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Purple Dragon Knight = Warlord?
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<blockquote data-quote="Flamestrike" data-source="post: 6760673" data-attributes="member: 6788736"><p>Just re-fluff the abilities as martial in nature. 'Arcane' and Divine' dont exist anymore. Check it out:</p><p></p><p>Vuman: Fighter (PDK) 11, Paladin (Crown) 6</p><p></p><p>S: 18</p><p>D: 8</p><p>C: 12</p><p>I: 11</p><p>W 10</p><p>Ch: 20</p><p></p><p>ASI: +2 Str, +4 Cha, martial adept [commanders strike, manouvering attack], inspiring leader</p><p></p><p>Noble background. Persuasion +17, Perception +6, Insight +6, History +6, Athletics +10</p><p></p><p>Action surge, second wind, indomitable, extra attack (2), Rallying cry, royal envoy, inspiring surge, lay on hands, champion challenge, turn the tide, smite, aura of protection, divine health, fighting style (duelling, protection), divine sense</p><p></p><p>7 paladin 'spells' known (1st and 2nd)</p><p></p><p>Compell duel (using his resolve alone, he stares down an opponent, forcing it to engage him)</p><p>Heroism (he inspires his companions to greater deeds with his valorious words)</p><p>Wrathful smite (he channels his martial power into a ferocious blow that can frighten his enemy)</p><p>Aid (he bolsters his companions with tales of glory)</p><p>Bless (see above)</p><p>Command (his orders are forceful and must be obeyed by the weak willed)</p><p>Divine favor (his martial skill knows no bounds)</p><p>Warding bond (his ability to defend others has improved to the point where he can interpose himself between an attack, and take the damage of a nearby ally)</p><p>Zone of Truth (under his stern gaze, no lies can be spoken willingly)</p><p>Find steed (his trusty steed is always at hand)</p><p>Magic weapon (through his martial might adn resolve alone, he can smite down foes that require foul sorcery to slay)</p><p></p><p>Champion Challenge. Each creature of his choice must make a save or it can’t willingly move more than 30 feet away from him. 1/ short rest</p><p>Turn the Tide. As a bonus action, each creature of his choice within range regains hit points equal to 1d6 + 5. 1/ short rest.</p><p>Rallying Cry: When he uses his Second Wind feature, he deals 1d10+11 and can choose up to three target creatures within 60 feet of him and each one regains 11 hit points 1/short rest.</p><p>Royal Envoy: Proficiency + Expertse in the Persuasion skill. </p><p>Inspiring Surge When he uses Action Surge feature, one creature within 60 feet can make one melee or ranged weapon attack with its reaction.</p><p>Action surge. Take an extra action 1/ short rest.</p><p>Protection and dueling F/S: +2 damage, may use his reaction to impose disadvantage on an oppnents attack.</p><p>Inspiring leader: 1/short rest grant 21 temp HP to up to 6 allies</p><p>Manouvering strike; Expend his superiority die on hitting an opponent (adding the dice to damage) and allow one of his allies to use its reaction to move up to half its speed without provoking opportunity attacks.</p><p>Commander strike: Expend his superiority dice and forgo one of his own attacks and use a bonus action to direct a companion to use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.</p><p>Aura of protection: Adds +5 to all allies (and his own) saves in 10' radius.</p><p>Position of priveledge: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.</p><p>Lay on hands: His skill at battlefield healing lets him heal 30 points of damage per long rest</p><p>Indomitable: He can reroll a save 1/ short rest</p><p>Divine sense: He can smell evil</p><p></p><p>How much more of a Warlord do you want man? That pretty much covers it.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6760673, member: 6788736"] Just re-fluff the abilities as martial in nature. 'Arcane' and Divine' dont exist anymore. Check it out: Vuman: Fighter (PDK) 11, Paladin (Crown) 6 S: 18 D: 8 C: 12 I: 11 W 10 Ch: 20 ASI: +2 Str, +4 Cha, martial adept [commanders strike, manouvering attack], inspiring leader Noble background. Persuasion +17, Perception +6, Insight +6, History +6, Athletics +10 Action surge, second wind, indomitable, extra attack (2), Rallying cry, royal envoy, inspiring surge, lay on hands, champion challenge, turn the tide, smite, aura of protection, divine health, fighting style (duelling, protection), divine sense 7 paladin 'spells' known (1st and 2nd) Compell duel (using his resolve alone, he stares down an opponent, forcing it to engage him) Heroism (he inspires his companions to greater deeds with his valorious words) Wrathful smite (he channels his martial power into a ferocious blow that can frighten his enemy) Aid (he bolsters his companions with tales of glory) Bless (see above) Command (his orders are forceful and must be obeyed by the weak willed) Divine favor (his martial skill knows no bounds) Warding bond (his ability to defend others has improved to the point where he can interpose himself between an attack, and take the damage of a nearby ally) Zone of Truth (under his stern gaze, no lies can be spoken willingly) Find steed (his trusty steed is always at hand) Magic weapon (through his martial might adn resolve alone, he can smite down foes that require foul sorcery to slay) Champion Challenge. Each creature of his choice must make a save or it can’t willingly move more than 30 feet away from him. 1/ short rest Turn the Tide. As a bonus action, each creature of his choice within range regains hit points equal to 1d6 + 5. 1/ short rest. Rallying Cry: When he uses his Second Wind feature, he deals 1d10+11 and can choose up to three target creatures within 60 feet of him and each one regains 11 hit points 1/short rest. Royal Envoy: Proficiency + Expertse in the Persuasion skill. Inspiring Surge When he uses Action Surge feature, one creature within 60 feet can make one melee or ranged weapon attack with its reaction. Action surge. Take an extra action 1/ short rest. Protection and dueling F/S: +2 damage, may use his reaction to impose disadvantage on an oppnents attack. Inspiring leader: 1/short rest grant 21 temp HP to up to 6 allies Manouvering strike; Expend his superiority die on hitting an opponent (adding the dice to damage) and allow one of his allies to use its reaction to move up to half its speed without provoking opportunity attacks. Commander strike: Expend his superiority dice and forgo one of his own attacks and use a bonus action to direct a companion to use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll. Aura of protection: Adds +5 to all allies (and his own) saves in 10' radius. Position of priveledge: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Lay on hands: His skill at battlefield healing lets him heal 30 points of damage per long rest Indomitable: He can reroll a save 1/ short rest Divine sense: He can smell evil How much more of a Warlord do you want man? That pretty much covers it. [/QUOTE]
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