Warlord: Difference between revisions

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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.''' [[Armor and Weapons#Light Armor|Light Armor]] and [[Armor and Weapons#Medium Armor|Medium Armor]]<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]] and [[Armor and Weapons#Medium Armor|Medium Armor]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]]<br>
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''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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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 ====
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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.
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>
<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 ====
==== Martial Proficiency ====
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==== Martial Advantage ====
==== Martial Advantage ====
''11th Level Presence of the Commander Feature''<br>
''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 [[Conditions#Incapacitated|Incapacitated]].
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]].
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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 ====
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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>
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==== Shroud of Nature ====
==== Shroud of Nature ====
''7th Level Presence of the Packleader Feature''<br>
''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 obscured, you can allow that creature to take the Hide Action as a Reaction.
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>
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==== Fleeting Strikers ====
==== Fleeting Strikers ====
''11th Level Presence of the Packleader Feature''<br>
''11th Level Presence of the Packleader Feature''<br>
Once per turn when you hit on an Attack against a creature and you are either 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>
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.
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>
<br><br>
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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>
<br><br>
{| 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>


==== Martial Proficiency ====
==== Martial Proficiency ====
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''3rd Level Presence of the Paragon Feature''<br>
''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:
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapons]].
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC.
*'''Blind Fighting.''' You have Blindsight out to 10ft.
*'''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.
*'''Defense.''' While you are wearing [[Armor and Weapons#Armor|Armor]], you gain a +1 bonus to AC.
*'''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.
*'''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.
*'''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]].
*'''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.
*'''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.
*'''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.
*'''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]].
*'''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.
*'''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.
*'''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.
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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.
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{| 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
|}
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==== Tactician's Cunning ====
==== Tactician's Cunning ====
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When you use a feature that allows a creature to move without spending Speed, you gain the following benefits:
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.
*'''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.
*'''Coordinated Transitions.''' Creatures affected can move through creatures without being [[Conditions#Slowed|Slowed]] or provoking Opportunity Attacks.
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