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Homebrew Martial Archetype: Warlord
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<blockquote data-quote="Kirfalas" data-source="post: 6586342" data-attributes="member: 6692690"><p>My players have a pretty big battle coming up soon, and so I thought it might be good to have a Warlord to help the characters. I started fiddling around with some ideas, and soon I had a first draft Martial Archetype for the Fighter class. I'm thinking of maybe releasing it to my players at some point, but I was first wondering what you guys think.</p><p></p><p>The idea was to combine powers of the Battle Master and the Valor Bard into one package capable of leading allies, without overshadowing the classes he borrowed his powers from.</p><p></p><p><strong><em>Martial Archetype: Warlord</em></strong></p><p> </p><p><strong><u>Combat Superiority</u></strong></p><p>At 3[SUP]rd[/SUP] level, you learn maneuvers that are fueled by special dice called superiority dice.</p><p><strong><em>Maneuvers.</em></strong> You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.</p><p>You learn one additional maneuver of your choice at 7[SUP]th[/SUP], 10[SUP]th[/SUP], and 15[SUP]th[/SUP] levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.</p><p><strong><em>Superiority Dice. </em></strong>You have three superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.</p><p>You gain another superiority die at 7[SUP]th[/SUP] level and one more at 15[SUP]th[/SUP] level.</p><p><strong><em>Saving Throws. </em></strong>Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:</p><p> </p><p><strong>Maneuver save DC</strong> = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)</p><p> </p><p><strong><u>Strategic Inspiration</u></strong></p><p>Also at 3[SUP]rd[/SUP] level, you learn to inspire others in battle. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Strategic Inspiration die, a d6.</p><p> Once within the next 10 minutes, the creature can roll the die and add the number rolled to one attack roll it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeed or fails.</p><p> The creature can also roll the die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack rolls is made against the creature, it can use its reaction to roll the Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.</p><p>Once the Strategic Inspiration die is rolled, it is lost. A creature can only have one Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.</p><p> </p><p><strong><u>Expertise</u></strong></p><p>Starting at 7[SUP]th[/SUP] level, choose two of the following skill proficiencies: History, Intimidation, and Persuasion. Your proficiency bonus is doubled for any ability check made with either of the chosen proficiencies.</p><p> You gain proficiency with any chosen skills if you don’t have proficiency with them already.</p><p> </p><p><strong><u>Improved Strategy</u></strong></p><p>At 10[SUP]th[/SUP] level, you superiority dice and Strategic Inspiration dice turn into d8s. At 18[SUP]th[/SUP] level, they turn into d10s.</p><p> </p><p><strong><u>Inspired Leader</u></strong></p><p>Beginning at 15[SUP]th[/SUP] level, you regain all of your expended uses of Strategic Inspiration when you finish a short or long rest.</p></blockquote><p></p>
[QUOTE="Kirfalas, post: 6586342, member: 6692690"] My players have a pretty big battle coming up soon, and so I thought it might be good to have a Warlord to help the characters. I started fiddling around with some ideas, and soon I had a first draft Martial Archetype for the Fighter class. I'm thinking of maybe releasing it to my players at some point, but I was first wondering what you guys think. The idea was to combine powers of the Battle Master and the Valor Bard into one package capable of leading allies, without overshadowing the classes he borrowed his powers from. [B][I]Martial Archetype: Warlord[/I][/B] [B][U]Combat Superiority[/U][/B] At 3[SUP]rd[/SUP] level, you learn maneuvers that are fueled by special dice called superiority dice. [B][I]Maneuvers.[/I][/B] You learn two maneuvers of your choice, which are chosen from the list of maneuvers available to fighters with the Battle Master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 7[SUP]th[/SUP], 10[SUP]th[/SUP], and 15[SUP]th[/SUP] levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. [B][I]Superiority Dice. [/I][/B]You have three superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7[SUP]th[/SUP] level and one more at 15[SUP]th[/SUP] level. [B][I]Saving Throws. [/I][/B]Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: [B]Maneuver save DC[/B] = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) [B][U]Strategic Inspiration[/U][/B] Also at 3[SUP]rd[/SUP] level, you learn to inspire others in battle. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Strategic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one attack roll it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeed or fails. The creature can also roll the die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack rolls is made against the creature, it can use its reaction to roll the Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. Once the Strategic Inspiration die is rolled, it is lost. A creature can only have one Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. [B][U]Expertise[/U][/B] Starting at 7[SUP]th[/SUP] level, choose two of the following skill proficiencies: History, Intimidation, and Persuasion. Your proficiency bonus is doubled for any ability check made with either of the chosen proficiencies. You gain proficiency with any chosen skills if you don’t have proficiency with them already. [B][U]Improved Strategy[/U][/B] At 10[SUP]th[/SUP] level, you superiority dice and Strategic Inspiration dice turn into d8s. At 18[SUP]th[/SUP] level, they turn into d10s. [B][U]Inspired Leader[/U][/B] Beginning at 15[SUP]th[/SUP] level, you regain all of your expended uses of Strategic Inspiration when you finish a short or long rest. [/QUOTE]
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