Warlord
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.
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, Warlord's Expertise | 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 (or 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 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
Warlord Presence. At 1st level, you pick the archetype of Warlord you embody, called a Presence. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.
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 once 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 Ki Points 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.
- Helpful Word.As a Bonus Action, you can expend any number of Leadership Dice to take the Help Action. When you use the Help Action in this way, you can target a creature within 30ft of you instead within 5ft of you.
Warlord's Expertise
3rd Level Warlord feature
You gain Proficiency and Expertise in one of the following Skills of your choice: Investigation, Insight, Intimidation, or Persuasion.
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 perform an additional Attack as part of 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.
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. Starting at 9th level, your abilities are further empowered. Rallying Mark: Boost Morale. When a creature gains hit points from Rallying Mark, you can expend one Leadership die to cause another creature within 30 feet to regain the same number of hit points.
- Urgent Orders: Coordinated Movements. When you use Urgent Orders, you can target a number of creatures equal to the number of Leadership Dice spent, spending dice on each target individually.
- Helpful Word: Expert Instructions. When a creature benefits from your Help action, you can use your reaction to expend a Leadership Die and add it to their roll. You can use this ability after the original roll, but before the outcome is revealed.
Warlord's Intuition. Starting at 13th level, before rolling an ability check you are proficient in, you can exercise this ability, choosing for the d20 to be equal to your Warlord level rather than rolling. You can use this feature a number of items equal to your proficiency bonus, regaining expended uses at the end of a long rest.
Shift the Field. Starting at 14th level, 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 movement speed without provoking attacks of opportunity.
Unbreakable Will. Starting at 17th level, you are immune to the charmed frightened conditions.
Tireless Leader. Starting at 20th level, you can roll d6s and use them instead of expending Leadership Dice for Rallying Mark, Urgent Orders, Helpful Word, or Prepare for Battle.
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. 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.
Martial Proficiency. Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.
Form Up!. Starting at 1st level, when you roll initiative and are not surprised, any number of friendly creatures within 30 feet of you can move up to their speed a number of feet equal to five times your Wisdom modifier (minimum 5 feet).
Keen Pointer. Starting at 3rd level, you can take the Helpful Word bonus action without expending a Leadership Die if you are within 5 feet of the creature you are taking the Help action against. When you do so, you can expend Leadership Dice to apply Rallying Mark to the creature you are targeting with this Help action.
On Your Feet!. Starting at 7th level, you can use a bonus action and expend one Leadership Die to restore the will to fight, in an allied creature. Choose a friendly creature within 5 feet of you. That creature regains hit points equal to the result of your expended Leadership die. When you use this feature to restore hit points to a creature at 0 hit points, you can add your Wisdom modifier to the amount of hit points restored. If the creature is prone, it can choose to stand immediately.
Martial Advantage. Starting at 11th level, 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 5 feet of an ally that isn't incapacitated.
Bulwark. Starting at 15th level, when you and any number of friendly creatures within 30 feet of you make a Saving Throw against the same effect, your allies gain Advantage on their Saving Throw if you succeed on the saving throw.
No One Left Behind!. Starting at 18th level, you can move up to your speed to get within 5 feet of a creature while using your On Your Feet feature. During this movement you gain resistance to all damage and the target regains an additional 1d8 hit points for each attack of opportunity made against you during this movement.
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. An orc 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's Proficiency. Starting at 1st level when you take this Presence, you gain proficiency in shields, martial weapons, and the Intimidation skill, or another skill of your choice if you are already proficient.
Wolfpack Movement. Starting at 1st level, the first time you move after you roll initiative, you can bring a number of willing creatures equal to your Charisma modifier (minimum 1) within 20 feet of you with you. These creatures move the same distance and direction that you move but cannot move farther than their speed would allow. Creature can stop this movement at any point along the path.
Warcry. Starting at 3rd level, as an action or in place of an attack as part of the Attack action, you can expend a number of Leadership Dice (up to your per turn limit) to inspire your allies with a mighty Warcry. You and friendly creatures within 20 feet of you gain temporary hit points equal to the Leadership Dice roll + your Charisma modifier (minimum 1). This can affect a number of creatures up to your 1 + Charisma modifier (minimum 1).
Savage Momentum. Additionally at 3rd level, whenever you spend a Leadership Die, you gain advantage on the next attack roll you make before the end of your turn.
Reckless Assault. Starting at 7th level, when a creature with temporary hit points from one of your abilities deals damage, they can expend those temporary hit points to add damage equal to half the temporary hit points sacrificed to their damage dealt.
Wolfpack Tactics. Starting at 11th level, you excel at taking down prey in coordination with your allies. The first creature you hit that has taken damage from one of your allies since the end of your last turn suffers an additional 1d12 damage. The first time a creature you grant a creature an attack with Battlefield Presence deals damage to a creature you had dealt damage to during your turn, that attack deals an additional 1d4 damage.
Booming Shout. Starting at 15th level, when you unleash your Warcry you can attempt to frighten enemies. Any number of creatures of your choice within range of your Warcry must make a Wisdom saving throw (DC of 8 + Charisma modifier + your proficiency bonus) or become frightened of you until the end of their turn. You can use Booming Shout a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. Additionally, the range of your Rallying Mark, Urgent Orders, Helpful Word, and Warcry is doubled.
Bloody Victory. Starting at 18th level, when you or an ally reduces a hostile creature that has dealt damage to you to 0 hit points, you can unleash a Warcry as a reaction. When you unleash your Warcry in this way, you do not expend any Leadership Dice and you use a d12 in place of your Leadership Die. You can use this reaction a number of times equal to your Charisma modifier, regaining all uses on a long rest.
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).
Destined Leader. Starting at 1st level when you take this Presence you gain proficiency with rapiers, longswords and the Persuasion skill, or another skill of your choice if you are already proficient. Additionally, you gain an additional Leadership Die at 3rd level, 9th level, and 15th level.
Call to Arms. Starting at 1st level, when you roll initiative you can call out to friendly creatures within 60 feet of you, providing them with a surge of inspiration, they can add your Charisma modifier to their first attack roll made before the end of their turn.
Inspiring Leader. Additionally at 1st level, a creature with a CR of less than half your Warlord level can choose to use your proficiency bonus + Charisma modifier for the attack roll modifier on the first Attack they make in a turn where they have been granted by Battlefield Presence instead of their normal attack roll modifier.
Divine Right. Starting at 3rd level, you can use Leadership Dice (up to your per turn limit) to cast Command. The level of the spell is equal to the number of Leadership Dice spent. The spell save DC for these spells are 8 + your Charisma modifier + your Proficiency bonus. You can also add your Charisma (maximum 2) to your AC so long as you are not wearing heavy armor or using a shield.
Charismatic Leadership. Additionally at 3rd level, you can add your Charisma modifier to the damage bonus of Rallying Mark, the temporary hit points granted by Urgent Orders, and the attack roll of a creature that gains advantage from Helpful Word.
Words of Conviction. Starting at 7th level, you can use Leadership Dice (Up to your per turn limit) to cast Bless or Heroism without providing material components. The level of the spell is equal to the number of Leadership Dice spent.
Imperative Order. Starting at 7th level, when you spend 2 or more Leadership Dice on a target with Urgent Orders, you can allow the target creature to make a single weapon attack with their reaction instead of moving. If you spend 3 or more Leadership Dice on a target, the target creature can both move and make a single weapon attack with their reaction.
Inspired Zeal. Starting at 11th level, you are always under the effect of the Crusader's Mantle spell.
Untouchable Presence. Starting at 15th level, you are under the effect of the Sanctuary spell. This effect ends as normal if you take an action that would break it, but returns at the start of your next turn. The spell save DC for this spell is 8 + your Charisma modifier + your Proficiency bonus.
Grand Decree. Starting at 18th level, you can use this ability to cast Command without expending a spell slot or Leadership Dice. When you do so, the spell affects all creatures of your choice within range that could be affected by the spell. Once you cast Command using this ability, you cannot cast it using this ability again until you complete 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.
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 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 the Druid or Shaman Spell Lists.
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.
You use Wisdom as your Spellcasting Ability for all of these Spells.
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.
Trackless Trails. Additionally at 7th level, you can spend 2 Leadership Dice to cast Pass Without Trace without providing material components.
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. Additionally, a creature that you grant an Attack with Battlefield Presence can take the Dash action instead of making the attack you granted.
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.
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.
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.
Martial Proficiency. Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.
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.
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.
- 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.
- 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 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. 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.
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). 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.
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.
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.
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. Once a creature benefits from this effect, they cannot benefit from it again until they complete 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'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.
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.
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. On a success, you can see through their tactics, granting one of the following effects:
- Determine Attack. You can cause them to have disadvantage on their next attack against a creature that can see or hear 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.
- 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.
Inscrutable Mind. Starting at 7th level, you gain proficiency in 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 and add the die result to the saving throw.
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: 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. Coordinated Transitions. Allies can move through each other's spaces during the movement you grant without it being difficult terrain.
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.
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.
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.
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.
Characters
Bubbles the Kethie Mooraarbaa (Eladrin Elf), Presence of the Packleader Warlord