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Warlord

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60 views16 pages

Warlord

Uploaded by

Dyna Might
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‘WARLORD OY wo vast armies stand Se ae pene Cries ene e ene ea eee Senegal oes Hakan oretpaee Seater Seems eimai Sete toe atone ent a eat eee aaa ae emt dad oe tins arenes Re cel Pare eee. See ee eerie “Lock heeaye had pestupe teasing? micas se ereinente! Seis vik te See od eee eee ae ee ee eee es eoncteet PURPOSE AND DRIVE Purpose is a common element to those that walk the path of 1 Warlord Purpose empowers Warlords to be alarger-than- life, and allows them to be a guiding hand to their comrades. ‘Some Warlords may not seek any particular ease, and ‘merely pursue victory- either asa tribute to a god they ‘worship or simply to attain personal glory. More often, though, « Warlord is driven by a higher purpose - loyalty to their country or their men, a drive to protect the innocent or crush the weak. Purpose is an important consideration to a Warlord in understanding why they fight, as it will inform how they fight. Do they try to keep their companions and followers out of danger? Or do they simply press forthe strategy that is most ly to win? POwER OF PRESENCE 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 ther 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 Warlords presence is more than just simple common sense and a head for strategy, iis the power of conviction, the perfection of tactics, or the will win incarnated in Adventurer form, KibblesTasty's Warlord v1.5 ‘WARLORD it Pe” esa ‘9th +4 dB Press the Attack +4 ds Warlord Specialization Feature, Leadership Dice Limit Increase (3) +4 a8 Ability Score Improvernent 5 ‘Warlord’ Intuition 45 Shift the Field 45 ‘Warlord Specialization Feature 45 Ability Score Improvement +6 Unbreakable Will, Leadership Dice Limit Increase (4) “6 Warlord Specialization Feature +6 Ability Score Improvement 46 Tireless Leader CREATING A WARLORD BATTLEFIELD PRESENCE ‘When creating a Warlord you should always start with answering the question: what sort of Presence does this person bring (othe battlefield? Are they a charismatic inspiration to ther allies that drives them to fight on? Are they a wise veteran who acts asa force multiplier or their companions, offering pointers and grit? Or are they a ‘scheming manipulator who sees one step ahead of any move their foes can make, always making sure their allies are in the right spot? Quick Burp Starting at Lst level, when you take the Attack action, in place of making an attack, you can use your Battlefield Presence to santa friendly creature that can see or hear you an additional attack the next time they take the Attack action during their tur, “Any additional attacks granted that are unused atthe start of your next turn are lost. friendly creature can only gain fone additional attack from this feature per round from this feature, LEADERSHIP DICE You can make a warlord quickly by following these ‘suggestions. For a Commander select Strength as your highest attribute followed by Wisdom. For a Chieftain or Paragon select Strength as your highest attribute followed by Charisma, For a Noble select Charisma as your highest attribute followed by Constitution, For a Packleader, select Dexterity as your highest stat followed by Wisdom. For a Tactician ‘select Intelligence followed by Constitation, CLass FEATURES {Asa Warlord you gain the following las features ‘Hr Points Hit Dice: 1d8 per Warlord leve! Hit Points at Let Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution ‘modifier per warlord level after Ist PROFICIENCIES ‘Armor: Light armor, medium armor. ‘Weapons: Simple weapons. ‘Saving Throws: Wisdom, Charisma ‘Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion. EQUIPMENT You start with the following equipment, in addition tothe equipment granted by your backgroud + @)a.simple melee weapon, or (b)a martial weapon (if proficient). ‘+ (@)a light crossbow and 20 bolts, or (b)a shield Gif proficient) + (@)leather armor, or (b) scale mail or (c)chain mail (if proficient) + (@)a.scholar's pack or (b)an explorer's pack Alternatively, you may start with 544 % 10 gp to buy your ‘own equipment. ‘WARLORD PRESENCES [At Ist level you pick the archetype of Warlord you embod, called a Presence, choosing from Commander, Chieftain, Noble, Packleader, Paragon or Tactician, each of which are detailed at the end of the class description. Your choice rants you features at Ist level. and again at 3rd 7th, 11th, 15th, and 18th level ‘Starting at 2nd level you have access to Leadership Dice. ‘These represent your ability to focus your baitefield presence for powerful results, Your Warlord level determines the number and size of the die, as shown on the Leadership Dice cokuma of the Warlord table. You can spend these to fuel various features. You know three such features: Rallying Mark, Urgent Orders, and Helpful Word When you get this feature, you can spend one Leadership Die per turn, Starting at 6th Ievel you ean spend two Leadership Dice per turn. The number you can expend increases to three at 11th level and to four at 17th evel. ‘A Leadership Die is expended when you use it. You regain all of your expended Leadership Dice when you finish a short or long rest. RALLYING MARK ‘As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit to rally your allies to attack a hostile creature within 60 feet of you. ‘The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. URGENT ORDERS [As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action ‘Target an allied creature within 60 feet of you that can see ff heat you, that ereature can immediately use its reaction to ‘move up to its movement speed (up to a maximum of 30 feet) ‘without provoking opportunity attacks, Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Hetprut WorD ‘As a bonus action, you can spend a Leadership Die to take the Help action, When you use the Help action to aid an ally inattacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally ean, see of hear you. ‘WARLORD'S EXPERTISE Starting at 3rd level, choose one of the following skills: Investigation, Insight, Intimidation, or Persuasion. Ifyou are not proficient in the chosen skill you become proficient Ifyou are already proficient in the skill you select, our proficiency bbonus is doubled for any ability check you make that uses that ski, KibblesTasty's Warlord v1.5 3 ABILITY SCORE IMPROVEMENT ‘TirELEss LEADER ‘When you reach 4th level and again at Sth, 10th, 12th, 16th, and 19th level you can increase one ability seore of your choice by 2,or you can increase two ability scores of your ‘choice by 1 As normal you cant increase an ability score above 20 using this feature. Extra ATTACK Beginning at 5th level you can attack twice, instead of once, ‘whenever you take the Attack action on your turn. You can use Battlefield Presence in place of either or both attacks, PREPARE FOR BATTLE Starting at 6th level you can spend a minute preparing ‘creatures for combat. You can expend a number of Leadership Dice up to your per turn limit, rolling them and ‘causing five your creatures of your choice (potentially including yourself) o gain temporary hit points equal to the ‘number rolled Allies that have benefited from this ability can ‘expend a number of hit dice equal to the number of Leadership Dice you expended, using them as they would during a short rest. Any temporary hit points gained from this fast until you complete a short or long rest. PRESS THE ATTACK Starting at 9h level your abilities are further empowered: RALLYING MARK: Boost MORALE ‘When a creature gains hit points from Rallying Mark, you can use your reaction to expend one Leadership die to cause another creature within 60 feet ofthe attacker to regain the ‘same number of hit points, URGENT ORDERS: COORDINATED MOVEMENTS, ‘When you use Urgent Orders, you can expend additional Leadership dice to target additional creatures (largeting one additional creature for each extra die spent) HELPFUL Worb: EXPERT INSTRUCTIONS ‘When a creature benefits from your Help action, you can use your reaction to expend a Leadership Die and add itt their soll You can use this ability after the original roll but before the outeome is revealed Wartorp's INTUITION Starting at 13th level before roiling an ability check you are proficient in, you can exercise this ability, choosing for the 420 to be equal to your Warlord level rather than rollin. Once you do this, you cannot do this until you complete a tong rest. SHIFT THE FIELD Starting at 14th level you gain the ability to relocate friendly ‘ereatures. 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 17¢h level you are immune to the frightened and ‘charmed conditions. Starting at 20th level you can roll d4s and use them instead of expending Leadership Dice for Rallying Mark, Urgent Orders, Helpfl Word or Prepare for Battle. ‘WARLORD'S PRESENCES ‘Warlords may invoke a variety of different types of Presence on the battlefield You can choose which kind of Presence best suits your Warlord from the following. COMMANDER'S PRESENCE ‘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 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 Ist level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons. Form UP! Starting at Ist evel, 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) Ken POINTER ‘Starting at 3rd level, you can take the Helpful Word bonus action without expending a Leadership Die ifyou are within 5 feet of the ereature 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, KibblesTasty's Warlord ¥L5 ON Your Fret! ‘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 your 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. Ifthe creature is prone, it ‘ean 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 246 damage toa creature you hit with a weapon attack f that creature is within 5 feet of an ally that isn't incapacitated BULWARK, Starting at 1Sth 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 Ons Lerr Beninp! Stating at 18th level you can move up to your speed to get Within 5 feet ofa creature while using your On Your Feet feature. During this movement you gain resistance to all damage and the target regains an additional 148 hit points for each attack of opportunity made against you during this movement. CHIEFTAIN'S PRESENCE ‘A chieftain is a Warlord th personality, marked by their booming voice and fearless attitude, itis 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 tothe top unfettered by rules, ‘while someone that inherited their authority may have a more lav bent ‘A Warlord with the Presence of a Chieftain need not literally re anything, but is an exemplar of someone that has. ‘or could walk that path through their foree of personality and the boisterous inspiration they give those around them, Curerramn'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 WoLrPack MOVEMENT Starting at Ist level the first time an allied eraeture moves, it ‘ean bring a number of willing creatures equal to your (Charisma modifier (minimum 1) within 20 feet of you along, ‘with iti the same distance and direction that they move, but ‘cannot move more than half oftheir movement speed and ‘cannot move more than 20 feet from you, Creatures can stop point along the path. this movement at Warcry ‘Starting at 3rd level as an action or in place of an a part ofthe Attack action, you can expend a number of Leadership Dice (up to your per turn limit to inspire your allies with a mighty Warery. 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) ‘You can make a single weapon attack as a bonus action after unleashing a War Cry, but the attack roll has, disadvantage unless made with a weapon with light property. kas 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 equial © half the temporary hit points sacrificed to their damage dealt. ‘WoxrPack Tactics ‘Starting at L1th 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 creature you had dealt damage to during your turn, that attack deals an additional 1d4 damage, KibblesTasty’s Warlord ¥L5 BOOMING SHOUT Starting at 15th level when you unleash your Warery you can attempt to frighten enemies. Any number of creatures of your choice within range of your Warery 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, Once you have used Booming Shout, you cannot use it again until you complete a short or long rest. ‘Additionally, the range of your Rallying Mark, Urgent Orders, Helpful Word and Warcry is doubled Buoopy Vicrory Starting at 18th level when you or an ally reduces a hostile creature that has dealt damage to you to O hit points, you can unleash a Warery 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 numberof times equal to your Charisma modifier, regaining all uses on a long rest. Nopx's PRESENCE ‘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 chatisina, a shining beacon of what they are fighting for standing beside them, ‘Since time immemorial men have fought twice as hard on ‘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 ofthis 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 ofien are. A noble reared/on the Jaws ofthe land is usually lawful, but extraordinary circumstances may have brought about a rebellious streak in fone that now secks to overthrow unfit rulers (or rulers that aren't them, anyway) Destine LEADER Starting at Ist level when you take this Presence you gain proficiency with rapiers, longswords and the Persuasion skill fr another skill of your choice ifyou are already proficient. Additionally, you gain an additional Leadership Die at 3rd Tevet 9th level and 15th level CALL TO ARMS Starting at Ist level, when you rol initiative you can call out to friendly creatures within 60 feet of you, providing them with a surge of inspiration. Creatures of your choice equal to your Charisma modifier (minimum 1) gain advantage on their first attack rolL INSPIRING LEADER Additionally at Ist level an allied creature with a CR of less than half your Warlord level (or with fewer class levels than you have Warlord levels ifthe creature does not have a CR) ‘ean choose to use your proficiency bonus + Charisma ‘modifier forthe attack roll modifier on the frst Atack they ‘make in a turn where they have been granted by Battlefield Presence. KibblesTasty's Warlord v5 Divine RicuT ‘Starting at 3rd level you can use Leadership Dice (up to your, per turn limit) to cast command. The level ofthe 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) t0 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 ofa creature that gains advantage from Helpful Word. Worps oF ConvicTION Starting at 7th level you ean use Leadership Dice (Up to your per turn limit) to cast bless or heroism without providing ‘material components, The level ofthe spell is equal to the number of Leadership Dice spent IMPERATIVE ORDER ‘Starting at 7th level, when you spend 2 or more Leadership Dice om a target with Urgent Orders, you can allow the target creature to make a single weapon attack with their reaction instead of moving. Fyou spend 3 or more Leadership Dice on a target, the target creature can both move and make a single ‘weapon attack with their reaction. InsPrrED ZEAL Starting at 11th level all ereatures of your choice within 30 feet of you deal an exira 1el4 radiant damage when they hit with a weapon attack. UNTOUCHABLE PRESENCE Starting at 15th level you are under the effect of 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. Granp 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 east command using this ability, you cannot east it using this ability again until you complete a long rest PACKLEADER'S PRESENCE While Warlords may specialize in the control of battles, an Packleader is a Waslord 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 oly fight when they've already won, Theie control of the battlefield doesn't merely extend to those that fight om it, but to twisting the battlefield itself to suil their needs, stymying and stupelying their foes while concealing and sheltering their allies with the terrain itse 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. Toous oF THE Witp Starting at Ist level when you take this Presence, you gain proficiency in martial weapons, the Survival skill or another kil of your choice if already proficient, and your choice of| the Herbalism Kit or the Poisoner's Kt. ConcEALED APPROACH Starting at Ist level, ifyou have atleast a minute to prepare, ‘you can add your Wisdom modifier toa Dexterity (Stealth) check for you and up five friendly creatures. You and friendly creatures within 30 feet of you that roll for initiative whi hhidden can add your Wisdom modifier to the initiative result. KibblesTasty’s Warlord vL5 ‘Nature's Gurr Starting at 3rd level through your connection to the wild battlefields you've mastered offers you some measure of control of them. You learn the speli mold earth, and can pick ‘one additional cantrip from the Druid list that you know. Additionally, you can expend one Leadership Die to cast fog cloud! or snare as 1st level spells. The casting time of ‘snare is one action when you cast it this way. You can pick ‘one additional Ist level spell from the Druid spell list with a ‘casting time of one action to east this way. Your spell casting modifier for these spells is Wisdom, and your spell Save DC for these spells is 8+ your Proficiency modifier + your Wisdom Modifier. PY ‘APack LEabEr's PACK Many Packleaders opt to pick animal friendship or Speak wih animals m order to establish animal Feel the need to be required to H companion. eee SuRoup 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 ‘an animal ‘mold earth the obscured creature can use their reaction to take the Hide a ‘Track.ess 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 inthe 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 1410 damage. Additionally a creature that you grant an Attack with Battlefield Presence can take the Dash action instead of ‘making the attack you granted Guosts oF THE WILD Starting at 1Sth 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 you use Batlefield Presence to grant an attack toa ‘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. Ifthey are under the effect of pass without ‘race, 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 spel list of 4th level or lower. You can cast these spells using Leadership Dice equal to the level of the spelt 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. PARAGON'S PRESENCE Legends tell of warvirs that fight at the front of legion, of the valor they display and the inspiration it gives their ‘comrades. A Paragon before their army is dauntless foc, land an army behind their Paragon is an unstoppable legion ‘A Paragon isnot inherently good or vil An evil legion ean 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 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 ‘Starting at 3rd level you adopt a particular style of fighting as your specialty: Choose one of the following options. You cant take a Fighting Style option more than once, even if you later et to choose again, + Defense: While you are wearing armor, you gain a +1 bonus to AC. * Dueling: When you are wielding a melee weapon in one hhand and no other weapons, you gain a +2 bonus to damage rolls with that weapon *+ Great Weapon Fighting: When you roll a 1 or 2ona ‘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 isa 1 or 2 The weapon must have the two-handed or versatile property for you to gain this benefit. + TwoWeapon Fighting: When you engage in twoweapon fighting, you can add your ability modifier to the damage of the second attack. Kibblestasty's Warlord ¥LS 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 rol of the atack. Stanp DEFIANT Starting at 7th level, when you are reduced to zero hit points, ‘you instantly regain a number of hit points equal to your Charisma modifier (minimum 1) Additionally, you cat expend a number of Leadership Dice equal to the number of friendly creatures within 60 feet of you, regaining additional hit points equal tothe value rolled this way. Once you use this feature, you cannot use it again until you complete a short or long rest. InsPrrED WARRIOR Starting at L1th level once per turn, when one of your allies within 30 feet takes or deals damage, you gain dé dice, adding it toa pool of dice. You ean have a maximum number ‘of dd dice in this pool equal to your Charisma modifier (minimum 1) ‘Until the end of your next turn, when you deal damage you cean expend any number of dice from this pool rolling them and dealing additional damage equal to the value rolled. riers emcee ‘THE PROWESS OF THE INSPIRED Effectively in almost all cases, what this ability boils down to is that if their companions are fight around them within 30 feet, the Paragon will add a ‘number of d4 equal to their Charisma modifier to the first attack on th ‘The abil Pl ‘esult in it being slightly stronger than ant ifthe Paragon moves frst or has few companions at their side. ————n—n—nNn" DAUuNTLESS RESOLVE Starting at 15th level when you fala saving throw, you can choose to succeed instead Once you do this, you cannot do this again until you complete a long rest InvincrBie LEGION Starting at 18th level your allies will never fall so long as their symbol of hope remains. When a friendly creature within 60 fect of you is reduced to 0 hit points, but not killed outright, they can drop to 1 hit point instead so long as they cean see or hear you ‘Once a creature benefits from this effect, they cannot benefit from it again until they complete a long rest. ‘TACTICIAN'S PRESENCE ‘A Tactician may very well tell you they would just as soon not be close enough to the battle io be considered a combatant, preferring to win thei 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 advanee, 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 alles. ‘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. Tacricran'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 ifyou are already proficient. Additionally if you can take a minute or more making a skill check, you can treat a 420 roll of 4 or lower as.a & 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 fiendly ereature within 60 feet. Tacricat InsicHT Starting at 3rd level you can tactically assess a creature's ‘options. Asa bonus action, make an Intelligence (vestigation) check contested by a Charisma (Deception) check against any creature you can see within 60 feet Ona success, you can sce 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 ccan 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 (o use their reaction until the end of their next turn. + Expose Weakness: You can ute 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 tothe 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 prope + 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. + Flanking Maneuvers: Iftwo allies you move are on ‘opposite sides ofa ereature after the movement you grant, the frst one to attack that enemy has advantage on their first attack i they attack before the creature moves. + Coordinated Transitions: Allies can move through each. other's spaces during the movement you grant without it being dificult terrain ‘TACTICAL STRIKE Starting at 11th level when you succeed on a Tactical Insight ‘check against a creature, the next time you ora friendly creature deal damage against it before the start of your next ‘turn itis increased by 246 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 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 2 Tactical Insight check against a creature, you can choose two of the listed effects, KiblesTasty's Warlord ¥L5 10 EXPANDED OPTIONS ‘The following are expanded subclass options for Warlord Consult your DM to see if they are allowed. Dancer's PRESENCE. ‘A-unique presence on the battlefield these gracefal agenta ‘wind their way through death and destruction with a curious ‘logance, uplifting their allies and distracting their enemies, Addancer comes in many forms, be they prancing jesters oF sraccful enchanters, their presence seems supernaturally| ‘captivating to all who encounter them, fr good or ill Though they seem out of place in danger, confused ‘onlookers will often find them as the last ones standing in the ‘most dangerous of situations always one step out of out the sreatest danger. Dancer's GRACE Starting at Ist level when you take this Presence, you gain proficiency with Performance. Ifyou already have proficiency ‘with performance, you gain expertise with it, meaning you ‘can add twice your proficiency modifier to checks made with Additionally, while you are not wearing armor or carrying 2 ‘shield you gain an unarmored defense that is 10 + your Dexterity modifier + your Charisma modifier. GRACEFUL ENTRANCE Starting at Ist evel. you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally ‘when you roll initiative and are not surprised, you can move up to your half mavement speed and you and any creature ‘you end this movement within 5 feet of gains temporary hit points equal to your Charisma modifier BEWILDERING STEPS ‘You gain an additional use of leadership dice. Distract ‘Asa bonus action, you attempt to distract a creature within 30 feet, Until the start ofits nexs turn, if that creature attacks. a creature other than you while you are within range of its attack, you can roll your leadership die and subtract i from ‘their attack. Dancer's DopcE Starting at 3rd level, when you take the Dodge action while you are not wearing armor or carrying a shield you can use Distract, Helpful Word, Urgent Orders, or Rallying Mark ‘without expending « leadership die. When you do, it applies as ifyou had spent I leadership die on it for its effect. ‘Additionally, when you take the Dodge action, you ean expend leadership dice to grant attacks through Battlefield Presence. You can grant a number of attacks equal tothe leadership dice spent, up to your per turn limit, BATTLEFIELD GRACE Starting at 7th level, whenever a creature misses you with an attack, you regain 1 spent leadership die and ean move 5 feet. ‘You cannot regain a leadership die this way again until the start of your next turn. ‘Warrunc THORNS Additionally at 7th level if you are carrying a melee weapon ‘with the light property, you can make a single attack with it as, a bonus action. You ean expend leadership dice to make additional attacks as part of the same action, but each attack ‘must be against a different target within range. Furtous TEMFo Starting at 1th level you can add your Charisma modifier to the damage of attacks you make or grant through Battlefield Presence. Evasion Starting at 15th level you can nimbly dodge out of the way of certain area effects, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fait Execant EXCHANGE Starting at 18th level when an willing creature within 15 feet of you is the target of a spell attack, or targeted effect that would cause them to take damage, you can move their position asa reaction, moving them 5 feet in any direction ‘and becoming the target of the attack. KibblesTasty's Warlord wLS aT DREADLORD'S PRESENCE [BETA] ‘A warlord that follows this path specializes in terror and fear, ‘usually localized to their enemies. While other warlords look to boost and inspire their allies, a Dreadlord works to ‘undermine and terrify their enemies, crushing their will to fight and leaving them as prey easily slaughtered, ‘A dreadlord is not always evil though they most often show up in the ranks of evil but by their very nature they are someone that can instill dread and terror. The source of this dread can be cursed visage, supernatural gift, or simply a tyrannical force of will DREADLORD PROFICIENCY Starting at Ist level when you select this Presence, you gain proficiency in heavy armor and the Intimidation skill UNAPPROACHABLE Additionally at Ist level your intimidating presences causes ‘your foes to falter at the start of combat. After rolling initiative the first attack by the frst hostile creature to attack an allied ereature within 30 feet of you has disadvantage. DEMORALIZATION DIcr Starting at 3rd level, whenever you spend a Leadership Die, ‘you gain a Demoralization Die of equal size. Demoralization Dice last until you have gone 1 minute without earning or spending one. You can spend Demoralization Die as a reaction on one ofthe following effects ‘+ Make it Exoruciating, When a creature within 30 feet of you takes damage from a weapon attack roll made by an ally of yours, asa reaction you can expend up Demoralization Dice (up to your Leadership Die limit) rolling them and causing the target to take additional ‘damage equal the value of the rolled dice. ‘+ Don't Touch That. When a creature attacks an allied ‘creature within 30 feet of you, as a reaction you ean expend one Demoralization Dice, rolling it and seducing the attacker's attack roll ‘+ Are You Sure? When a creature ends their turn within 5 feet of you, asa reaction you can expend Demoralization Dice (up to your Leadership Die limit) and force the creature to make a Wisdom saving throw (DC 8 + your ‘Charisma modifier + your proficiency bonus. On failure, the creature uses their reaction to move a number of feet away from you equal to 10 x the Demoralization Dice ‘spent. The target automatically passes if they are immune to the frightened condition. SUPERNATURAL DREAD Starting at 7th level, you can use Leadership Dice (up to your per turn limit) to cast frighten without a spell slot, The level ofthe spel Tis equal to the number of Leadership Dice spent. Alternatively, can spend 3 Leadership Dice (even if t exceeds your per turn a spell limit to instead east fear without expendi slot or material component once. After you do this, ‘you cannot cast fear this way again until you complete a long rest Charisma is your spell casting modifier for these spells TRON Mask Additionally at 7th level, you are exceptionally good at ‘masking your emotions, Creatures have disadvantage on Wisdom (Insight) ability checks against you. Additionally, you can suppress the fect of the frightened condition on yourself, bu it requires concentration (as if concentrating on a spel!) You cannot lose concentration on the effect, but cannot maintain it while concentrating on spell PUNISH THE WEAK Starting at 11th level, when you target a creature within 60 feet of you with any ability feature, or attack, you can mark them for punishment (no action required) The mark lasts until the creature ends their turn more than 60 feet from you, dies, or you mark another creature. Once per turn when the ‘marked creature takes damage, they take an additional 148, damage. This is increased to 1d12 ithe target is frightened of you. Instinctive FLINcH Starting at 15th level. when a creature passes a Wisdom ‘saving throw against one of your features that would cause ‘them to become frightened or flee, they still gain disadvantage on their next attack role made before the start ‘of your next turn. This has no effect if the target is immune to the frightened condition. / KibblesTasty’s Warlord vLS ExpANDED DOMINION Additionally at 15th level, the range of your Demoralization dice effects are doubled (making them 60 feet, 60 feet, and 10 feet, respectively). Dreaprut Terror Starting at 18th level when a target becomes frightened of you, you can expend demoralization Dice to enhance the effect (ao action required) + Panicked Terror. The target immediately spends their reaction to move up to half oftheir movement speed away from you. * Blind Terror. You can expend 2 Demoralization Dice to ‘cause the target become blinded until the start of your next turn. + Paralyzing Terror. You can expend 3 Demoralization Dice to cause the target to become paralyzed wal the start of your next turn, REFERENCED SPELLS FRIGHTEN Istevel necromaney Classes: Occultist, Warlock, Wizard Casting Time: 1 action Range: 60 feet ‘Components: V, S Duration: Concentration, up to 1 minute ‘You invoke a sudden fear within a creature you can see within range. The target creature must succeed a Wisdom saving throw, or become frightened for the duration. The frightened target can repeat the saving throw at the end of each ofits turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a 2nd level or higher, you can target one additional creature for ‘each slot above Ist Frats TacticaL COMBATANT Prerequisite: 4th level You excel at creating opportunities for other. You gain the following benefits: + Increase one ability score of your choice by 1 * Once per turn when you take the Attack action, you can replace one attack with the Help action. + When you take the Help action to aid a friendly creature in attacking a target, the range becomes 10 feet and you can Help an additional creature as part ofthe same action, SYNCHRONIZED COMBATANT Prerequisite: 4th level Warlord ‘You have sn intuitive understanding of your allies movement, allowing to coordinate perfectly with their actions, You gain the following benefits: ‘+ Increase your Dexterity, Wisdom, or Charisma by 1 ‘+ Your space is not difficult terrain for your allies, and allies ‘can move into your space to make an attack, but still ‘cannot end their turn your space (and cannot move into your space if they don't have the movement to move out of in, CREDITS CREATOR CREDIT + The class is created by KibblesTasty. More content can be found at www kipblestasty.com, EDITING CREDIT + Eciting for 1.4.2 provided by Gabriel Russell Arr CREDITS: All art copyright KibblesTasty. + Warlord - Art by adrytiaas + Tactician Scene - Art by Alifka86 + Chieftain Trung Tin Shinji + Noble Trung Tin Shinji + Packleader - Trung Tin Shinji + Paragon - Trung Tin Shinji + Tactician - Trung Tin Shinji + Dreadlord- Trang Tin Shinji KibblesTasty's Warlord wLS 13 SuPproRTED By Creation is made possible by generous patrons: + tAtice_Demencia + Sheath © Abeezy * Aidan O'Brien «Aislin Mullen * lex ar + Alexander Waterfall + Andrea Yarmotyul + Andrew Keenan Richardson + AndrewRP8023 + Andri Sveinbjornsson + AckOsTheBark Asin Samay Aslan Shepard Astagon! Sha Astrea Fitzgerald + Austin Fox + Austin Widdershoven + B4SeDab + Benjamin David Barber BiseytheGinger RoTTz Bradley Green Brendan M. Brenden Fite Brett Gilbertson Brynn Serzesniake Bucket Caleb Jamison Caleb Rogers Callum McAleany Cameron Cameron Jones Cameron MoGrath Cardespaven Carothia Casey Spencer Celeste Roemen Chandavi CCharles Clark Charles ¥ cheicen (Chris Skidmore Chris Stone Christopher Alles Christopher ‘Thompson (J3748Sent Clarence Smith Cody Borntreger Colin Reilly Collin Catton Connor Meislahn Connor Moore Conor MeLaughiin CoversMufin Dacrya ddagonslayerS1 Dakior Dana Niswonger Daniel Lindsay Darey Austin| Dave Thomas David cox David Crawford David Hartsng David Novotny David S David Tre DDarksaber Dejan Maramu Delugon Dennis Nielsen Derek Erast Derek Hendrock Desmond Brown Devin Mecabe Dionysos Doe Oz Douglas Stanish Drarielpro Dragarr Dragonican Drowsy Witch dtialpoo rian Calvert ceduardo ric Zhang Em Embey Emily Webb Enigmatic ‘Systematic epieneutrality Erie Heupel Erie Mercer Erica Ormes, Erin Wolsleben Ethan Peregoy Ethan Rickard Fluke Asimov FOE Kelly Fortunato Martinez Freya Gandolo Gaming Juegernaut Garhi Garion Pankievich George Pabellon Gigolie Giscirus Glasur Schmidt Gienn Stark Glider Onaie GM Binder Otherwisetrout Palva at Worden Persephone Rumsey Peter Pan Peyton Wright Pinelaeale Preston PrussiAntique ‘Antiqua PurbiyDurbly Quadatomie Quinn Aschof Raikiris Chat Roki Ron Reyes Ronald A Wampler Roniek Dizon Rory Collier RREEDS4 Silver Ryan Sadie Davis Sam B. Spivey Sam Bright Sam Poon Sam Williams ‘Sam Wilson SetansLilleUnge Sawyer Bourquin Seott Fidel Seott Wilson Sean Moriarty ‘Sean Thorpe Sefiykun selene papathanasion Senrik Shaun Sullivan, Shawn Shawn Fleck Silent Monke Simon Arr Sindsi Sintay somanyrobots SonOfSofaman ‘Soul Wesson SpaceRtobot Spectre Creations Spencer Splycke ‘SquishyBonbon StarKnight 75. Sterling ‘Schiwieger Stikiychaos ‘Storm Melon SebSanmiches Soliman Adel ‘Sweetintoxikation T_O_Minecraft ‘Tambel Ted Bailey The Hat ‘Thomakaze ‘Thomas Desmarais ‘Thomas Ofchus ‘Thomassen Honnor ‘Thorton Timchapoy Timm Reutemann Thus Green a Th King ‘Tomek Prussalk Topside ‘Trevor Engbers ‘Trevor Kroon ‘Tun “wksoccer ‘wer ‘Mer Davis ‘ler Johnson ‘Mer Val Vaalt Verixa Okblek Vere] Star Violet King. Martellock Wade Louque Weston Woltex Wow dade Wesithkin Wryen Meek Yanni Panagiotapoulos Zechariah Ramos Zackary Bitiner Zenoah Zeromanex zidress Zona Zoe ‘Want to support KibblesTasty in keeping this updated and creating more homebrew like this? Y iv Se Needle aga oh eee 7 MoS Greene! areata fa yes ean 1 oeme el = Sse Seti wee ihn Jace Nowlin r ae Settee 1 cp Pennie tear Jeblemere Marte Dn Jaime Martinez (* Matthew Ogden pee ae re Stier 1 Negin Gallagher ie 1 Metee Poe aces Sem cea ita 2 ited po » hae Jonathan + Michael Ramage see eee le foie fone Ssstis Saints ¢, Nistelae Gey Jolisn Finlayson, + Nickdelans Julian Young. + Nider Halsey = 1 Mneaperass Juin War Kaj Hogenbirk be ee eee neumy + feline ipey faces es 1D Oras vaentne KustMeere —f ronsqured es ae ete Si vinen 2 ae tng rice can join them here on cc CHANGELOG Vu v1.2 vig + Added Packleader V1.4.1A ‘+ The ramble fafa the stat has been altered Clavitied Urgent Order Movement Distance. Clavitied wording on Press the Attack for Urgent Orders. Clarified the wording on Imperative Order Fixed typos and grammar issues. 4.2 ‘1.3.1 ‘+ Editing! A massive thank you to Gabriel Russell wL4 1.4.24 4A + Ant replaced Vi4.1 1.4.28 (12/20/22) + Warlords now get 3 class skills. This ts better with being ad8 class, Urgent Orders has replaced Overwhelming Mark Press the Attack modified to accommodate Urgent Orders + Leadership Die now starts as a d6. Does not scale in size until 11 when it becomes d8 (but still scales in number and number you can spend per turn as previously} PARAGON ‘Leader the Charge is now Charisma + Proficiency bonus (Gnstead of 2x Charisma) PACKLEADER + Shroud of Nature no longer grants advantage when letting, creatures hide as their reaction when being obscured. + Fleeting Striker now triggers if you have moved or are obscured from your target. + The ability to cast pass without a trace split off from Ghosts ofthe Wild and moved to 7th level as Trackless Trails ‘TACTICIAN + Renamed Battle Preparation to Battle Plans. Control the Field now warks of Urgent Orders Added Tactical Flexibility at 3 Control the Field moved to 7th level (from 15th} Advanced Orders added at 15th level NOBLE + Nobles gained proficiency with longswords and rapi don't realy expect them to use it, but it makes sense for the subclass theme. ‘+The ability to allow creatures with half your CR ot lower to altack with your Charisma bonus moved to level 1 and named Inspiring Leader + Divine Right and Commanding Voice merged into Divine Right and moved to level 3 + Moved Chosen Companions to 7th level renamed it Words of Conviction, + Moved Imperative to 7th level and tied it to Urgent Orders rather than Battlefield Presence (making it more limited). + Changed 11¢h level ability name to Inspired Zeal and it now uses the crusader's mantle spell, fitting with the Noble's more magical/divine nature. + Added Untouchable Presence at 15th level + Update to use the OGL 15 ‘+ Boost Morale clarifies that it requires your reaction. Range increased to 60 feet, specified to be within range of you. ‘+ Coordinated Movement no longer splits the temporary hit points, itjust costs +1 die per target affected. This is functional similar (though slightly more efficient) but hopefully more clear. Added Dreadlord beta. Added Dancer subclass from standalone option. Added Feats beta. Converted to CC License. Minor typos fixed. CHIEFTAIN'S PRESENCE ‘+ Wolfpack Movement changed so that it no longer ‘requires the Warlord to move first to be useful -it now allows any all to take creatures along with them, but gained new limitations. Creatures end their movement if they move more than 20 feet from the Warlord and are limited to half their movement speed when followi along (rather than their full movment). This was changed fora few reasons: 1) it was often useless ifthe Warlord ‘didnt win initiative, 2) testing observed that a lot of Chieftains opt to play ranged characters making this not very useful for them. ‘+ War Cry now allows a single weapon attack as a bonus ‘action, but the attack has disadvantage waless using a light weapon. Note that Savage Momentum cancels out the disadvantage, sa it basically just says "not with advantage”, This makes TWF and War Cry less awkward presevel 5 and still works with Ranged/? Hander Chieftains, just less optimally: This can currently be ‘exploited with Hand Crossbows because WotC made ‘weird decisions with those, debating closing that loophole. Nopte's PRESENCE ‘+ Call to Arms changed to grant advantage to Charisma # creatures, rather than Charisma to any number of creatures. Ths is mostly for simplicity particulary with dozens of creatures adding a floating modifier was annoying and often forgotten 15 KibblesTasty's Warlord v1.5 LICENSE Se SRD CONTENT ‘This work includes material taken from the System Reference Document 51 (“SRD 5.1”) by Wiaards ofthe Coast LLC and available at: document The SRD 81 is licensed under the Creative Commons Atribution 40 International License available at: KipBLes CONTENT Copyright 2022 KibblesTasty Homebrew LLC. You can use content created by KibblesTasty Homebrew LLC following the permissions listed on: ‘hupsulfwwuzkthomebrew.com/permissions KibblesTasty’s Warlord ¥L5

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