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<blockquote data-quote="Zardnaar" data-source="post: 7368561" data-attributes="member: 6716779"><p>Forgive the formatting I have a nice table on MS word. Proficiency of course is the same as every other 5E class.</p><p></p><p>Warlord 2.1</p><p><strong>Class Features</strong></p><p><strong>Hit Dice:</strong> 1d8 per warlord level </p><p><strong>Hit Points</strong> at 1st Level: 8 + your Constitution modifier </p><p><strong>Hit Points</strong> at Higher Levels: 1d8 (or 5) + your Constitution modifier per fighter level after 1st </p><p><strong>Proficiencies </strong></p><p><strong>Armor</strong>: Armor: Light armour, medium armour, shields </p><p><strong>Weapons</strong>: Simple weapons, martial weapons </p><p><strong>Tools</strong>: None </p><p><strong>Saving </strong>Throws: Constitution, Strength</p><p><strong>Skills</strong>: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival</p><p></p><p><strong>Exploits </strong>You gain 2 exploits at level 2 plus an additional exploit at level 5,7,9,12,15,18</p><p></p><p><strong>Class Features</strong></p><p></p><p>1. Inspiring Word, Warlord Path</p><p>2. Healing Surge</p><p>3. Warlord Path Feature</p><p>4. Ability Score Improvement</p><p>5. Inspirational Word (two targets)</p><p>6. Healing Surge 2/rest</p><p>7. Skilful Strike</p><p>8. Ability Score Improvement</p><p>9. Warlord Path Feature</p><p>10. Ability Score Improvement</p><p>11. Defensive Rally</p><p>12. Ability Score Improvement</p><p>13. Warlord Path Feature</p><p>14. Superior Commander</p><p>15. Iron Will</p><p>16. Ability Score Improvement</p><p>17. Warlord Path Feature</p><p>18. Aura Improvement’s</p><p>19. Ability Score Improvement</p><p>20. Supreme Commander </p><p><strong></strong></p><p><strong>Inspiring Word</strong></p><p> As a bonus action a creature of your choice within 30’regains hit points equal to 1d8+ your warlord level. You regain all uses of this feature once you complete a short or long rest.</p><p></p><p><strong>Healing Surge</strong></p><p>As an action all allies within 30’ of you regain hit points equal to 2d8+ your warlord level. You regain all uses of this feature once you complete a short or long rest.</p><p></p><p> </p><p><strong>Skilful Strike</strong></p><p>Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of the same type dealt by the weapon to the target. When you reach level 14, the extra damage increases to 2d8. </p><p> </p><p><strong>Defensive Rally</strong></p><p>As an action all allies within your aura may spend hit dice as if they have completed a short rest. You may not use this feature again until you complete a long rest. </p><p> </p><p><strong>Iron Will</strong></p><p> </p><p>You gain proficiency in wisdom saves. </p><p> </p><p><strong>Superior Commander</strong></p><p> </p><p> As a bonus action you can coordinate your allies within your aura. Until the start of your next turn they have advantage on attack rolls, saving throws and skill checks. You regain the use of this ability when you complete a short or long rest. </p><p> </p><p><strong>Aura Improvement’s</strong></p><p>Your Aura increases to 30’. </p><p> </p><p><strong>Supreme Commander</strong></p><p>As a bonus action you can coordinate your allies. For one minute they have advantage on attack rolls, saving throws and skill checks. Enemies have disadvantage on attack rolls against your allies. You regain the use of this ability when you complete a long rest.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7368561, member: 6716779"] Forgive the formatting I have a nice table on MS word. Proficiency of course is the same as every other 5E class. Warlord 2.1 [B]Class Features[/B] [B]Hit Dice:[/B] 1d8 per warlord level [B]Hit Points[/B] at 1st Level: 8 + your Constitution modifier [B]Hit Points[/B] at Higher Levels: 1d8 (or 5) + your Constitution modifier per fighter level after 1st [B]Proficiencies [/B] [B]Armor[/B]: Armor: Light armour, medium armour, shields [B]Weapons[/B]: Simple weapons, martial weapons [B]Tools[/B]: None [B]Saving [/B]Throws: Constitution, Strength [B]Skills[/B]: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival [B]Exploits [/B]You gain 2 exploits at level 2 plus an additional exploit at level 5,7,9,12,15,18 [B]Class Features[/B] 1. Inspiring Word, Warlord Path 2. Healing Surge 3. Warlord Path Feature 4. Ability Score Improvement 5. Inspirational Word (two targets) 6. Healing Surge 2/rest 7. Skilful Strike 8. Ability Score Improvement 9. Warlord Path Feature 10. Ability Score Improvement 11. Defensive Rally 12. Ability Score Improvement 13. Warlord Path Feature 14. Superior Commander 15. Iron Will 16. Ability Score Improvement 17. Warlord Path Feature 18. Aura Improvement’s 19. Ability Score Improvement 20. Supreme Commander [B] Inspiring Word[/B] As a bonus action a creature of your choice within 30’regains hit points equal to 1d8+ your warlord level. You regain all uses of this feature once you complete a short or long rest. [B]Healing Surge[/B] As an action all allies within 30’ of you regain hit points equal to 2d8+ your warlord level. You regain all uses of this feature once you complete a short or long rest. [B]Skilful Strike[/B] Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of the same type dealt by the weapon to the target. When you reach level 14, the extra damage increases to 2d8. [B]Defensive Rally[/B] As an action all allies within your aura may spend hit dice as if they have completed a short rest. You may not use this feature again until you complete a long rest. [B]Iron Will[/B] You gain proficiency in wisdom saves. [B]Superior Commander[/B] As a bonus action you can coordinate your allies within your aura. Until the start of your next turn they have advantage on attack rolls, saving throws and skill checks. You regain the use of this ability when you complete a short or long rest. [B]Aura Improvement’s[/B] Your Aura increases to 30’. [B]Supreme Commander[/B] As a bonus action you can coordinate your allies. For one minute they have advantage on attack rolls, saving throws and skill checks. Enemies have disadvantage on attack rolls against your allies. You regain the use of this ability when you complete a long rest. [/QUOTE]
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