Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How should the Warlord be implemented in 1DnD?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ChameleonX" data-source="post: 9017591" data-attributes="member: 6801361"><p><strong><span style="font-size: 18px">Warlord</span> </strong></p><p><span style="font-size: 15px"><strong>Hit points</strong></span></p><p><span style="font-size: 12px"><strong>Hit points at 1st-Level: </strong>10 + Con score</span></p><p><span style="font-size: 12px"><strong>Hit points per level: </strong>1d10 (or 6) + Con mod per level</span></p><p><span style="font-size: 12px"><strong>Hit dice: </strong>1d10 per level</span></p><p><strong><span style="font-size: 15px">Proficiencies </span></strong></p><p><span style="font-size: 12px"><strong>Armor: </strong>Light armor, Medium Armor, Shields</span></p><p><span style="font-size: 12px"><strong>Weapons: </strong>all simple and martial</span></p><p><span style="font-size: 12px"><strong>Saving Throws: </strong>Wisdom, Charisma</span></p><p><span style="font-size: 12px"><strong>Skills (choose 2): </strong>Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Survival </span></p><p></p><p><span style="font-size: 18px"><strong>Class Features </strong></span></p><p></p><p><strong><span style="font-size: 15px">Combat Leader - 1st Level</span></strong></p><p><span style="font-size: 15px">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.</span></p><p><span style="font-size: 15px"> 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. </span></p><p><span style="font-size: 15px"> You can use this feature a number of times equal to your Charisma modifier, regaining all uses after a long rest.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"><strong>Inspiring Word - 1st level</strong></span></p><p><span style="font-size: 15px">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.</span></p><p><span style="font-size: 15px"> You can use this feature twice per day. You gain one additional use at 5th, 9th, 13th, and 17th level.</span></p><p> </p><p><strong><span style="font-size: 15px">Weapon Mastery</span></strong> - 1st level</p><p>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.</p><p> You gain mastery with another weapon of your choice at 4th level, and again at 10th level.</p><p></p><p><strong>Fighting Style - 2nd Level</strong></p><p>You gain the Interception Fighting Style feat, or another Fighting Style feat of your choice.</p><p></p><p><strong>Warlord Maneuvers - 2nd Level</strong></p><p>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.</p><p> Your Superiority Dice begin as a d4, and they all increase in size when your Leadership Die increases.</p><p> 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.</p><p></p><p><strong>Commanding Presence - 3rd level</strong></p><p>You gain a subclass, which grants you features at 3rd, 6th, 10th, and 14th level.</p><p></p><p><strong>Feat - 4th, 8th, 12th, 14th, and 19th level.</strong></p><p>You gain the Ability Score Increase feat, or another feat of your choice.</p><p></p><p><strong>Extra Attack - 5th Level</strong></p><p>You can attack twice when you use the Attack action.</p><p></p><p><strong>Tactician's Strike - 5th level</strong></p><p>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.</p><p></p><p><strong>Mighty Inspiration - 7th level</strong></p><p>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.</p><p> On a failure, it can still attempt the saving throw again at the end of it's turn.</p><p></p><p><strong>Leader's Resolve - 9th level</strong></p><p>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.</p><p></p><p><strong>Greater Inspiration - 11th level</strong></p><p>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.</p><p> In addition, if you roll initiative and have no uses of Combat Leader remaining, you regain one use.</p><p></p><p><strong>Persistent Inspiration - 13th level </strong></p><p>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.</p><p></p><p><strong>Incredible Inspiration - 17th level</strong></p><p>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.</p><p></p><p><strong>Loyalty Beyond Death - 18th Level</strong></p><p>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.</p><p> 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.</p></blockquote><p></p>
[QUOTE="ChameleonX, post: 9017591, member: 6801361"] [B][SIZE=5]Warlord[/SIZE] [/B] [SIZE=4][B]Hit points[/B][/SIZE] [SIZE=3][B]Hit points at 1st-Level: [/B]10 + Con score [B]Hit points per level: [/B]1d10 (or 6) + Con mod per level [B]Hit dice: [/B]1d10 per level[/SIZE] [B][SIZE=4]Proficiencies [/SIZE][/B] [SIZE=3][B]Armor: [/B]Light armor, Medium Armor, Shields [B]Weapons: [/B]all simple and martial [B]Saving Throws: [/B]Wisdom, Charisma [B]Skills (choose 2): [/B]Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Survival [/SIZE] [SIZE=5][B]Class Features [/B][/SIZE] [B][SIZE=4]Combat Leader - 1st Level[/SIZE][/B] [SIZE=4]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. [B]Inspiring Word - 1st level[/B] 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.[/SIZE] [B][SIZE=4]Weapon Mastery[/SIZE][/B] - 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. [B]Fighting Style - 2nd Level[/B] You gain the Interception Fighting Style feat, or another Fighting Style feat of your choice. [B]Warlord Maneuvers - 2nd Level[/B] 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. [B]Commanding Presence - 3rd level[/B] You gain a subclass, which grants you features at 3rd, 6th, 10th, and 14th level. [B]Feat - 4th, 8th, 12th, 14th, and 19th level.[/B] You gain the Ability Score Increase feat, or another feat of your choice. [B]Extra Attack - 5th Level[/B] You can attack twice when you use the Attack action. [B]Tactician's Strike - 5th level[/B] 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. [B]Mighty Inspiration - 7th level[/B] 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. [B]Leader's Resolve - 9th level[/B] 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. [B]Greater Inspiration - 11th level[/B] 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. [B]Persistent Inspiration - 13th level [/B] 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. [B]Incredible Inspiration - 17th level[/B] 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. [B]Loyalty Beyond Death - 18th Level[/B] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How should the Warlord be implemented in 1DnD?
Top