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 ( | '''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> |
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 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
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 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.
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.
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).
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.
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.
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.
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