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== Presence of the Paragon ==
== 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.
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.<br>
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.
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.<br>
As they tend to be those that inspire an organized force, more often than not they will be lawful, but what that personal code of laws entails can vary quite widely.
As they tend to be those that inspire an organized force, more often than not they will be lawful, but what that personal code of laws entails can vary quite widely.
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'''Martial Proficiency.''' Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.
==== Martial Proficiency ====
''1st Level Presence of the Paragon Feature''<br>
You gain Proficiency with Heavy Armor, Shields, and Martial Weapons.
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'''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.
==== Lead the Charge ====
''1st Level Presence of the Paragon Feature''<br>
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.
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'''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.
==== Fighting Style ====
:'''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.
''3rd Level Presence of the Paragon Feature''<br>
:'''Defense.''' While you are wearing armor, you gain a +1 bonus to AC.
You adopt a particular style of fighting as your specialty. Choose one of the following options you do not already have:
:'''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.
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
:'''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.
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC.
:'''Thrown-Weapon Fighting.''' You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
*'''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.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
*'''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.
:'''Two-Weapon Fighting.''' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
*'''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.
*'''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.
*'''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.
*'''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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'''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.
==== Heroic Strike ====
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.
''3rd Level Presence of the Paragon Feature''<br>
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.
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'''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).
==== Stand Defiant ====
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.
''7th Level Presence of the Paragon Feature''<br>
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.<br>
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.
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'''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.
==== Inspired Warrior ====
 
''11th Level Presence of the Paragon Feature''<br>
'''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.
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.
 
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'''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.


==== Dauntless Resolve ====
''15th Level Presence of the Paragon Feature''<br>
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.
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==== Invincible Legion ====
''18th Level Presence of the Paragon Feature''<br>
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.
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== Presence of the Tactician ==
== Presence of the Tactician ==