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Warlord 5e

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Mar 7th, 2017
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  1. The Warlord
  2. Basic Idea: Martial leader able to enable and heal their allies. No magical abilities whatsoever. Archetypes allow you to enable better, heal better, or debuff enemies.
  3.  
  4. Hit Points
  5. Hit Dice: 1d8 per Warlord Level
  6. Hit Points at First Level: 8 + Your constitution modifier
  7. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlord level after 1st
  8.  
  9. Proficiencies
  10. Armor: All armor, shields
  11. Weapons: All simple and martial weapons
  12. Tools: None
  13. Saving Throws: Strength, Wisdom
  14. Skills: Choose two from Athletics, History, Insight, Intimidation, Persuasion
  15.  
  16. Starting Equipment
  17. (a) a short sword and a shield, or (b) any martial weapon
  18. (a) leather armor, or (b) chain mail
  19. (a) a light crossbow and 20 bolts, or (b) any simple weapon
  20. (a) a diplomat's pack, or (b) an explorer's pack
  21.  
  22. Lv Prof Features
  23. 1 +2 Command the Assault, Fighting Style
  24. 2 +2 Invigorate 1d6
  25. 3 +2 Warlord's Presence
  26. 4 +2 Ability Score Improvement
  27. 5 +3 Extra Attack
  28. 6 +3 Invigorate 2d6
  29. 7 +3 Command Expertise
  30. 8 +3 Ability Score Improvement
  31. 9 +4 Presence Feature
  32. 10 +4 Invigorate 3d6
  33. 11 +4 Relentless Assault
  34. 12 +4 Ability Score Improvement
  35. 13 +5 Presence Feature
  36. 14 +5 Invigorate 4d6
  37. 15 +5 Master of War
  38. 16 +5 Ability Score Improvement
  39. 17 +6 Presence Feature
  40. 18 +6 Invigorate 5d6
  41. 19 +6 Ability Score Improvement
  42. 20 +6 (Capstone?)
  43.  
  44. Command the Assault: A Warlord is adept at picking out flaws in their opponent's defenses, and pointing those opportunities out to his allies. Whenever you take the attack action, you may forgo one or more attacks. For every attack you forgo, an ally of your choice within 30' who can see and hear you may make an attack against any target within their range as a reaction. This is considered an opportunity attack for interactions with feats and other abilities. You may take the attack action and forgo all attacks even if there are no foes in your range.
  45.  
  46. Fighting Style: Choose from Archery, Dueling, Great Weapon Fighting, Protection, or Disrupting. Disrupting is a new style detailed here:
  47. Disrupting Style: When you take the attack action, you may choose to attack with disadvantage. If you do, the first attack made against any of your targets by another ally has advantage, if it is made before your next turn. You may not use this style if you already have disadvantage for any reason.
  48.  
  49. Invigorate: Beginning at 2nd level, you may reassure and reinvigorate an ally, allowing them to fight on. You gain a pool of invigoration dice; as an action, you can roll any number of those dice and restore that many HP to an ally you touch. You regain one invigoration die when you complete a short rest, or all invigoration dice when you complete a long rest.
  50.  
  51. Warlord's Presence: At level 3, you choose a presence, which determines how you affect the battles you participate in. Choose from Inspiring, Ravaging, and Tactical, all detailed at the end of this class description. Your presence grants you features at 3rd, 9th, 13th, and 17th levels.
  52.  
  53. Ability Score Inprovement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  54.  
  55. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, when you take the attack action on your turn.
  56.  
  57. Command Expertise: At 7th level, choose one of your skill proficiencies granted by the Warlord class. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
  58.  
  59. Relentless Assault: At 11th level, your ability to spot and seize an opportunity becomes greater. Commanding an ally to attack with your Command the Assault feature no longer consumes their reaction.
  60.  
  61. Master of War: At 15th level, your ability to command and influence others becomes nearly legendary. The range and/or radius of all of your Warlord features doubles to 60', including those gained from your presence.
  62.  
  63. Capstone: ??? (maybe have capstone based on presences)
  64.  
  65. Warlord Presences:
  66. Inspiring Presence: When you choose this presence at level 3, any time you or an ally commanded by you deals a critical hit to an enemy or reduces and enemy to 0 HP, they gain temporary HP equal to half your Warlord level + your Charisma modifier (minimum 1).
  67. Inspiring Word: When you reach 9th level, merely the sound of your voice is enough to inspire your allies. You may use your Invigorate ability on an ally within 30' that can see and hear you (unconscious allies are considered to be able to see and hear you, unless other effects prevent them from doing so). Once you use this ability a number of times equal to your Charisma modifier (minimum 1), you cannot use it again until you complete a long rest.
  68. Level 13: ???
  69. Level 17: ???
  70.  
  71. Ravaging Presence:
  72. --NOTE: DC for all Ravaging abilities is 8 + Proficiency + Charisma modifier--
  73. When you choose this presence at level 3, any time you or an ally commanded by you deals damage with a melee attack, the damaged foe must make a Wisdom saving throw. If they fail, they have disadvantage on the next attack roll they make before the end of their next turn.
  74. Imperious Command: When you reach 9th level, you may make an intimidating shout at a foe within 30' as a bonus action. They must be able to see and hear you, but they need not understand you. The foe must make a Wisdom saving throw or have it's speed reduced to 0 for one round. Creatures immune to fear are immune to this effect. Once you use this ability a number of times equal to your Charisma modifier (minimum 1), you cannot use it again until you complete a long rest.
  75. Level 13: ???
  76. Level 17: ???
  77.  
  78. Tactical Presence: When you choose this presence at level 3, any time you or an ally commanded by you deals a critical hit to an enemy or reduces an enemy to 0 HP, they may move 5' without provoking opportunity attacks.
  79. Tactical Advance: When you reach 9th level, your mastery of the flow of combat allows you to swiftly reposition yourself or your allies. As a bonus action, you can take the Dash action, or cause an ally within 30' who can see and hear you to immediately take the Dash action. Once you use this ability a number of times equal to your Intelligence modifier (minimum 1), you cannot use it again until you complete a long rest.
  80. Level 13: ???
  81. Level 17: ???
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