warlord dnd 5e class

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WARLORD You are a natural leader of men. Wherever you go, your friends will follow. Though your enemies outnumber you a hundred to one, your allies do not back down. You are made of greater stuff than the common soldier, and all who meet you can see that you are destined for something great. Level Prof Bonus Featur es 1 st 2 nd 3 rd 4 th 5 th 6 th 7 th 8 th 9 th 1 2 Back on Your Feet, Fighting Style - - - - - - - - - 2 2 Combat Leader 2 - - - - - - - - 3 2 Command Style 3 - - - - - - - - 4 2 Ability Score Improveme nt 3 - - - - - - - - 5 3 Coordinat ed Offensive 4 2 - - - - - - - 6 3 Adaptive Stratagem , Command Style Benefit, Ability Score Improveme nt 4 2 - - - - - - - 7 3 - 4 3 - - - - - - - 8 3 Ability Score Improveme nt 4 3 - - - - - - - 9 4 - 4 3 2 - - - - - - 10 4 Proof Through the Night 4 3 2 - - - - - - 11 4 - 4 3 3 - - - - - - 12 4 Ability Score Improveme nt 4 3 3 - - - - - -

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A homebrewed class for DnD 5th Edition, focusing on inspiring allies and demoralizing foes.

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WARLORDYou are a natural leader of men. Wherever you go, your friends will follow. Though your enemies outnumber you a hundred to one, your allies do not back down. You are made of greater stuff than the common soldier, and all who meet you can see that you are destined for something great.

LevelProf BonusFeatures1st2nd3rd4th5th6th7th8th9th

12Back on Your Feet, Fighting Style---------

22Combat Leader2--------

32Command Style3--------

42Ability Score Improvement3--------

53Coordinated Offensive42-------

63Adaptive Stratagem,Command Style Benefit, Ability Score Improvement42-------

73-43-------

83Ability Score Improvement43-------

94-432------

104Proof Through the Night432------

114-433------

124Ability Score Improvement433------

135-4331-----

145Command Style Benefit, Ability Score Improvement4331-----

155-4332-----

165Ability Score Improvement4332-----

176-43331----

186-43331----

196Ability Score Improvement43332----

206Devastating Offensive43332----

Class FeaturesHit Dice: 1d10 per Warlord levelHit Points at 1st Level: 10 + ConHit Points at Higher Levels: 1d10 + Con per Warlord level

ProficienciesArmor: All except ShieldsWeapons: All simple weapons, plus all melee martial weapons or all ranged martial weaponsTools: Healers Kit, Banner OR Horn

Saving Throws: Intelligence, WisdomSkills: Choose Three - Athletics, History, Intimidate, Medicine, Persuasion, Deception

Tactical CommandsAt second level, you gain access to spell-like abilities from the spell list. You may only enact these spells by blowing your horn as part of a spell cast or standing within 10 feet of your banner. These effects are not magical in nature, and cost no material components.

Tactics Per DayYou know all the spells on the Warlord Tactics list of a level that you can enact. Your Warlord level determines the number of Warlord Tactics that you can enact of 1st level or higher, as noted in the Warlord table. On a short rest, you regain a level of Tactic Slots equal to the number of companions resting with you. I.E, if you have four companions, you may regain either one level 4 Tactic slot, or four level 1 Tactic slots. On a long rest, you regain all slots.Tactic Preparation: You may prepare a number of Tactics each day equal to your Charisma Modifier + Your Warlord Level.

Key AbilityCharisma is your key ability for your Warlord Tactics.Saving Throw DC: The DC to resist one of your Tactics equals 8 + your proficiency bonus + your Charisma modifier.

Fighting Styles (Choose at Level 1):Dueling: While you are wielding a melee weapon in one hand and no other weapons, you gain +2 damage bonus with that weapon.Great Weapon Fighting: While wielding a two-handed weapon, you may re-roll damage results of 1 or 2, but you must use the second result.Defense: +1 AC while wearing armor.Archer: +1 to attack rolls with ranged weapons.

Back on Your FeetAs a bonus action, you may aid an unconscious creature within five feet of you, granting them hit points equal to d10 plus your warlord level. You may perform this feature once per short or long rest.

Combat LeaderBeginning at second level, you and all allies within five feet who can see or hear you gain a +2 bonus to Initiative. At fifteenth level this bonus increases to +5.

Coordinated OffensiveBeginning at fifth level, you may, after taking the attack action, designate an ally who can see or hear you. They may make an immediate weapon attack as a free action. At 11th level in this class, you may direct two attacks with this ability, and three at twentieth level.

Adaptive StratagemBeginning at sixth level, you may roll three d20 after each long rest. You may, at any point before taking another long rest, expend one of these dice to replace any attack roll (allied or enemy) with this roll.

Proof Through the NightBeginning at tenth level, you may, once per short or long rest, as an action, raise a banner. All creatures affiliated with that banner gain advantage on attack rolls until the beginning of your next turn.

Devastating OffensiveBeginning at twentieth level, attacks granted by your Coordinated Offensive class feature add your Charisma modifier to the damage roll if they hit.

Command StylesYou may choose Inspiring Leader or Demoralizing Foe as your command style.

Inspiring Leader

Hold the LineStarting at 3rd level, when you take the attack action, one ally who can see or hear you gains the benefit of half cover and cannot be forcibly moved from his position by non-magical means. You may use this ability once per short or long rest.

Forward MomentumStarting at 3rd level, when an ally who can see your banner drops an enemy to 0 hit points, he gains temporary hit points equal to your Warlord level.

Tactical InsertionOnce you reach 6th level, you may spend an hour of planning to give a number of creatures equal to your Charisma modifier advantage on their next Stealth check.

Invigorating AssaultBeginning at 14th level, when you hit an enemy with an attack, you may expend a hit die to regain the proper amount of hit points. In addition, any ally who hits the same enemy before the beginning of your next turn may also spend one of their hit dice to regain hit points.

Demoralizing Foe

Threatening PresenceStarting at 3rd level, when you take the attack action, you may roll an Intimidate check with a blast of your horn to cause all enemies that can see you to be Frightened until the end of your next turn or until they pass a wisdom save at a DC equal to your Intimidate result, which they may do as an action on their turn. You may use this feature once per short or long rest.

LockdownStarting at 3rd level, when you hit an opponent with an attack, you may expend a spell slot. If you do, your allies are at advantage to attack that creature until the beginning of your next turn. Any attack that hits that creature during this period deals extra damage equal to your charisma modifier.

Decisive RetributionOnce you reach 6th level, you may expend a spell slot and blow your horn as a reaction when hit by an enemys attack or spell effect to either make a weapon attack against that enemy or allow an ally to do the same.

Complete DisarrayBeginning at 14th level, you may expend a spell slot to blast your horn to cause all enemies that can hear you to roll a Wisdom Save at your spellcasting DC plus 1 for each of their allies that they have witnessed you or your allies kill. On a failed save, a creature must spend its turn moving as far away from you as it can, and it cant willingly move into a space within 30 feet you. It also cannot take reactions, and may only take the Dash action or try to escape from an effect that prevents it from moving as its action. If it cannot move any further, it is Frightened, but may take the Guard or Dodge action. A creature may use its bonus action to attempt to save against this effect. Once a creature has saved from this effect it cannot be affected by it again in the same day.

SPELL LIST:

Level 1:GuidanceBlade WardTrue StrikeVicious MockeryBaneHeroismSpare the DyingCompelled Duel

Level 2:Enhance AbilityAidFind TrapsCalm Emotions

Level 3:Feign DeathCrusaders Mantle (Damage = weapons type rather than radiant)Mass Healing Word

Level 4:ConfusionDeath WardFreedom of Movement

Level 5Legend LoreMass Cure Wounds