Warlord: Difference between revisions

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== Presence of the Noble ==
== 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.
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.<br>
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.
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.<br>
An adventurer on this path is not inherently of noble background, though many often are. A noble reared on the laws of the land is usually lawful, but extraordinary circumstances may have brought about a rebellious streak in one that now seeks to overthrow unfit rulers (or rulers that aren't them, anyway).
An adventurer on this path is not inherently of noble background, though many often are. A noble reared on the laws of the land is usually lawful, but extraordinary circumstances may have brought about a rebellious streak in one that now seeks to overthrow unfit rulers (or rulers that aren't them, anyway).
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'''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.
==== Destined Leader ====
''1st Level Presence of the Noble Feature''<br>
You gain Proficiency with Rapiers, Longswords, Sabers, and Persuasion.
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'''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.
==== Call to Arms ====
''1st Level Presence of the Noble Feature''<br>
When you roll Initiative at the start of combat, you can call out to willing creatures within 60ft of you, providing them with a surge of inspiration. The chosen creatures add your Charisma Modifier to the first Attack Roll during that combat.
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'''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.
==== Inspiring Leader ====
''1st Level Presence of the Noble Feature''<br>
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.
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'''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.
==== Divine Right ====
You can also add your Charisma (maximum 2) to your AC so long as you are not wearing heavy armor or using a shield.
''3rd Level Presence of the Noble Feature''<br>
You can use an Action to cast the Command by expending any number of Leadership Dice. The Level of the Spell is equal to the number of Leadership Dice spent, and you use Charisma as your Spellcasting Ability for the Spell.<br>
Additionally, you add your Charisma Modifier (maximum +2) to your AC if you are not wearing Heavy Armor or wielding a Shield, and you gain an additional Leadership Die. You gain another additional Leadership Die when you reach 9th and 15th Level in this class.
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'''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.
==== Charismatic Leadership ====
''3rd Level Presence of the Noble Feature''<br>
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.
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'''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.
'''Words of Conviction.'''
''7th Level Presence of the Noble Feature''<br>
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.
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'''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.
'''Imperative Order.'''
''7th Level Presence of the Noble Feature''<br>
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.
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'''Inspired Zeal.''' Starting at 11th level, you are always under the effect of the Crusader's Mantle spell.
'''Inspired Zeal.'''
''11th Level Presence of the Noble Feature''<br>
You are always under the effect of the Crusader's Mantle spell.
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'''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.
'''Untouchable Presence.'''
''15th Level Presence of the Noble Feature''<br>
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.
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'''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.
'''Grand Decree.'''
''18th Level Presence of the Noble Feature''<br>
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.
Once you cast Command using this ability, you cannot cast it using this ability again until you complete a long rest.
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== Presence of the Packleader ==
== Presence of the Packleader ==