ChameleonX
Explorer
Warlord
Hit points
Hit points at 1st-Level: 10 + Con score
Hit points per level: 1d10 (or 6) + Con mod per level
Hit dice: 1d10 per level
Proficiencies
Armor: Light armor, Medium Armor, Shields
Weapons: all simple and martial
Saving Throws: Wisdom, Charisma
Skills (choose 2): Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Survival
Class Features
Combat Leader - 1st Level
As a bonus action, you can inspire confidence and perseverance in those who trust in and follow you. You generate an aura in a 30ft radius for 1 minute, or until you lose concentration. Each of your allies in the aura can roll a 1d4 at the start of each of its turns and add the result to one ability check, saving throw, or attack roll of their choice that they make on their turn.
The size of your Leadership dice increase as you gain levels: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
You can use this feature a number of times equal to your Charisma modifier, regaining all uses after a long rest.
Inspiring Word - 1st level
As a bonus action, or as part of the same bonus action you use to activate your Combat Leader aura, you can give an impromptu speech, quip, or other vocal inspiration to one ally within your aura. If that creature can hear and understand you, it gains a number of temporary hit points equal to one roll of your Leadership Die + your Warlord level.
You can use this feature twice per day. You gain one additional use at 5th, 9th, 13th, and 17th level.
Weapon Mastery - 1st level
You gain access to the Weapon Mastery benefits of two kinds of simple or martial weapons of your choice, and you can change them on a long rest.
You gain mastery with another weapon of your choice at 4th level, and again at 10th level.
Fighting Style - 2nd Level
You gain the Interception Fighting Style feat, or another Fighting Style feat of your choice.
Warlord Maneuvers - 2nd Level
You gain access to special maneuvers fueled by superiority dice. You gain three superiority dice, and you gain one more at 5th, 9th,13th, and 17th level.
Your Superiority Dice begin as a d4, and they all increase in size when your Leadership Die increases.
You start with three maneuvers of your choice from the list available to the Battlemaster Fighter. You gain another one of your choice every even-numbered level after this one, and when you gain a new maneuver you can replace one you know with a different one.
Commanding Presence - 3rd level
You gain a subclass, which grants you features at 3rd, 6th, 10th, and 14th level.
Feat - 4th, 8th, 12th, 14th, and 19th level.
You gain the Ability Score Increase feat, or another feat of your choice.
Extra Attack - 5th Level
You can attack twice when you use the Attack action.
Tactician's Strike - 5th level
When you take the Attack action, you can choose to forgo one of your attacks to instead grant one ally in your aura the opportunity to make one attack with a weapon or cast a cantrip using their reaction. They must be able to see or hear you to gain this benefit.
Mighty Inspiration - 7th level
When a creature starts its turn in your aura, it can choose to forgo rolling your Inspiration Die to instead make an Intelligence, Wisdom, or Charisma saving throw against one condition currently affecting it, ending that condition on a success.
On a failure, it can still attempt the saving throw again at the end of it's turn.
Leader's Resolve - 9th level
When you make an ability check or saving throw using Intelligence, Wisdom, or Charisma, you may roll your Leadership Die and add the result to your roll.
Greater Inspiration - 11th level
When you use Inspiring Word, the ally you choose also regains a number of hit points equal to your Charisma modifier, in addition to the temporary hit points, as your inspiration awakens an incredible reserve of strength in your comrade.
In addition, if you roll initiative and have no uses of Combat Leader remaining, you regain one use.
Persistent Inspiration - 13th level
Once per turn, when a creature adds your Leadership Die to a d20 test and the roll still fails, that ally may apply the die to a different d20 test on the same turn.
Incredible Inspiration - 17th level
Your allies can now apply the benefit of Mighty Inspiration to any saving throw, not just those using Intelligence, Wisdom, or Charisma, and the ally gains a bonus to the saving throw equal to your Charisma modifier.
Loyalty Beyond Death - 18th Level
Your comrades have such faith and dedication that your voice can even bring them back from the brink of death. A creature no longer needs to hear or understand you to gain the benefit of your Inspiring Word, and you can use Inspiring Word to bring a dead creature back to life.
The creature must have all of its body parts intact, and must have died within the last minute. The creature returns to life with a number of hit points equal to your Charisma modifier, and then gains the normal benefit of your Inspiring Word.
Hit points
Hit points at 1st-Level: 10 + Con score
Hit points per level: 1d10 (or 6) + Con mod per level
Hit dice: 1d10 per level
Proficiencies
Armor: Light armor, Medium Armor, Shields
Weapons: all simple and martial
Saving Throws: Wisdom, Charisma
Skills (choose 2): Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Survival
Class Features
Combat Leader - 1st Level
As a bonus action, you can inspire confidence and perseverance in those who trust in and follow you. You generate an aura in a 30ft radius for 1 minute, or until you lose concentration. Each of your allies in the aura can roll a 1d4 at the start of each of its turns and add the result to one ability check, saving throw, or attack roll of their choice that they make on their turn.
The size of your Leadership dice increase as you gain levels: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
You can use this feature a number of times equal to your Charisma modifier, regaining all uses after a long rest.
Inspiring Word - 1st level
As a bonus action, or as part of the same bonus action you use to activate your Combat Leader aura, you can give an impromptu speech, quip, or other vocal inspiration to one ally within your aura. If that creature can hear and understand you, it gains a number of temporary hit points equal to one roll of your Leadership Die + your Warlord level.
You can use this feature twice per day. You gain one additional use at 5th, 9th, 13th, and 17th level.
Weapon Mastery - 1st level
You gain access to the Weapon Mastery benefits of two kinds of simple or martial weapons of your choice, and you can change them on a long rest.
You gain mastery with another weapon of your choice at 4th level, and again at 10th level.
Fighting Style - 2nd Level
You gain the Interception Fighting Style feat, or another Fighting Style feat of your choice.
Warlord Maneuvers - 2nd Level
You gain access to special maneuvers fueled by superiority dice. You gain three superiority dice, and you gain one more at 5th, 9th,13th, and 17th level.
Your Superiority Dice begin as a d4, and they all increase in size when your Leadership Die increases.
You start with three maneuvers of your choice from the list available to the Battlemaster Fighter. You gain another one of your choice every even-numbered level after this one, and when you gain a new maneuver you can replace one you know with a different one.
Commanding Presence - 3rd level
You gain a subclass, which grants you features at 3rd, 6th, 10th, and 14th level.
Feat - 4th, 8th, 12th, 14th, and 19th level.
You gain the Ability Score Increase feat, or another feat of your choice.
Extra Attack - 5th Level
You can attack twice when you use the Attack action.
Tactician's Strike - 5th level
When you take the Attack action, you can choose to forgo one of your attacks to instead grant one ally in your aura the opportunity to make one attack with a weapon or cast a cantrip using their reaction. They must be able to see or hear you to gain this benefit.
Mighty Inspiration - 7th level
When a creature starts its turn in your aura, it can choose to forgo rolling your Inspiration Die to instead make an Intelligence, Wisdom, or Charisma saving throw against one condition currently affecting it, ending that condition on a success.
On a failure, it can still attempt the saving throw again at the end of it's turn.
Leader's Resolve - 9th level
When you make an ability check or saving throw using Intelligence, Wisdom, or Charisma, you may roll your Leadership Die and add the result to your roll.
Greater Inspiration - 11th level
When you use Inspiring Word, the ally you choose also regains a number of hit points equal to your Charisma modifier, in addition to the temporary hit points, as your inspiration awakens an incredible reserve of strength in your comrade.
In addition, if you roll initiative and have no uses of Combat Leader remaining, you regain one use.
Persistent Inspiration - 13th level
Once per turn, when a creature adds your Leadership Die to a d20 test and the roll still fails, that ally may apply the die to a different d20 test on the same turn.
Incredible Inspiration - 17th level
Your allies can now apply the benefit of Mighty Inspiration to any saving throw, not just those using Intelligence, Wisdom, or Charisma, and the ally gains a bonus to the saving throw equal to your Charisma modifier.
Loyalty Beyond Death - 18th Level
Your comrades have such faith and dedication that your voice can even bring them back from the brink of death. A creature no longer needs to hear or understand you to gain the benefit of your Inspiring Word, and you can use Inspiring Word to bring a dead creature back to life.
The creature must have all of its body parts intact, and must have died within the last minute. The creature returns to life with a number of hit points equal to your Charisma modifier, and then gains the normal benefit of your Inspiring Word.
Last edited: