Wolfpack Tactics]] || 11th || You deal more Damage to creatures your allies have Attacked, and vice versa
|-
| [[Warlord#Booming Shout|Booming Shout]] || 15th || You can try [[Conditions#Frightened|Frighten]] enemies and the Range of your abilities increases
|-
| [[Warlord#Bloody Victory|Bloody Victory]] || 18th || When an ally would die, you can use your Reaction to use your Warcry feature for free and better
|}
<br>


==== Chieftain's Proficiency ====
==== Chieftain's Proficiency ====
''1st Level Presence of the Chieftain Feature''<br>
''1st Level Presence of the Chieftain Feature''<br>
You gain Proficiency with Shields, Martial Weapons, and Intimidation.
You gain Proficiency with [[Armor and Weapons#Shields|Shields]], [[Armor and Weapons#Martial Weapons|Martial Weapons]], and Intimidation.
<br><br>
<br><br>


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==== Booming Shout ====
==== Booming Shout ====
''15th Level Presence of the Chieftain Feature''<br>
''15th Level Presence of the Chieftain Feature''<br>
When you unleash your Warcry you can attempt to Frighten enemies. Whenever you use your Warcry feature, all creatures of your choice within 40ft of you must make a Wisdom Saving Throw with a DC of 8 + your Charisma Modifier + your Proficiency Bonus. On a failed Save, a creature becomes Frightened of you until the end of your next turn.<br>
When you unleash your Warcry you can attempt to [[Conditions#Frightened|Frighten]] enemies. Whenever you use your Warcry feature, all creatures of your choice within 40ft of you must make a Wisdom Saving Throw with a DC of 8 + your Charisma Modifier + your Proficiency Bonus. On a failed Save, a creature becomes [[Conditions#Frightened|Frightened]] of you until the end of your next turn.<br>
Additionally, the range of your Rallying Mark, Urgent Orders, Protective Warning, and Warcry features is doubled.
Additionally, the Range of your Rallying Mark, Urgent Orders, Protective Warning, and Warcry features is doubled.
<br><br>
<br><br>


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Whenever a creature that has dealt Damage to you is reduced to 0 Hit Points by you or a friendly creature, you can use your Warcry feature as a Reaction. When you use your Warcry feature in this way, you use a d12 in place of your Leadership Dice and do not expend any Leadership Dice.<br>
Whenever a creature that has dealt Damage to you is reduced to 0 Hit Points by you or a friendly creature, you can use your Warcry feature as a Reaction. When you use your Warcry feature in this way, you use a d12 in place of your Leadership Dice and do not expend any Leadership Dice.<br>
You can use this reaction a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest.
You can use this reaction a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest.
<br><br><br>
== Presence of the Commander ==
A Commander on the field can be many things - a trusted sergeant, a weary veteran, or merely a person with an uncommon degree of common sense and a particularly keen eye for how to win a fight.<br>
While not as flashy as some of the other Presences on the Battlefield, that just means they are less likely to get themselves skewered. A keen word there and helping hand here, their influence is subtle but effective, inexorably shifting the tides of battle in their favor.<br>
A Commander can come from any background, but is usually someone that has acquired their Wisdom the hard way, having seen a bit of what life and battlefields have to offer.
<br><br>
{| class="wikitable"
|+ Commander Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Warlord#Martial Proficiency|Martial Proficiency]] || 1st || You get Proficiency in [[Armor and Weapons#Heavy Armor|Heavy Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]]
|-
| [[Warlord#Form Up!|Form Up!]] || 1st || When you roll Initiative, your allies can move
|-
| [[Warlord#Keen Pointer|Keen Pointer]] || 3rd || You can use your Protective Warning feature for free if you're within 5ft of the creature that's making the Attack
|-
| [[Warlord#On Your Feet!|On Your Feet!]] || 7th || You can heal an ally and cause it to stand from being [[Conditions#Prone|Prone]], if the ally is [[Conditions#Unconscious|Unconscious]], you heal it more
|-
| [[Warlord#Martial Advantage|Martial Advantage]] || 11th || You deal more Damage while fighting with allies
|-
| [[Warlord#Bulwark|Bulwark]] || 15th || Your allies are better at Saving Throws you've succeeded
|-
| [[Warlord#No One Left Behind!|No One Left Behind!]] || 18th || When you use On Your Feet!, you can move up to your Speed, gaining Resistance to all Damage while moving, and healing the ally more for each Opportunity Attack you provoke
|}
<br>
==== Martial Proficiency ====
''1st Level Presence of the Commander Feature''<br>
You gain Proficiency in [[Armor and Weapons#Heavy Armor|Heavy Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].
<br><br>
==== Form Up! ====
''1st Level Presence of the Commander Feature''<br>
When you roll Initiative at the start of combat and are not Surprised, any number of willing creatures within 30ft of you can move a number of feet equal to 5 x your Wisdom Modifier.
<br><br>
==== Keen Pointer ====
''3rd Level Presence of the Commander Feature''<br>
You can use your Protective Warning feature without expending Leadership Dice if you are within 5ft of the target of the Attack. When you do so, you can use your Rallying Mark as a Free Action on the creature making the Attack.
<br><br>
==== On Your Feet! ====
''7th Level Presence of the Commander Feature''<br>
You can use a Bonus Action and expend one Leadership Die to restore the will to fight, in an allied creature. Choose a willing creature within 5ft of you. That creature regains Hit Points equal to the result of the expended Leadership Die. If the target is [[Conditions#Prone|Prone]], it can choose to stand immediately.<br>
When you use this feature to restore Hit Points to an [[Conditions#Unconscious|Unconscious]] creature, you add your Wisdom Modifier to the result of the Leadership Die.
<br><br>
==== Martial Advantage ====
''11th Level Presence of the Commander Feature''<br>
You've learned to leverage fighting alongside an ally. Once per turn, you can deal an additional 2d6 Damage to a creature you hit with a Weapon Attack if that creature is within 5ft of a friendly creature that isn't [[Conditions#Incapacitated|Incapacitated]].
<br><br>
==== Bulwark ====
''15th Level Presence of the Commander Feature''<br>
When you succeed on a Saving Throw, all creatures of your choice gain Advantage on that Saving Throw.
<br><br>
==== No One Left Behind! ====
''18th Level Presence of the Commander Feature''<br>
When you use your On Your Feet! feature, you can move up to your Speed before you restore the Hit Points. During this movement you gain Resistance to all Damage. When you restore Hit Points with your On Your Feet! feature, you restore an additional 1d8 Hit Points for each Opportunity Attack made against you during the movement granted by this feature.
<br><br><br>
<br><br><br>


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An adventurer on this path is not inherently of noble background, though many often are. A noble reared on the laws of the land is usually lawful, but extraordinary circumstances may have brought about a rebellious streak in one that now seeks to overthrow unfit rulers (or rulers that aren't them, anyway).
An adventurer on this path is not inherently of noble background, though many often are. A noble reared on the laws of the land is usually lawful, but extraordinary circumstances may have brought about a rebellious streak in one that now seeks to overthrow unfit rulers (or rulers that aren't them, anyway).
<br><br>
<br><br>
{| class="wikitable"
|+ Noble Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Warlord#Destined Leader|Destined Leader]] || 1st || You get Proficiency with [[Armor and Weapons#Martial Melee Weapons|Rapiers]], [[Armor and Weapons#Martial Melee Weapons|Longswords]], [[Armor and Weapons#Martial Melee Weapons|Sabers]], and Persuasion
|-
| [[Warlord#Call to Arms|Call to Arms]] || 1st || Allies are better at their first Attack in combat
|-
| [[Warlord#Inspiring Leader|Inspiring Leader]] || 1st || When you inspire weaker creatures with Battlefield Presence, they can use a better Attack Roll
|-
| [[Warlord#Divine Right|Divine Right]] || 3rd || You can cast the [[Level 1#Command|Command]] Spell using Leadership Dice, increase your AC, and get bonus Leadership Dice
|-
| [[Warlord#Charismatic Leadership|Charismatic Leadership]] || 3rd || You add your Charisma Modifier to the basic ways you can use your Leadership Dice
|-
| [[Warlord#Words of Conviction|Words of Conviction]] || 7th || You can cast the [[Level 1#Bless|Bless]] or [[Level 1#Heroism|Heroism]] Spells using Leadership Dice
|-
| [[Warlord#Imperative Order|Imperative Order]] || 7th || When you use Urgent Orders, the target can make Attacks instead of moving if you spend two Leadership Dice, or Attack and move if you spend three or more Leadership Dice
|-
| [[Warlord#Inspired Zeal|Inspired Zeal]] || 11th || You are permanently under the [[Level 3#Crusader's Mantle|Crusader's Mantle]] Spell
|-
| [[Warlord#Untouchable Presence|Untouchable Presence]] || 15th || You can cast the [[Level 1#Sanctuary|Sanctuary]] Spell on yourself for free at the end of a Long Rest
|-
| [[Warlord#Grand Decree|Grand Decree]] || 18th || You can cast the [[Level 1#Command|Command]] Spell for free targeting all creatures within Range once per Long Rest
|}
<br>


==== Destined Leader ====
==== Destined Leader ====
''1st Level Presence of the Noble Feature''<br>
''1st Level Presence of the Noble Feature''<br>
You gain Proficiency with Rapiers, Longswords, Sabers, and Persuasion.
You gain Proficiency with [[Armor and Weapons#Martial Melee Weapons|Rapiers]], [[Armor and Weapons#Martial Melee Weapons|Longswords]], [[Armor and Weapons#Martial Melee Weapons|Sabers]], and Persuasion.
<br><br>
<br><br>


==== Call to Arms ====
==== Call to Arms ====
''1st Level Presence of the Noble Feature''<br>
''1st Level Presence of the Noble Feature''<br>
When you roll Initiative at the start of combat, you can call out to willing creatures within 60ft of you, providing them with a surge of inspiration. The chosen creatures add your Charisma Modifier to the first Attack Roll during that combat.
When you roll Initiative at the start of combat, you can call out to any number of willing creatures within 60ft of you, providing them with a surge of inspiration. The chosen creatures add your Charisma Modifier to the first Attack Roll they make during that combat.
<br><br>
<br><br>


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==== Divine Right ====
==== Divine Right ====
''3rd Level Presence of the Noble Feature''<br>
''3rd Level Presence of the Noble Feature''<br>
You can use an Action to cast the Command Spell by expending any number of Leadership Dice. The Level of the Spell is equal to the number of Leadership Dice spent, and you use Charisma as your Spellcasting Ability for the Spell.<br>
You can use an Action to cast the [[Level 1#Command|Command]] Spell by expending any number of Leadership Dice. The Level of the Spell is equal to the number of Leadership Dice spent, and you use Charisma as your Spellcasting Ability for the Spell.<br>
Additionally, you add your Charisma Modifier (maximum +2) to your AC if you are not wearing Heavy Armor or wielding a Shield, and you gain an additional Leadership Die. You gain another additional Leadership Die when you reach 9th and 15th Level in this class.
Additionally, you add your Charisma Modifier (maximum +2) to your AC if you are not wearing [[Armor and Weapons#Heavy Armor|Heavy Armor]] or wielding a [[Armor and Weapons#Shields|Shield]], and you gain an additional Leadership Die. You gain another additional Leadership Die when you reach 9th and 15th Level in this class.
<br><br>
<br><br>


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==== Words of Conviction ====
==== Words of Conviction ====
''7th Level Presence of the Noble Feature''<br>
''7th Level Presence of the Noble Feature''<br>
You can use an Action to cast the Bless or Heroism Spells without Material Components by expending any number of Leadership Dice. The Level of the Spell is equal to the number of Leadership Dice spent, and you use Charisma as your Spellcasting Ability for the Spell.
You can use an Action to cast the [[Level 1#Bless|Bless]] or [[Level 1#Heroism|Heroism]] Spells without Material Components by expending any number of Leadership Dice. The Level of the Spell is equal to the number of Leadership Dice spent, and you use Charisma as your Spellcasting Ability for the Spell.
<br><br>
<br><br>


==== Imperative Order =====
==== Imperative Order ====
''7th Level Presence of the Noble Feature''<br>
''7th Level Presence of the Noble Feature''<br>
When you use your Urgent Orders feature and spend two or more Leadership Dice, the target can make a single Weapon Attack as a Reaction instead of moving. When you use your Urgent Orders feature and spend three or more Leadership Dice, the target can make a single Weapon Attack and move as the feature describes as a Reaction.
When you use your Urgent Orders feature and spend two or more Leadership Dice, the target can make a single Weapon Attack as a Reaction instead of moving. When you use your Urgent Orders feature and spend three or more Leadership Dice, the target can make a single Weapon Attack and move as the feature describes as a Reaction.
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==== Inspired Zeal ====
==== Inspired Zeal ====
''11th Level Presence of the Noble Feature''<br>
''11th Level Presence of the Noble Feature''<br>
You are permanently under the effect of the Crusader's Mantle Spell.
You are permanently under the effect of the [[Level 3#Crusader's Mantle|Crusader's Mantle]] Spell.
<br><br>
<br><br>


==== Untouchable Presence ====
==== Untouchable Presence ====
''15th Level Presence of the Noble Feature''<br>
''15th Level Presence of the Noble Feature''<br>
You become an untouchable beacon of command. At the end of a Long Rest, you non-magically gain the effects of the Sanctuary Spell with a Duration of Until the end of your next Long Rest. You use Charisma as your Spellcasting Ability for this effect.
You become an untouchable beacon of command. At the end of a Long Rest, you non-magically repliacte the effects of the [[Level 1#Sanctuary|Sanctuary]] Spell targeting yourself with a Duration of Until the end of your next Long Rest. You use Charisma as your Spellcasting Ability for this effect.
<br><br>
<br><br>


==== Grand Decree ====
==== Grand Decree ====
''18th Level Presence of the Noble Feature''<br>
''18th Level Presence of the Noble Feature''<br>
You can use your Action to cast the Command Spell without expending a Spell Slot, targeting all creatures of your choice within Range.<br>
You can use your Action to cast the [[Level 1#Command|Command]] Spell without expending a Spell Slot, targeting all creatures of your choice within Range.<br>
Once you cast the Command Spell in this way, you cannot do so against until you finish a Long Rest.
Once you cast the [[Level 1#Command|Command]] Spell in this way, you cannot do so against until you finish a Long Rest.
<br><br><br>
<br><br><br>


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While good and evil rarely play directly into a Packleader's perspective (they can be either or Neutral just as easily), they tend be Chaotic, viewing the so called "rules of engagement" and other traditions of civilization to be convenient weaknesses they can exploit rather than any sort of guideline they might actually follow.
While good and evil rarely play directly into a Packleader's perspective (they can be either or Neutral just as easily), they tend be Chaotic, viewing the so called "rules of engagement" and other traditions of civilization to be convenient weaknesses they can exploit rather than any sort of guideline they might actually follow.
<br><br>
<br><br>
{| class="wikitable"
|+ Packleader Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Warlord#Tools of the Wild|Tools of the Wild]] || 1st || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]], Survival, [[Adventuring Gear#Alchemical Tools|Herbalism Kits]] and [[Adventuring Gear#Alchemical Tools|Poisoner's Kits]]
|-
| [[Warlord#Concealed Approach|Concealed Approach]] || 1st || You can make allies better at Dexterity (Stealth) Checks, and you and your allies are better at Initiative if [[Conditions#Hidden|Hidden]]
|-
| [[Warlord#Nature's Gift|Nature's Gift]] || 3rd || You get the [[Cantrips#Mold Earth|Mold Earth]] Cantrip and another [[Primal]] Cantrip of your choice, and you can cast the [[Level 1#Fog Cloud|Fog Cloud]] and an improves version of the [[Level 1#Snare|Snare]] Spells, as well as another 1st Level [[Primal]] Spell of your choice with Leadership Dice
|-
| [[Warlord#Shroud of Nature|Shroud of Nature]] || 7th || When you Lightly or Heavily Obscure an ally, it can take the Hide Action as a Reaction
|-
| [[Warlord#Trackless Trails|Trackless Trails]] || 7th || You can cast the [[Level 2#Pass Without Trace|Pass Without Trace]] Spell with Leadership Dice
|-
| [[Warlord#Fleeting Strikers|Fleeting Strikers]] || 11th || You deal extra Damage while Lightly or Heavily Obscured from the target, and targets of your Battlefield Presence can Dash for free
|-
| [[Warlord#Ghosts of the Wild|Ghosts of the Wild]] || 15th || While you are affected by the [[Level 2#Pass Without Trace|Pass Without Trace]] Spell, you can spend a Leadership Die to take the Hide Action, and when you use your Battlefield Presence, the target has Advantage on the Attack
|-
| [[Warlord#Warlord of the Wilds|Warlord of the Wilds]] || 18th || You get more [[Primal]] Spells that you can cast with Leadership Dice, and you can make Attacks when you cast Spells with Leadership Dice
|}
<br>


==== Tools of the Wild ====
==== Tools of the Wild ====
''1st Level Presence of the Packleader Feature''<br>
''1st Level Presence of the Packleader Feature''<br>
You gain Proficiency with Martial Weapons, Survival, Herbalism Kits and Poisoner's Kits.
You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]]], Survival, [[Adventuring Gear#Alchemical Tools|Herbalism Kits]] and [[Adventuring Gear#Alchemical Tools|Poisoner's Kits]].
<br><br>
<br><br>


==== Concealed Approach ====
==== Concealed Approach ====
''1st Level Presence of the Packleader Feature''<br>
''1st Level Presence of the Packleader Feature''<br>
If you spend at least a minute preparing, you and up to five other creatures of your choice add your Wisdom Modifier to Dexterity (Stealth) Checks made within the next minute.<br>
If you spend at least a minute preparing, you and up to five other willing creatures of your choice add your Wisdom Modifier to Dexterity (Stealth) Checks made within the next minute.<br>
Additionally, you and creatures of your choice within 30ft of you add your Wisdom Modifier to their Initiative Rolls if they are Hidden.
Additionally, you and creatures of your choice within 30ft of you add your Wisdom Modifier to their Initiative Rolls if they are Hidden.
<br><br>
<br><br>


==== Nature’s Gift ====
==== Nature's Gift ====
''3rd Level Presence of the Packleader Feature''<br>
''3rd Level Presence of the Packleader Feature''<br>
Through your connection to the wild battlefields you've mastered offers you some measure of control of them. You Learn the Mold Earth Cantrip, as well as one other Cantrip of your choice from the Druid or Shaman Spell Lists.<br>
Through your connection to the wild battlefields you've mastered offers you some measure of control of them. You Learn the [[Cantrips#Mold Earth|Mold Earth]] Cantrip, as well as one other Cantrip of your choice from [[Primal|Primal Spell List]].<br>
You can also spend 1 Leadership Die to cast the Fog Cloud or Snare Spell at 1st Level. When you cast the Snare Spell in the way, the casting time is 1 Action. Choose a 1st Level Spell from the Druid or Shaman Spell Lists with a casting time of 1 Action, you can also cast that Spell in this way.<br>
You can also spend 1 Leadership Die to cast the [[Level 1#Fog Cloud|Fog Cloud]] or [[Level 1#Snare|Snare]] Spell at 1st Level. When you cast the [[Level 1#Snare|Snare]] Spell in this way, the casting time is 1 Action. Also, choose a 1st Level Spell from the [[Primal|Primal Spell List]] with a Casting Time of 1 Action, you can also cast that Spell in this way.<br>
You use Wisdom as your Spellcasting Ability for all of these Spells.
You use Wisdom as your Spellcasting Ability for all of these Spells.
<br><br>
<br><br>


'''Shroud of Nature.''' Starting at 7th level, you and your allies can fade away behind natural shrouds. Whenever you cast a spell that results in you or a friendly creature becoming obscured (such as being within the radius of a Fog Cloud or behind earth moved by Mold Earth), the obscured creature can use their reaction to take the Hide action.
==== Shroud of Nature ====
''7th Level Presence of the Packleader Feature''<br>
You and your allies can fade away behind natural shrouds. Whenever you cast a Spell that causes a creature to become Lightly or Heavily Obscured, you can allow that creature to take the Hide Action as a Reaction.
<br><br>


'''Trackless Trails.''' Additionally at 7th level, you can spend 2 Leadership Dice to cast Pass Without Trace without providing material components.
==== Trackless Trails ====
''7th Level Presence of the Packleader Feature''<br>
You can spend two Leadership Dice to cast [[Level 2#Pass Without Trace|Pass Without Trace]] without Material Components, using Wisdom as its Spellcasting Ability.
<br><br>


'''Fleeting Strikers.''' Starting at 11th level, if you are not in the same spot you were at the end of your last turn or are obscured from your target, the first attack you make during your turn deals an additional 1d10 damage.
==== Fleeting Strikers ====
Additionally, a creature that you grant an Attack with Battlefield Presence can take the Dash action instead of making the attack you granted.
''11th Level Presence of the Packleader Feature''<br>
Once per turn when you hit on an Attack against a creature and you are either Lightly or Heavily Obscured from the target or are in a different space than you were at the end of your last turn, the Attack deals an additional 1d10 Damage.<br>
Additionally, when you Inspire a creature with your Battlefield Presence feature, after that creature makes an Attack it can take the Dash Action as a Free Action instead of making an Attack.
<br><br>


'''Ghosts of the Wild.''' Starting at 15th level, while under the effect of Pass Without Trace, you can expend one Leadership Die to take the Hide action at the end of your turn without expending an action. If you use Battlefield Presence to grant an attack to a creature, you can expend one Leadership Die to shroud them with shadows or natural phenomena, granting them advantage on the first attack they make before the start of your next turn. If they are under the effect of pass without trace, you can do this without expending a Leadership Die.
==== Ghosts of the Wild ====
''15th Level Presence of the Packleader Feature''<br>
At the end of your turn while you are under the effects of the [[Level 2#Pass Without Trace|Pass Without Trace]] Spell, you can spend one Leadership Die to take the Hide Action as a Free Action.<br>
Additionally, when you Inspire a creature with your Battlefield Presence feature, you can shroud that creature with shadows or natural phenomena, granting it Advantage on the first Attack it makes on its next turn.
<br><br>


'''Warlord of the Wilds.''' Starting at 18th level, you can pick five additional spells from the Druid spell list of 4th level or lower. You can cast these spells using Leadership Dice equal to the level of the spell. You can change the list of spells you have selected when you complete a long rest. The spell Save DC for these spells is 8 + your Proficiency modifier + your Wisdom Modifier. Any time you use Leadership Dice to cast a spell, you can take the Attack action (one weapon attack only) as a bonus action.
==== Warlord of the Wilds ====
''18th Level Presence of the Packleader Feature''<br>
At the end of a Long Rest, you choose five Spells from the [[Primal|Primal Spell List]] of 4th Level of lower. Until the end of your Long Rest, you can cast the chosen Spells by spending Leadership Dice equal to the Level of the Spell. You use Wisdom as your Spellcasting Ability for these Spells.<br>
Additionally, after you cast a Spell by spending Leadership Dice, you can make a single Weapon Attack as a Bonus Action.
<br><br><br>


== Presence of the Paragon ==
== Presence of the Paragon ==
Legends tell of warriors that fight at the front of a legion, of the valor they display and the inspiration it gives their comrades. A Paragon before their army is a dauntless foe, and an army behind their Paragon is an unstoppable legion.
Legends tell of warriors that fight at the front of a legion, of the valor they display and the inspiration it gives their comrades. A Paragon before their army is a dauntless foe, and an army behind their Paragon is an unstoppable legion.<br>
A Paragon is not inherently good or evil. An evil legion can be led by a bold and charismatic Warlord just as effectively as the forces of good.
A Paragon is not inherently good or evil. An evil legion can be led by a bold and charismatic Warlord just as effectively as the forces of good.<br>
As they tend to be those that inspire an organized force, more often than not they will be lawful, but what that personal code of laws entails can vary quite widely.
As they tend to be those that inspire an organized force, more often than not they will be lawful, but what that personal code of laws entails can vary quite widely.
<br><br>


'''Martial Proficiency.''' Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.
{| class="wikitable"
|+ Paragon Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Warlord#Martial Proficiency|Martial Proficiency]] || 1st || You get Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]]
|-
| [[Warlord#Lead the Charge|Lead the Charge]] || 1st || At the start of combat you and your allies get Temporary Hit Points
|-
| [[Warlord#Fighting Style|Fighting Style]] || 3rd || You choose a way of fighting that you're good at
|-
| [[Warlord#Heroic Strike|Heroic Strike]] || 3rd || You can use Rallying Mark as part of an Attack, dealing more Damage when you do
|-
| [[Warlord#Stand Defiant|Stand Defiant]] || 7th || When you would die, you can choose to not die instead, when you do, you heal allies too
|-
| [[Warlord#Inspired Warrior|Inspired Warrior]] || 11th || You get a pool of dice which fills up when allies take or deal Damage, which you can use to deal more Damage
|-
| [[Warlord#Dauntless Resolve|Dauntless Resolve]] || 15th || You can choose to succeed a failed Saving Throw at the end of a Long Rest
|-
| [[Warlord#Invincible Legion|Invincible Legion]] || 18th || When an ally would die, you can choose for it not to die instead
|}
<br>


'''Lead the Charge.''' Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally, when you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus.
==== Martial Proficiency ====
''1st Level Presence of the Paragon Feature''<br>
You gain Proficiency with [[Armor and Weapons#Heavy Armor|Heavy Armor]], [[Armor and Weapons#Shields|Shields]], and [[Armor and Weapons#Martial Weapons|Martial Weapons]].
<br><br>


'''Fighting Style.''' At 3rd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature.
==== Lead the Charge ====
:'''Blind Fighting.''' You have blindsight with a range of 10 feet. If you already have blindsight it increases the range of your blindsight by 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
''1st Level Presence of the Paragon Feature''<br>
:'''Defense.''' While you are wearing armor, you gain a +1 bonus to AC.
You add your Charisma Modifier to your Initiative Rolls. Additionally, when you roll Initiative at the start of combat, you gain Temporary Hit Points equal to your Charisma Modifier + your Proficiency Bonus.
:'''Dueling.''' When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
<br><br>
:'''Great Weapon Fighting.''' When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
:'''Thrown-Weapon Fighting.''' You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
:'''Two-Weapon Fighting.''' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


'''Heroic Strike.''' Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack.
==== Fighting Style ====
Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.
''3rd Level Presence of the Paragon Feature''<br>
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].
*'''Blind Fighting.''' You have Blindsight out to 10ft.
*'''Defense.''' While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.
*'''Dueling.''' When you are wielding a [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] in one hand and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +2 bonus to Damage Rolls with that [[Armor and Weapons#Weapons|Weapon]].
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] you are wielding with two hands, you can reroll the Damage Die, using the new result.
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
*'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a [[Armor and Weapons#Shields|Shields]] or a [[Armor and Weapons#Weapons|Weapons]].
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]] when creatures within 5ft of you move away from you.
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked [[Conditions#Prone|Prone]].
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following [[Armor and Weapons#Weapons|Weapons]]:
:*For you, [[Armor and Weapons#Martial Melee Weapons|Tridents]] now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
:*When making an Attack with a [[Armor and Weapons#Martial Ranged Weapons|Net]] against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
:*For you, Nets now deal 1d6 Bludgeoning Damage.
:*When you make an Attack with a [[Armor and Weapons#Martial Ranged Weapons|Net]] or a [[Armor and Weapons#Martial Melee Weapons|Tridents]], you can draw a [[Armor and Weapons#Martial Ranged Weapons|Net]] or [[Armor and Weapons#Martial Melee Weapons|Tridents]] as part of that Attack.
*'''Protection.''' When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a [[Armor and Weapons#Shields|Shield]].
*'''Shield Warrior.''' You can use a [[Armor and Weapons#Shields|Shield]] as a [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a [[Armor and Weapons#Shields|Shield]] and no other [[Armor and Weapons#Weapons|Weapons]], you gain a +1 Bonus to your Attack Rolls and Armor Class.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].
*'''Thrown-Weapon Fighting.''' You can draw a [[Armor and Weapons#Weapons|Weapon]] as part of an Attack made with a Thrown [[Armor and Weapons#Weapons|Weapon]]. In addition, when you hit with a Ranged Attack using a Thrown [[Armor and Weapons#Weapons|Weapon]], you gain a +2 bonus to the Damage Roll.
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any [[Armor and Weapons#Weapons|Weapon]] or [[Armor and Weapons#Shields|Shields]], your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature [[Conditions#Grappled|Grappled]] by you.
*'''Versatile Fighting.''' While wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile [[Armor and Weapons#Weapons|Weapon]] with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.
<br>


'''Stand Defiant.''' Starting at 7th level, when you are reduced to 0 hit points, you instantly regain a number of hit points equal to your Charisma modifier (minimum 1).
==== Heroic Strike ====
Additionally, you can expend a number of Leadership Dice equal to the number of friendly creatures within 60 feet of you, regaining additional hit points equal to the value rolled this way. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
''3rd Level Presence of the Paragon Feature''<br>
when you hit on a Melee Weapon Attack, you can use your Rallying Mark feature as part of that Attack, targeting the target of the Attack. When you use your Rallying Mark feature, you add the result of the Leadership Dice expended to the Damage of the Attack.
<br><br>


'''Inspired Warrior.''' Starting at 11th level, once per turn, when one of your allies within 30 feet takes or deals damage, you gain d4 dice, adding it to a pool of dice. You can have a maximum number of d4 dice in this pool equal to your Charisma modifier (minimum 1). Until the end of your next turn, when you deal damage you can expend any number of dice from this pool rolling them and dealing additional damage equal to the value rolled.
==== Stand Defiant ====
''7th Level Presence of the Paragon Feature''<br>
When you are reduced to 0 Hit Points, you instantly regain a number of Hit Points equal to your Charisma Modifier. When you do so, you can spend a number of Leadership Dice up to the number of friendly creatures within 60ft of you, regaining additional Hit Points equal to the result of the Leadership Dice spent.<br>
You can regain Hit Points in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>


'''Dauntless Resolve.''' Starting at 15th level, when you fail a saving throw, you can choose to succeed instead. Once you do this, you cannot do this again until you complete a long rest.
==== Inspired Warrior ====
 
''11th Level Presence of the Paragon Feature''<br>
'''Invincible Legion.''' Starting at 18th level, your allies will never fall so long as their symbol of hope remains. When a friendly creature within 60 feet of you is reduced to 0 hit points, but not killed outright, they can drop to 1 hit point instead so long as they can see or hear you.
You gain a pool of d4s which can hold a maximum number of dice equal to your Charisma Modifier. Once per turn when a friendly creature within 30ft of you takes Damage or deals Damage, you add a d4 to this pool. Whenever you deal Damage you can expend any number of dice from this pool, adding them to the Damage of the Attack.
Once a creature benefits from this effect, they cannot benefit from it again until they complete a long rest.
<br><br>


==== Dauntless Resolve ====
''15th Level Presence of the Paragon Feature''<br>
When you fail on a Saving Throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a Long Rest.
<br><br>


==== Invincible Legion ====
''18th Level Presence of the Paragon Feature''<br>
Your allies will never fall so long as their symbol of hope remains. When a friendly creature within 60ft of you is reduced to 0 Hit Points, it can drop to 1 Hit Point instead if it can hear or see you.
Once a creature gains the benefits of this feature, it cannot gain those benefits again until it finishes a Long Rest.
<br><br><br>


== Presence of the Tactician ==
== Presence of the Tactician ==
A Tactician may very well tell you they would just as soon not be close enough to the battle to be considered a combatant, preferring to win their fights before they even reach that stage, but one would be a fool to underestimate how dangerous they are once on the battlefield.
A Tactician may very well tell you they would just as soon not be close enough to the battle to be considered a combatant, preferring to win their fights before they even reach that stage, but one would be a fool to underestimate how dangerous they are once on the battlefield.<br>
While they might have laid their plans in advance, their sharp minds can quickly pick apart how their foes try to fight against them and effortlessly pierce the crude tactics that would be used against them and their allies.
While they might have laid their plans in advance, their sharp minds can quickly pick apart how their foes try to fight against them and effortlessly pierce the crude tactics that would be used against them and their allies.<br>
What tends to mark a Tactician is a keen mind and a willingness to plan ahead, in great detail. Adventurers with a tactician among them are near impossible to pin down, as they will always find a way to turn the tables.
What tends to mark a Tactician is a keen mind and a willingness to plan ahead, in great detail. Adventurers with a tactician among them are near impossible to pin down, as they will always find a way to turn the tables.
<br><br>


'''Tactician's Cunning.''' When you take this Presence at 1st level, you gain proficiency in the History and Investigation skills, or other skills of your choice if you are already proficient. Additionally, if you can take a minute or more making a skill check, you can treat a d20 roll of 4 or lower as a 5.
{| class="wikitable"
|+ Tactician Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Warlord#Tactician's Cunning|Tactician's Cunning]] || 1st || You get Proficiency with History and Investigation, and if you spend a minute making an Ability Check, you're minimum roll is 5
|-
| [[Warlord#Battle Plans|Battle Plans]] || 1st || You add your Intelligence Modifier to your Initiative and you can swap Initiatives at the start of a round
|-
| [[Warlord#Tactical Insight|Tactical Insight]] || 3rd || As a Bonus Action, you can try to determine an enemies tactics
|-
| [[Warlord#Tactical Flexibility|Tactical Flexibility]] || 3rd || You can use your Rallying Mark and Urgent Orders as a Bonus Action
|-
| [[Warlord#Inscrutable Mind|Inscrutable Mind]] || 7th || You get Proficiency with Intelligence Saving Throws and can spend a Leadership Die to be better at Intelligence, Wisdom, and Charisma Saving Throws
|-
| [[Warlord#Control the Field|Control the Field]] || 7th || When you move creatures, you can try to move enemies, and you can improves allies movement
|-
| [[Warlord#Tactical Strike|Tactical Strike]] || 11th || When you use Tactical Insight, the next time that creature takes Damage, it takes more Damage
|-
| [[Warlord#Advanced Orders|Advanced Orders]] || 15th || When you use Urgent Orders, the target can take the Utilize, Search, Hide, or Dodge Actions instead of moving
|-
| [[Warlord#Multilayered Tactics|Multilayered Tactics]] || 18th || When you use Tactical Insight, you use all three options instead of just one
|}
<br>


'''Battle Plans.''' Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Additionally, you can exchange your initiative roll with a willing friendly creature within 60 feet.
==== Tactician's Cunning ====
''1st Level Presence of the Tactician Feature''<br>
You gain Proficiency in History and Investigation. Additionally, if you take a minute or more making an Ability Check, you can treat a roll of 4 or lower on the d20 as a 5.
<br><br>


'''Tactical Insight.''' Starting at 3rd level, you can tactically assess a creature's options. As a bonus action, make an Intelligence (Investigation) check contested by a Charisma (Deception) check against any creature you can see within 60 feet.
==== Battle Plans ====
On a success, you can see through their tactics, granting one of the following effects:
''1st Level Presence of the Tactician Feature''<br>
:'''Determine Attack.''' You can cause them to have disadvantage on their next attack against a creature that can see or hear you.
You add your Intelligence Modifier to your Initiative Rolls. Additionally, at the start of the round, you can swap your Initiative Score with a willing creature within 60ft of you.
:'''Predict Movement.''' You deduce where they are planning to move on their next turn. They can choose to change their plans, but if they move anywhere else, their movement speed is reduced by 10 feet as they scramble to adapt.
<br><br>
:'''Outwit Response.''' You can find their openings, negating their ability to use their reaction until the end of their next turn.
:'''Expose Weakness.''' You can use Helpful Word to grant advantage against that target as part of the bonus action without expending a Leadership Die.


'''Tactical Flexibility.''' Additionally at 3rd level, you gain the ability to use Tactical Insight, Rallying Mark, Helpful Word, and Urgent Orders as an action or a bonus action on your turn.
==== Tactical Insight ====
''3rd Level Presence of the Tactician Feature''<br>
You can tactically assess a creature's options. As a Bonus Action, you can choose a creature that you can see within 60ft of you to make an Intelligence (Investigation) Check contested by the target's Charisma (Deception) Check. On a successful Check, you can see through the creature's tactics, choose one of the following effects:
*'''Determine Attack.''' You cause the target to have Disadvantage on its next Attack against a creature that can see or hear you.
*'''Predict Movement.''' You deduce where the target is planning to move on its next turn. It can choose to change its plans, but if it moves anywhere else, its Speed is reduced by 10ft as it scrambles to adapt.
*'''Outwit Response.''' You can find the target's openings, causing it to lose its Reaction this round.
<br>


'''Inscrutable Mind.''' Starting at 7th level, you gain proficiency in Intelligence Saving Throws.
==== Tactical Flexibility ====
Additionally, as a reaction when being forced to make a Wisdom, Intelligence, or Charisma Saving Throw, you can expend one Leadership Die and add the die result to the saving throw.
''3rd Level Presence of the Tactician Feature''<br>
You can use your Rallying Mark or Urgent Orders feature as a Bonus Action.
<br><br>


'''Control the Field.''' Starting at 7th level, when you use an ability that moves allied creatures (such as Urgent Orders or Shift the Field), it gains the following properties:
==== Inscrutable Mind ====
Deceptive Movement. You can attempt to move creatures that are not allies up to 5 feet (or half their movement speed, whichever is less). The creature must make an Intelligence Saving Throw with a DC of 8 + your Intelligence modifier + your Proficiency bonus, or feel compelled to move to the new position immediately. Targets moved this way do not gain temporary hit points unless you choose them too.
''7th Level Presence of the Tactician Feature''<br>
Coordinated Transitions. Allies can move through each other's spaces during the movement you grant without it being difficult terrain.
You gain Proficiency with Intelligence Saving Throws.<br>
Additionally, as a Reaction when being forced to make a Wisdom, Intelligence, or Charisma Saving Throw, you can expend one Leadership Die, adding the result of the Die to the Saving Throw.
<br><br>


'''Tactical Strike.''' Starting at 11th level, when you succeed on a Tactical Insight check against a creature, the next time you or a friendly creature deal damage against it before the start of your next turn it is increased by 2d6 damage.
==== Control the Field ====
''7th Level Presence of the Tactician Feature''<br>
When you use a feature that allows a creature to move without spending Speed, you gain the following benefits:
*'''Deceptive Movement.''' If you could only target willing creatures with the feature used, you can target a non-willing creature instead. When you do so, the target gains no other benefits of the feature, only moves 5ft, and you choose where the creature moves.
*'''Coordinated Transitions.''' Creatures affected can move through creatures without being [[Conditions#Slowed|Slowed]] or provoking Opportunity Attacks.
<br><br>


'''Advanced Orders.''' Additionally at 15th level, when you expend Leadership Die on Urgent Orders, you can allow the creature to take one of the Use an Object, Search, Hide, or Dodge actions as their reaction instead of moving.
==== Tactical Strike ====
''11th Level Presence of the Tactician Feature''<br>
When you use your Tactical Insight feature and succeed on the Ability Check, the next time the target of that feature takes Damage before the end of your next turn, it takes an additional 2d6 Damage.
<br><br>


'''Unstoppable Schemes.''' Starting at 18th level, standing in your way becomes a pointless endeavor. When you move your allies with Urgent Orders or Shift the Field, they can move through spaces occupied by hostile creatures so long as they do not end their movement in an occupied space.
==== Advanced Orders ====
''15th Level Presence of the Tactician Feature''<br>
When you use your Urgent Orders feature, the creatures you target can take one of the following Actions as a Reaction instead of moving: Utilize, Search, Hide, or Dodge.
<br><br>


'''Multilayered Tactics.''' Additionally at 18th level, when you succeed on a Tactical Insight check against a creature, you can choose two of the listed effects.
==== Multilayered Tactics ====
''18th Level Presence of the Tactician Feature''<br>
When you use your Tactical Insight feature and succeed on the Ability Check, you gain the benefits of all three options instead of choosing only one.
<br><br><br>


== Characters ==
= Characters =


[[Bubbles]] the Kethie Mooraarbaa (Eladrin Elf), Presence of the Packleader Warlord
[[Bubbles]] the Kethie Mooraarbaa (Eladrin Elf), Presence of the Packleader Warlord

Latest revision as of 14:32, 7 January 2023

Warlord

Two vast armies stand across the field of death, fear gripping the heart of every soldier. From their ranks, the banner is carried forth - a shining beacon without fear. Before they even know it, their feet pound across the ground, their fear left behind as they follow their symbol of hope to victory.
Collapsing to the ground, a man succumbs to wounds, exhaustion, terror, and the overwhelming clash of steel all around. Death closes in, but before it can claim him, a hand appears, pulling him to his feet. "On your feet, soldier".
The line will soon be overrun—until, among the broken ranks of soldiers, a lone soldier spots his liege. She stands, unwilling to turn aside, unwilling to step back from danger, holding back the horde of enemies alone. Retreat is no longer an option. With newfound strength behind every blow, the soldiers stand and fight like no one has ever fought before.
"How did you do it?" hisses the marauder, his sword dropped before him in surrender. He kneels beside his captured comrades, encircled by a smaller force that seems to have come from nowhere. The victorious general smiles knowingly and shrugs. "Luck," he says. "And perhaps a bit of planning."
Warlords are force multipliers for their companions. Some may be fearsome combatants, while others may never lift a weapon, but in either case their presence on the battlefield will drive their allies to new heights, guiding them safely through what would surely have been their doom.
How victory is stolen from the jaws of defeat can vary, from inciting crazed zeal, to tempering an overeager charge, to pulling their friends out of the line of danger in the nick of time. The sole commonality is that a Warlord alone is but a man, while a Warlord with their companions is a legend.
Purpose is a common element to those that walk the path of a Warlord. Purpose empowers Warlords to be a larger-than-life, and allows them to be a guiding hand to their comrades. Some Warlords may not seek any particular cause, and merely pursue victory - either as a tribute to a god they worship or simply to attain personal glory. More often, though, a Warlord is driven by a higher purpose - a loyalty to their country or their men, a drive to protect the innocent or crush the weak.
Most warlords have no explicitly magical powers, but the presence on the battlefield allows people to exceed what they might have thought of as their own limits, pushing beyond what they could hope to achieve on their own. A Warlord will make their allies feel like they've become better at everything, they will make problems seem surmountable, and they will make the path clear. They make the world less bleak, they make the foes less terrifying. When you have a Warlord on your side, more things go right.
Just as a dragon's frightful presence instills a supernatural dread in mortal adventurers, a Warlord's presence is more than just simple common sense and a head for strategy, it is the power of conviction, the perfection of tactics, or the will to win incarnated in Adventurer form.

Class Table
Level Proficiency Bonus Features Leadership Dice Experience Points
1st +2 Warlord's Presence, Battlefield Presence - 0
2nd +2 Leadership Die 4d6 300
3rd +2 Warlord's Presence Feature, Fighting Style 6d6 1,000
4th +2 Ability Score Improvement 8d6 3,000
5th +3 Extra Attack 10d6 6,000
6th +3 Prepare for Battle, Leadership Die (2) 12d6 10,000
7th +3 Warlord's Presence Feature 14d6 20,000
8th +3 Ability Score Improvement 16d6 40,000
9th +4 Press the Attack 18d6 60,000
10th +4 Ability Score Improvement 20d6 80,000
11th +4 Warlord's Presence Feature, Leadership Die (3) 22d8 100,000
12th +4 Ability Score Improvement 24d8 120,000
13th +5 Warlord's Intuition 26d8 140,000
14th +5 Shift the Field 28d8 160,000
15th +5 Warlord's Presence Feature 30d8 180,000
16th +5 Ability Score Improvement 32d8 200,000
17th +6 Unbreakable Will, Leadership Die (4) 34d10 225,000
18th +6 Warlord's Presence Feature 36d10 250,000
19th +6 Ability Score Improvement 38d10 300,000
20th +6 Tireless Leader 40d12 350,000

Class Information

Hit Dice. 1d8 per Warlord Level
1st Level Hitpoints. 8 + your Constitution Modifier
Higher Level Hitpoints. 1d8 (increase to 5) + your Constitution Modifier per Warlord Level after 1st
Armor Proficiencies. Light Armor and Medium Armor
Weapon Proficiencies. Simple Weapons
Tool Proficiencies. None
Saving Throw Proficiencies. Wisdom and Charisma
Skill Proficiencies. Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion
Equipment. A Simple or Martial Melee Weapon (if Proficient), a Light Crossbow or a Shield (if Proficient), Leather Armor or Scale Mail or Chain Mail (if Proficient), and an Equipment Pack

Class Table
Feature Level Quick Explanation
Warlord's Presence 1st You choose your subclass, and gain features at 1st, 3rd, 7th, 11th, 15th, and 18th Level
Battlefield Presence 1st You can forego making Attacks for you allies to make Attacks instead
Leadership Die 2nd You get a pool of Leadership Dice that fuel your Warlord features
Fighting Style 3rd You choose a way of fighting that you're good at
Ability Score Improvement 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 10th, 12th, 16th, and 19th Level
Extra Attack 5th You make an additional Attack every time you take the Attack Action
Prepare for Battle 6th You can spend time preparing for you and your allies to gian Temporary Hit Points and regain health
Press the Attack 9th The basic ways you can use your Leadership Dice improve
Warlord's Intuition 13th Your Warlord Level is the minimum result for Ability Checks that you're Proficient in
Shift the Field 14th You can move your allies without them being Attacked
Unbreakable Will 17th You can't be being Charmed, Dazed, or Frightened
Tireless Leader 20th You can use d6s for your Warlord features without expending Leaderhsip Dice

Warlord Presence

1st, 3rd, 7th, 11th, 15th, and 18th Level Warlord Feature
You choose one of the following Warlord Presences that you embody.

Warlord Presences
Warlord Presence Complexity (1-5) Description
Presence of the Chieftain 1 You know the value of allies and fellow warriors, leading from the front you use your natural authority to help those who may be less experienced on combat than you.
Presence of the Commander 2 As an experience leader, you know the ins and outs of combat as if it were second nature, leading allies by example while fighting foes alongside those you lead.
Presence of the Noble 3 You are of naturally high authority, that those who follow you know your authority, and those who do not also falter to your powerful will.
Presence of the Packleader 3 You know the power of the wilds and elements, gaining naturalistic magic which you use to assist your allies and bring your foes to their knees.
Presence of the Paragon 2 You are an example to those who follow you, leading with skill and experience and dealing destruction out to your foes with your own two hands while protecting yourself and your allies.
Presence of the Tactician 3 You have an inscrutable mind, working through hundreds of calculations of the ways a battle can unfold, and using those tactics to perfectly work through every battle.


Battlefield Presence

1st Level Warlord Feature
When you would make an Attack, you cause your battlefield presence to Inspire a willing creature that can see other you. Once before the end of your next turn, immediately after the Inspired creature makes an Attack, it can make an additional Attack as a Free Action. After this additional Attack, the creature is no longer in Inspired.
A creature can only be Inspired once by this feature per round.

Leadership Die

2nd Level Warlord Feature
You have access to Leadership Dice. These represent your ability to focus your battlefield presence for powerful results. You have a number of these dice equal to twice your Warlord Level, and they begin as d6s, but improve as you gain Levels in this class: Your Leadership Dice become d8s when you reach 11th Level, d10s when you reach 17th Level, and d12s when you reach 20th Level.
You can spend your Leadership Dice to fuel various Warlord features, and you regain all expended Leadership Dice when you finish a Long Rest. You can only spend 1 Leadership Die per turn, but this number increases as you gain Levels in this class: You can spend 2 Leadership Dice per turn at 6th Level, 3 per turn at 11th Level, and 4 per turn at 17th Level.
You also gain three ways to use your Leadership Dice as follows:

  • Rallying Mark. As a Bonus Action, you can expend any number of Leadership Dice to rally your allies to Attack a hostile creature within 60ft of you. The next time that creature takes Damage, the creature takes additional Damage equal to result of the Leadership Dice Spent. You can also choose to heal the creature that dealt the Damage a number of Hit Points equal to the result fo the Leadership Dice Spent.
  • Urgent Orders. As a Bonus Action, you can expend any number of Leadership Dice to guide your allies in expeditious action. Choose a willing creature within 60ft of you that can see or hear you, that creature can immediately use its Reaction to move up to its Speed without provoking Opportunity Attacks. You can choose to grant the creature a number of Temporary Hit Points equal to the result of the Leadership Dice spent.
  • Protective Warning. As a Reaction when a creature within 30ft of you that can hear or see you is hit by an Attack, you can use your Reaction to expend any number of Leadership Dice and grant that creature a bonus to their AC equal to twice the number of Leadership Dice you spent.


Fighting Style

3rd Level Warlord Feature
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:

  • Archery. You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
  • Blind Fighting. You have Blindsight out to 10ft.
  • Defense. While you are wearing Armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.
  • Improvised Fighting. You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
  • Interception. When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shields or a Weapons.
  • Melee Marksman. You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapons when creatures within 5ft of you move away from you.
  • Mounted Warrior. Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
  • Pit Fighting. You have trained to fight with obscure, and underrated weapons, gaining the following Weapons:
  • For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
  • When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
  • For you, Nets now deal 1d6 Bludgeoning Damage.
  • When you make an Attack with a Net or a Tridents, you can draw a Net or Tridents as part of that Attack.
  • Protection. When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.
  • Shield Warrior. You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.
  • Strongbow. You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
  • Thrown-Weapon Fighting. You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.
  • Two-Weapon Fighting. When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
  • Unarmed Fighting. You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapon or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
  • Versatile Fighting. While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.


Ability Score Improvements

4th, 8th, 10th, 12th, 16th, and 19th Level Warlord Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Extra Attack

5th Level Warlord Feature
You can make an additional Attack whenever you take the Attack Action.

Prepare for battle

6th Level Warlord Feature
You can spend a minute preparing you and up to five willing creatures of your choice for combat. You can expend any number of Leadership Dice.
You and the chosen creatures gain Temporary Hit Points equal to the result of the Leadership Dice expended.
You and the chosen creatures expend Hit Dice up to the number you expended, which are rolled. A creature that expends Hit Dice regains Hit Points equal to the result of the Hit Dice + its Constitution Modifier for each of the Hit Die expended.

Press the Attack

9th Level Warlord Feature
Your abilities to command the battlefield are further empowered, giving you the following benefits when you use the options given by your Leadership Dice feature as follows:

  • Rallying Mark: Boost Morale. When a creature regains Hit Points from your Rallying Mark feature, you can expend one Leadership Die to cause a different creature within 30ft to regain the same number of Hit Points.
  • Urgent Orders: Coordinated Movements. When you use your Urgent Orders feature, you can target a number of creatures equal to the number of Leadership Dice spent, spending dice on each target individually.
  • Protective Warning: Take Cover. As a Reaction when a creature within 30ft of you that can hear or see you fails on a Saving Throw, you can use your Reaction to expend any number of Leadership Dice and grant that creature a bonus to their Save equal to twice the number of Leadership Dice you spent. If that Save would cause that creature to take Damage on a failed Save and half as much Damage on a successful Save, that creature instead takes half Damage on a failed Save, and no Damage on a successful Save.



Warlord's Intuition

13th Level Warlord Feature
Before you make an Ability Check that you add your Proficiency Bonus to, you can choose to treat the result on the d20 as equal to your Warlord Level instead of rolling.
You ca use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Shift the Field

14th Level Warlord Feature
You gain the ability to relocate friendly creatures. As an Action, you can expend one Leadership Die to move up to 5 willing creatures that can see or hear you up to half their Speed without provoking Opportunity Attacks.

Unbreakable Will

17th Level Warlord Feature
You are Immune to being Charmed, Dazed, and Frightened.

Tireless Leader

20th Level Warlord Feature
You can roll d6s and use them instead of expending Leadership Dice for Rallying Mark, Urgent Orders, Helpful Word, or Prepare for Battle features.

Warlord Presences

Presence of the Chieftain

A chieftain is a Warlord that rules by the sheer force of their personality, marked by their booming voice and fearless attitude, it is easy to believe that your band is infallible while your chieftain stands.
They can be lawful or chaotic, good or evil, with such things depending on how they got to where they are in life. A Leonin that cut their way to the top may be chaotic, believing that strength needs room to rise to the top unfettered by rules, while someone that inherited their authority may have a more lawful bent.
A Warlord with the Presence of a Chieftain need not literally rule anything, but is an exemplar of someone that has or could walk that path through their force of personality and the boisterous inspiration they give those around them.

Chieftain Features
Feature Level Quick Explanation
Chieftain's Proficiency 1st You get Proficiency with Shields, Martial Weapons, and Intimidation
Wolfpack Movement 1st At the start of combat, you can your allies can move in one direction
Warcry 3rd Instead of Attacking, you can spend Leadership Dice and give allies Temporary Hit Points
Savage Momentum 3rd When you spend Leadership Dice you're better at Attacking
Reckless Assault 7th Creatures can spend the Temporary Hit Points you've given them to deal more Damage
Wolfpack Tactics 11th You deal more Damage to creatures your allies have Attacked, and vice versa
Booming Shout 15th You can try Frighten enemies and the Range of your abilities increases
Bloody Victory 18th When an ally would die, you can use your Reaction to use your Warcry feature for free and better


Chieftain's Proficiency

1st Level Presence of the Chieftain Feature
You gain Proficiency with Shields, Martial Weapons, and Intimidation.

Wolfpack Movement

1st Level Presence of the Chieftain Feature
The first time you move after you roll Initiative at the start of combat, you can choose up to a number of willing creatures within 20ft of you equal to your Charisma Modifier. The chosen creatures can move the a number of feet up to the number of feet you move, but can only move in the direction you moved in. you move same direction.

Warcry

3rd Level Presence of the Chieftain Feature
When you would make an Attack, you can instead expend any number of Leadership Dice to inspire your allies with a mighty Warcry. When you do so, you can choose a number of creatures up to 1 + your Charisma Modifier within 20ft of you. The chosen creatures gain a number of Temporary Hit Points equal to the result of the Leadership Dice expended + your Charisma Modifier.

Savage Momentum

3rd Level Presence of the Chieftain Feature
Whenever you spend a Leadership Die, you gain Advantage on the next Attack you make before the start of your next turn.

Reckless Assault

7th Level Presence of the Chieftain Feature
When a creature with Temporary Hit Points granted by you deals Damage, it can choose to lose any number of those Temporary Hit Points. When a creature does this, it adds half of the Temporary Hit Points lost to the Damage dealt.

Wolfpack Tactics

11th Level Presence of the Chieftain Feature
You excel at taking down prey in coordination with your allies. The first time on a turn that a creature that has been Damaged by one of your allies since the end of your last turn is hit by one of your Attacks, that Attack deals an additional 1d12 Damage.
The first time on a turn that a creature that has been Damage by you on your previous turn is hit with an Attack made by a creature that has been Inspired by your Battlefield Presence feature, that Attack deals an additional 1d6 Damage.

Booming Shout

15th Level Presence of the Chieftain Feature
When you unleash your Warcry you can attempt to Frighten enemies. Whenever you use your Warcry feature, all creatures of your choice within 40ft of you must make a Wisdom Saving Throw with a DC of 8 + your Charisma Modifier + your Proficiency Bonus. On a failed Save, a creature becomes Frightened of you until the end of your next turn.
Additionally, the Range of your Rallying Mark, Urgent Orders, Protective Warning, and Warcry features is doubled.

Bloody Victory

18th Level Presence of the Chieftain Feature
Whenever a creature that has dealt Damage to you is reduced to 0 Hit Points by you or a friendly creature, you can use your Warcry feature as a Reaction. When you use your Warcry feature in this way, you use a d12 in place of your Leadership Dice and do not expend any Leadership Dice.
You can use this reaction a number of times equal to your Charisma Modifier, regaining expended uses at the end of a Long Rest.


Presence of the Commander

A Commander on the field can be many things - a trusted sergeant, a weary veteran, or merely a person with an uncommon degree of common sense and a particularly keen eye for how to win a fight.
While not as flashy as some of the other Presences on the Battlefield, that just means they are less likely to get themselves skewered. A keen word there and helping hand here, their influence is subtle but effective, inexorably shifting the tides of battle in their favor.
A Commander can come from any background, but is usually someone that has acquired their Wisdom the hard way, having seen a bit of what life and battlefields have to offer.

Commander Features
Feature Level Quick Explanation
Martial Proficiency 1st You get Proficiency in Heavy Armor, Shields, and Martial Weapons
Form Up! 1st When you roll Initiative, your allies can move
Keen Pointer 3rd You can use your Protective Warning feature for free if you're within 5ft of the creature that's making the Attack
On Your Feet! 7th You can heal an ally and cause it to stand from being Prone, if the ally is Unconscious, you heal it more
Martial Advantage 11th You deal more Damage while fighting with allies
Bulwark 15th Your allies are better at Saving Throws you've succeeded
No One Left Behind! 18th When you use On Your Feet!, you can move up to your Speed, gaining Resistance to all Damage while moving, and healing the ally more for each Opportunity Attack you provoke


Martial Proficiency

1st Level Presence of the Commander Feature
You gain Proficiency in Heavy Armor, Shields, and Martial Weapons.

Form Up!

1st Level Presence of the Commander Feature
When you roll Initiative at the start of combat and are not Surprised, any number of willing creatures within 30ft of you can move a number of feet equal to 5 x your Wisdom Modifier.

Keen Pointer

3rd Level Presence of the Commander Feature
You can use your Protective Warning feature without expending Leadership Dice if you are within 5ft of the target of the Attack. When you do so, you can use your Rallying Mark as a Free Action on the creature making the Attack.

On Your Feet!

7th Level Presence of the Commander Feature
You can use a Bonus Action and expend one Leadership Die to restore the will to fight, in an allied creature. Choose a willing creature within 5ft of you. That creature regains Hit Points equal to the result of the expended Leadership Die. If the target is Prone, it can choose to stand immediately.
When you use this feature to restore Hit Points to an Unconscious creature, you add your Wisdom Modifier to the result of the Leadership Die.

Martial Advantage

11th Level Presence of the Commander Feature
You've learned to leverage fighting alongside an ally. Once per turn, you can deal an additional 2d6 Damage to a creature you hit with a Weapon Attack if that creature is within 5ft of a friendly creature that isn't Incapacitated.

Bulwark

15th Level Presence of the Commander Feature
When you succeed on a Saving Throw, all creatures of your choice gain Advantage on that Saving Throw.

No One Left Behind!

18th Level Presence of the Commander Feature
When you use your On Your Feet! feature, you can move up to your Speed before you restore the Hit Points. During this movement you gain Resistance to all Damage. When you restore Hit Points with your On Your Feet! feature, you restore an additional 1d8 Hit Points for each Opportunity Attack made against you during the movement granted by this feature.


Presence of the Noble

A Warlord with a Noble Presence is not inherently one that was born a Noble, though many are. A Noble Presence Warlord is one that serves to drive their retainers and companions onto greater heights through sheer charisma, a shining beacon of what they are fighting for standing beside them.
Since time immemorial men have fought twice as hard on a battlefield when their leader takes the field to stand among them, driven to heights that would seem impossible in order to protect their liege - while an adventurer of this path may or may not be their liege, their charisma invokes the same fervor in their companions and retainers.
An adventurer on this path is not inherently of noble background, though many often are. A noble reared on the laws of the land is usually lawful, but extraordinary circumstances may have brought about a rebellious streak in one that now seeks to overthrow unfit rulers (or rulers that aren't them, anyway).

Noble Features
Feature Level Quick Explanation
Destined Leader 1st You get Proficiency with Rapiers, Longswords, Sabers, and Persuasion
Call to Arms 1st Allies are better at their first Attack in combat
Inspiring Leader 1st When you inspire weaker creatures with Battlefield Presence, they can use a better Attack Roll
Divine Right 3rd You can cast the Command Spell using Leadership Dice, increase your AC, and get bonus Leadership Dice
Charismatic Leadership 3rd You add your Charisma Modifier to the basic ways you can use your Leadership Dice
Words of Conviction 7th You can cast the Bless or Heroism Spells using Leadership Dice
Imperative Order 7th When you use Urgent Orders, the target can make Attacks instead of moving if you spend two Leadership Dice, or Attack and move if you spend three or more Leadership Dice
Inspired Zeal 11th You are permanently under the Crusader's Mantle Spell
Untouchable Presence 15th You can cast the Sanctuary Spell on yourself for free at the end of a Long Rest
Grand Decree 18th You can cast the Command Spell for free targeting all creatures within Range once per Long Rest


Destined Leader

1st Level Presence of the Noble Feature
You gain Proficiency with Rapiers, Longswords, Sabers, and Persuasion.

Call to Arms

1st Level Presence of the Noble Feature
When you roll Initiative at the start of combat, you can call out to any number of willing creatures within 60ft of you, providing them with a surge of inspiration. The chosen creatures add your Charisma Modifier to the first Attack Roll they make during that combat.

Inspiring Leader

1st Level Presence of the Noble Feature
When you Inspire a creature with a CR equal to half your Warlord Level or less with your Battlefield Presence feature, it can use your Proficiency Bonus + your Charisma Modifier as the Attack Bonus for the Attack Roll granted by that feature instead of its normal Attack Bonus.

Divine Right

3rd Level Presence of the Noble Feature
You can use an Action to cast the Command Spell by expending any number of Leadership Dice. The Level of the Spell is equal to the number of Leadership Dice spent, and you use Charisma as your Spellcasting Ability for the Spell.
Additionally, you add your Charisma Modifier (maximum +2) to your AC if you are not wearing Heavy Armor or wielding a Shield, and you gain an additional Leadership Die. You gain another additional Leadership Die when you reach 9th and 15th Level in this class.

Charismatic Leadership

3rd Level Presence of the Noble Feature
You add your Charisma Modifier to the Damage Bonus of your Rallying Mark feature, the Temporary Hit Points granted by your Urgent Orders feature, and to the AC bonus granted by Protective Warning.

Words of Conviction

7th Level Presence of the Noble Feature
You can use an Action to cast the Bless or Heroism Spells without Material Components by expending any number of Leadership Dice. The Level of the Spell is equal to the number of Leadership Dice spent, and you use Charisma as your Spellcasting Ability for the Spell.

Imperative Order

7th Level Presence of the Noble Feature
When you use your Urgent Orders feature and spend two or more Leadership Dice, the target can make a single Weapon Attack as a Reaction instead of moving. When you use your Urgent Orders feature and spend three or more Leadership Dice, the target can make a single Weapon Attack and move as the feature describes as a Reaction.

Inspired Zeal

11th Level Presence of the Noble Feature
You are permanently under the effect of the Crusader's Mantle Spell.

Untouchable Presence

15th Level Presence of the Noble Feature
You become an untouchable beacon of command. At the end of a Long Rest, you non-magically repliacte the effects of the Sanctuary Spell targeting yourself with a Duration of Until the end of your next Long Rest. You use Charisma as your Spellcasting Ability for this effect.

Grand Decree

18th Level Presence of the Noble Feature
You can use your Action to cast the Command Spell without expending a Spell Slot, targeting all creatures of your choice within Range.
Once you cast the Command Spell in this way, you cannot do so against until you finish a Long Rest.


Presence of the Packleader

While Warlords may specialize in the control of battles, a Packleader is a Warlord that aims to win a fight before it becomes a battle. Through scouting, preparing, and stacking the odds, they don't fight fair, they fight to win, and seek to only fight when they've already won.
Their control of the battlefield doesn't merely extend to those that fight on it, but to twisting the battlefield itself to suit their needs, stymying and stupefying their foes while concealing and sheltering their allies with the terrain itself. While good and evil rarely play directly into a Packleader's perspective (they can be either or Neutral just as easily), they tend be Chaotic, viewing the so called "rules of engagement" and other traditions of civilization to be convenient weaknesses they can exploit rather than any sort of guideline they might actually follow.

Packleader Features
Feature Level Quick Explanation
Tools of the Wild 1st You get Proficiency with Martial Weapons, Survival, Herbalism Kits and Poisoner's Kits
Concealed Approach 1st You can make allies better at Dexterity (Stealth) Checks, and you and your allies are better at Initiative if Hidden
Nature's Gift 3rd You get the Mold Earth Cantrip and another Primal Cantrip of your choice, and you can cast the Fog Cloud and an improves version of the Snare Spells, as well as another 1st Level Primal Spell of your choice with Leadership Dice
Shroud of Nature 7th When you Lightly or Heavily Obscure an ally, it can take the Hide Action as a Reaction
Trackless Trails 7th You can cast the Pass Without Trace Spell with Leadership Dice
Fleeting Strikers 11th You deal extra Damage while Lightly or Heavily Obscured from the target, and targets of your Battlefield Presence can Dash for free
Ghosts of the Wild 15th While you are affected by the Pass Without Trace Spell, you can spend a Leadership Die to take the Hide Action, and when you use your Battlefield Presence, the target has Advantage on the Attack
Warlord of the Wilds 18th You get more Primal Spells that you can cast with Leadership Dice, and you can make Attacks when you cast Spells with Leadership Dice


Tools of the Wild

1st Level Presence of the Packleader Feature
You gain Proficiency with Martial Weapons], Survival, Herbalism Kits and Poisoner's Kits.

Concealed Approach

1st Level Presence of the Packleader Feature
If you spend at least a minute preparing, you and up to five other willing creatures of your choice add your Wisdom Modifier to Dexterity (Stealth) Checks made within the next minute.
Additionally, you and creatures of your choice within 30ft of you add your Wisdom Modifier to their Initiative Rolls if they are Hidden.

Nature's Gift

3rd Level Presence of the Packleader Feature
Through your connection to the wild battlefields you've mastered offers you some measure of control of them. You Learn the Mold Earth Cantrip, as well as one other Cantrip of your choice from Primal Spell List.
You can also spend 1 Leadership Die to cast the Fog Cloud or Snare Spell at 1st Level. When you cast the Snare Spell in this way, the casting time is 1 Action. Also, choose a 1st Level Spell from the Primal Spell List with a Casting Time of 1 Action, you can also cast that Spell in this way.
You use Wisdom as your Spellcasting Ability for all of these Spells.

Shroud of Nature

7th Level Presence of the Packleader Feature
You and your allies can fade away behind natural shrouds. Whenever you cast a Spell that causes a creature to become Lightly or Heavily Obscured, you can allow that creature to take the Hide Action as a Reaction.

Trackless Trails

7th Level Presence of the Packleader Feature
You can spend two Leadership Dice to cast Pass Without Trace without Material Components, using Wisdom as its Spellcasting Ability.

Fleeting Strikers

11th Level Presence of the Packleader Feature
Once per turn when you hit on an Attack against a creature and you are either Lightly or Heavily Obscured from the target or are in a different space than you were at the end of your last turn, the Attack deals an additional 1d10 Damage.
Additionally, when you Inspire a creature with your Battlefield Presence feature, after that creature makes an Attack it can take the Dash Action as a Free Action instead of making an Attack.

Ghosts of the Wild

15th Level Presence of the Packleader Feature
At the end of your turn while you are under the effects of the Pass Without Trace Spell, you can spend one Leadership Die to take the Hide Action as a Free Action.
Additionally, when you Inspire a creature with your Battlefield Presence feature, you can shroud that creature with shadows or natural phenomena, granting it Advantage on the first Attack it makes on its next turn.

Warlord of the Wilds

18th Level Presence of the Packleader Feature
At the end of a Long Rest, you choose five Spells from the Primal Spell List of 4th Level of lower. Until the end of your Long Rest, you can cast the chosen Spells by spending Leadership Dice equal to the Level of the Spell. You use Wisdom as your Spellcasting Ability for these Spells.
Additionally, after you cast a Spell by spending Leadership Dice, you can make a single Weapon Attack as a Bonus Action.


Presence of the Paragon

Legends tell of warriors that fight at the front of a legion, of the valor they display and the inspiration it gives their comrades. A Paragon before their army is a dauntless foe, and an army behind their Paragon is an unstoppable legion.
A Paragon is not inherently good or evil. An evil legion can be led by a bold and charismatic Warlord just as effectively as the forces of good.
As they tend to be those that inspire an organized force, more often than not they will be lawful, but what that personal code of laws entails can vary quite widely.

Paragon Features
Feature Level Quick Explanation
Martial Proficiency 1st You get Proficiency with Heavy Armor, Shields, and Martial Weapons
Lead the Charge 1st At the start of combat you and your allies get Temporary Hit Points
Fighting Style 3rd You choose a way of fighting that you're good at
Heroic Strike 3rd You can use Rallying Mark as part of an Attack, dealing more Damage when you do
Stand Defiant 7th When you would die, you can choose to not die instead, when you do, you heal allies too
Inspired Warrior 11th You get a pool of dice which fills up when allies take or deal Damage, which you can use to deal more Damage
Dauntless Resolve 15th You can choose to succeed a failed Saving Throw at the end of a Long Rest
Invincible Legion 18th When an ally would die, you can choose for it not to die instead


Martial Proficiency

1st Level Presence of the Paragon Feature
You gain Proficiency with Heavy Armor, Shields, and Martial Weapons.

Lead the Charge

1st Level Presence of the Paragon Feature
You add your Charisma Modifier to your Initiative Rolls. Additionally, when you roll Initiative at the start of combat, you gain Temporary Hit Points equal to your Charisma Modifier + your Proficiency Bonus.

Fighting Style

3rd Level Presence of the Paragon Feature
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:

  • Archery. You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
  • Blind Fighting. You have Blindsight out to 10ft.
  • Defense. While you are wearing Armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.
  • Improvised Fighting. You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
  • Interception. When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shields or a Weapons.
  • Melee Marksman. You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapons when creatures within 5ft of you move away from you.
  • Mounted Warrior. Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
  • Pit Fighting. You have trained to fight with obscure, and underrated weapons, gaining the following Weapons:
  • For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
  • When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
  • For you, Nets now deal 1d6 Bludgeoning Damage.
  • When you make an Attack with a Net or a Tridents, you can draw a Net or Tridents as part of that Attack.
  • Protection. When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.
  • Shield Warrior. You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.
  • Strongbow. You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
  • Thrown-Weapon Fighting. You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.
  • Two-Weapon Fighting. When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
  • Unarmed Fighting. You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapon or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
  • Versatile Fighting. While wielding a Versatile Weapon with two hands, you gain a +2 bonus to your Damage Rolls, additionally, while wielding a Versatile Weapon with one hand, and nothing in your other hand, you gain a +2 bonus to your Attack Rolls. Additionally, you can take the Shove or Grapple Actions as a Bonus Action.


Heroic Strike

3rd Level Presence of the Paragon Feature
when you hit on a Melee Weapon Attack, you can use your Rallying Mark feature as part of that Attack, targeting the target of the Attack. When you use your Rallying Mark feature, you add the result of the Leadership Dice expended to the Damage of the Attack.

Stand Defiant

7th Level Presence of the Paragon Feature
When you are reduced to 0 Hit Points, you instantly regain a number of Hit Points equal to your Charisma Modifier. When you do so, you can spend a number of Leadership Dice up to the number of friendly creatures within 60ft of you, regaining additional Hit Points equal to the result of the Leadership Dice spent.
You can regain Hit Points in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Inspired Warrior

11th Level Presence of the Paragon Feature
You gain a pool of d4s which can hold a maximum number of dice equal to your Charisma Modifier. Once per turn when a friendly creature within 30ft of you takes Damage or deals Damage, you add a d4 to this pool. Whenever you deal Damage you can expend any number of dice from this pool, adding them to the Damage of the Attack.

Dauntless Resolve

15th Level Presence of the Paragon Feature
When you fail on a Saving Throw, you can choose to succeed instead. Once you use this feature, you cannot do so again until you finish a Long Rest.

Invincible Legion

18th Level Presence of the Paragon Feature
Your allies will never fall so long as their symbol of hope remains. When a friendly creature within 60ft of you is reduced to 0 Hit Points, it can drop to 1 Hit Point instead if it can hear or see you. Once a creature gains the benefits of this feature, it cannot gain those benefits again until it finishes a Long Rest.


Presence of the Tactician

A Tactician may very well tell you they would just as soon not be close enough to the battle to be considered a combatant, preferring to win their fights before they even reach that stage, but one would be a fool to underestimate how dangerous they are once on the battlefield.
While they might have laid their plans in advance, their sharp minds can quickly pick apart how their foes try to fight against them and effortlessly pierce the crude tactics that would be used against them and their allies.
What tends to mark a Tactician is a keen mind and a willingness to plan ahead, in great detail. Adventurers with a tactician among them are near impossible to pin down, as they will always find a way to turn the tables.

Tactician Features
Feature Level Quick Explanation
Tactician's Cunning 1st You get Proficiency with History and Investigation, and if you spend a minute making an Ability Check, you're minimum roll is 5
Battle Plans 1st You add your Intelligence Modifier to your Initiative and you can swap Initiatives at the start of a round
Tactical Insight 3rd As a Bonus Action, you can try to determine an enemies tactics
Tactical Flexibility 3rd You can use your Rallying Mark and Urgent Orders as a Bonus Action
Inscrutable Mind 7th You get Proficiency with Intelligence Saving Throws and can spend a Leadership Die to be better at Intelligence, Wisdom, and Charisma Saving Throws
Control the Field 7th When you move creatures, you can try to move enemies, and you can improves allies movement
Tactical Strike 11th When you use Tactical Insight, the next time that creature takes Damage, it takes more Damage
Advanced Orders 15th When you use Urgent Orders, the target can take the Utilize, Search, Hide, or Dodge Actions instead of moving
Multilayered Tactics 18th When you use Tactical Insight, you use all three options instead of just one


Tactician's Cunning

1st Level Presence of the Tactician Feature
You gain Proficiency in History and Investigation. Additionally, if you take a minute or more making an Ability Check, you can treat a roll of 4 or lower on the d20 as a 5.

Battle Plans

1st Level Presence of the Tactician Feature
You add your Intelligence Modifier to your Initiative Rolls. Additionally, at the start of the round, you can swap your Initiative Score with a willing creature within 60ft of you.

Tactical Insight

3rd Level Presence of the Tactician Feature
You can tactically assess a creature's options. As a Bonus Action, you can choose a creature that you can see within 60ft of you to make an Intelligence (Investigation) Check contested by the target's Charisma (Deception) Check. On a successful Check, you can see through the creature's tactics, choose one of the following effects:

  • Determine Attack. You cause the target to have Disadvantage on its next Attack against a creature that can see or hear you.
  • Predict Movement. You deduce where the target is planning to move on its next turn. It can choose to change its plans, but if it moves anywhere else, its Speed is reduced by 10ft as it scrambles to adapt.
  • Outwit Response. You can find the target's openings, causing it to lose its Reaction this round.


Tactical Flexibility

3rd Level Presence of the Tactician Feature
You can use your Rallying Mark or Urgent Orders feature as a Bonus Action.

Inscrutable Mind

7th Level Presence of the Tactician Feature
You gain Proficiency with Intelligence Saving Throws.
Additionally, as a Reaction when being forced to make a Wisdom, Intelligence, or Charisma Saving Throw, you can expend one Leadership Die, adding the result of the Die to the Saving Throw.

Control the Field

7th Level Presence of the Tactician Feature
When you use a feature that allows a creature to move without spending Speed, you gain the following benefits:

  • Deceptive Movement. If you could only target willing creatures with the feature used, you can target a non-willing creature instead. When you do so, the target gains no other benefits of the feature, only moves 5ft, and you choose where the creature moves.
  • Coordinated Transitions. Creatures affected can move through creatures without being Slowed or provoking Opportunity Attacks.



Tactical Strike

11th Level Presence of the Tactician Feature
When you use your Tactical Insight feature and succeed on the Ability Check, the next time the target of that feature takes Damage before the end of your next turn, it takes an additional 2d6 Damage.

Advanced Orders

15th Level Presence of the Tactician Feature
When you use your Urgent Orders feature, the creatures you target can take one of the following Actions as a Reaction instead of moving: Utilize, Search, Hide, or Dodge.

Multilayered Tactics

18th Level Presence of the Tactician Feature
When you use your Tactical Insight feature and succeed on the Ability Check, you gain the benefits of all three options instead of choosing only one.


Characters

Bubbles the Kethie Mooraarbaa (Eladrin Elf), Presence of the Packleader Warlord