Warlord: Difference between revisions

4,529 bytes added ,  14:24, 21 December 2022
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=== Class Information ===
=== Class Information ===
:'''Hit Dice.''' 1d8 per warlord level
'''Hit Dice.''' 1d8 per Warlord Level<br>
:'''1st Level Hitpoints.''' 8 + your Constitution modifier
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
:'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution modifier per warlord level after 1st
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution Modifier per Warlord Level after 1st<br>
:'''Armor Proficiencies.''' Light Armor and Medium Armor
'''Armor Proficiencies.''' Light Armor and Medium Armor<br>
:'''Weapon Proficiencies.''' Simple Weapons
'''Weapon Proficiencies.''' Simple Weapons<br>
:'''Tool Proficiencies.''' None
'''Tool Proficiencies.''' None<br>
:'''Saving Throw Proficiencies.''' Wisdom and Charisma
'''Saving Throw Proficiencies.''' Wisdom and Charisma<br>
:'''Skill Proficiencies.''' Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion.
'''Skill Proficiencies.''' Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion<br>
:'''Equipment.''' A Simple Melee weapon or Martial Melee weapon (if proficient), a Light Crossbow or a Shield (if proficient), Leather Armor or Scale Mail or Chain Mail (if proficient), and an equipment pack
'''Equipment.''' A 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
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'''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.
==== Warlord Presence ====
''1st, 3rd, 7th, 11th, 15th, and 18th Level Warlord Feature''<br>
You choose one of the following Warlord Presences that you embody.
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==== Battlefield Presence ====
==== Battlefield Presence ====
''1st Level Warlord feature''<br>
''1st Level Warlord Feature''<br>
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.<br>
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.<br>
A creature can only be Inspired once by this feature per round.
A creature can only be Inspired once by this feature per round.
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==== Leadership Die ====
==== Leadership Die ====
''2nd Level Warlord feature''<br>
''2nd Level Warlord Feature''<br>
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.<br>
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.<br>
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.<br>
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.<br>
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*'''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.
*'''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.
*'''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.
*'''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 the number of Leadership Dice you spent.
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==== Warlord's Expertise ====
==== Fighting Style ====
''3rd Level Warlord feature''<br>
''3rd Level Warlord Feature''<br>
You gain Proficiency and Expertise in one of the following Skills of your choice: Investigation, Insight, Intimidation, or Persuasion.
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
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*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 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 Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.
*'''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.
*'''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 Trident, you can draw a Net or Trident 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 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.
*'''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.
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==== Ability Score Improvements ====
==== Ability Score Improvements ====
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'''Press the Attack.''' Starting at 9th level, your abilities are further empowered.
==== Press the Attack ====
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.
''9th Level Warlord Feature''<br>
:'''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.
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:
:'''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.
*'''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 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.
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'''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.
==== Warlord's Intuition ====
You can use this feature a number of items equal to your proficiency bonus, regaining expended uses at the end of a long rest.
''13th Level Warlord Feature''<br>
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.<br>
You ca use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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'''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.
==== Shift the Field ====
''14th Level Warlord Feature''<br>
You gain the ability to relocate friendly creatures. As an Action, you can expend one Leadership Die to move up to 5 friendly creatures that can see or hear you up to half their Speed without provoking Opportunity Attacks.
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'''Unbreakable Will.''' Starting at 17th level, you are immune to the charmed frightened conditions.
==== Unbreakable Will ====
''17th Level Warlord Feature''<br>
You are Immune to being Charmed, Dazed, and Frightened.
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'''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.
==== Tireless Leader ====
''20th Level Warlord Feature''<br>
You can roll d6s and use them instead of expending Leadership Dice for Rallying Mark, Urgent Orders, Helpful Word, or Prepare for Battle.
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= Warlord Presences =
= Warlord Presences =