ChameleonX
Explorer
Update (9/20- 22:18): Revised some of the core features, and overhauled the Strategist sub-class.
Update (9/20 - 23:33): Revised some maneuvers and added more support maneuvers.
[h=2]Warlord[/h][h=4]Hit Points[/h]Hit Dice: 1d10
Hit Points at 1st Level:10 + Constitution modifier
Hit Points at Higher Levels: 1d10 + Constitution modifier
[h=4]Proficiencies[/h]
Armor: Light Armor, Medium Armor
Weapons: All simple and Martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from among Athletics, Deception, History, Insight, Intimidation, Medicine, Perception, Persuasion, and Survival
[h=4]Combat Leader [/h]Beginning at 1st level, your air of authority and conviction makes all those around you more alert and ready to fight at a moment's notice.
You and each friendly creature within 30ft of you may add your proficiency bonus to their initiative rolls. To gain this benefit, the creature must be able to see or hear you, and you must be able to take actions.
[h=4]Inspiring Word[/h]At 1st level, you are able to rouse your allies with skillful oratory; an impassioned speech, some light-hearted bickering, or just a take-charge attitude. As a bonus action, you can use your natural leadership abilities to raise the morale and fighting spirit of your allies.
Choose one friendly creature that can see and hear you, and that is within 30ft of you. That creature gains temporary hit points equal to 1d10 + your Charisma modifier. The amount of temporary hit points the target gains increases as you gain levels, as noted on the Warlord Table. The target must be able to see and hear you to benefit from this ability.
Alternatively, you can use this ability to remove one charm or fear effect from one ally who can see and hear you, and that is within 30ft of you. Either way, once you use this feature, you cannot do so again until you complete a short or long rest.
[h=4]Fighting Style[/h]Starting at 2nd level, you may choose a Fighting Style from among the following options; Archery, Defense, Dueling, Great Weapon Fighting, and Protection
[h=4]Combat Superiority[/h]At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers: You learn two maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. The Warlord table shows when you learn more maneuvers. Each time you learn a maneuver, you can also replace a known maneuver with a different one.
Superiority Dice: You have two superiority dice, which begin as d6's. A superiority die is expended when you use it. You regain all your expended superiority dice when you take a short or long rest. The Warlord table shows you when you gain more superiority die, and when they increase in size.
Saving Throws: Some effects require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows;
Maneuver DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice)
[h=4]Martial Archetype[/h]At 3rd level, you choose an archetype from the options available to you; the Marshal, the Strategist, and the General are detailed below.
[h=4]Extra Attack[/h]Beginning at 5th level, you can make two attacks instead of one whenever you use the Attack action.
[h=4]Commanding Presence[/h]Beginning at 11th level, your reputation as a brilliant tactician and leader of men instills unwavering loyalty in those who fight at your side. Your mere presence on the battlefield has a palpable effect on those around you.
You generate an aura of authority and confidence in a 30ft sphere centered on you. While you are conscious, can take actions, and are not charmed or frightened, each friendly creature in the aura gains the benefit of your aura while it can see and hear you. Choose one of the following options:
Inspiring Presence: When an ally reduces a hostile creature to 0 hit points while within the aura, you may use your reaction to grant it temporary hit points equal to your Charisma modifier.
Insightful Presence: When the ally is the target of an attack while within the aura, you may use your reaction to grant that ally a bonus to their AC. The bonus equals half of your Intelligence or Wisdom modifier (round up), whichever is higher.
Bravura Presence: When an ally in the aura misses with an attack while within the aura, you may use your reaction to allow that ally to reroll the attack. If the ally agrees to do so, it grants advantage to the next attack against it before the end of your next turn.
Tactical Presence: When an ally in the aura misses with an attack while within the aura, you may use your reaction to grant that ally a bonus to its attack roll. The bonus equals your Intelligence or Wisdom modifier (whichever is higher).
Skirmishing Presence: When an ally in the aura reduces an enemy to 0 hit points while within the aura, you may use your reaction to allow that ally to use the Dodge, Dash, or Disengage action as a bonus action.
Resourceful Presence: When an ally in the aura makes an attack, you may use your reaction to make a gamble on their success. You decide whether to use this feature before the attack is rolled. If the attack hits, your ally gains a bonus to the damage roll equal to your Intelligence modifier until the end of your next turn. If the attack misses, it gains temporary hit points equal to your Charisma modifier.
[h=4]Master and Commander[/h]At 20th level, your leadership is so renowned that those who fight beside you are filled with confidence and unshakable determination.
Once per turn, when an ally who can see and hear you makes an attack roll or a saving throw, he or she may roll 1d4 and add the result to the roll. The ally decides to roll the die after it makes the attack roll or saving throw, but before any of its effects are applied.
This feature only functions when you are conscious and can take actions, and you are not charmed or frightened.
[h=3]Subclasses[/h][sblock="Subclasses"]
[h=3]Marshal[/h][sblock="Marshal"]
[h=4]Bonus Proficiencies[/h]When you select this archetype at 3rd level, you gain proficiency with Heavy Armor, and Shields.
[h=4]Inspiring Presence[/h]When you select this archetype at 3rd level, your confidence and strength are an example to those around you, urging them on to fight on despite grievous injury. Whenever you use your Inspiring Word, the target may also spend a hit die to regain hit points (no action required).
In addition, when allies who can see and hear you spend hit dice, those allies regain the maximum possible number of hit points for each die spent, instead of rolling.
[h=4]Remarkable Athlete[/h]As the Fighter (Champion) feature; PHB Pg. 72.
[h=4]Lead by Example[/h]Starting at 10th level, your resounding strikes cause others to rally around you with a ferocity matched only by your own.
Whenever you score a critical hit with a weapon attack, all allies who can see and hear you can score a critical hit on a roll of 19-20 on the next attack they make before the end of your next turn.
[h=4]Rousing Words[/h]Beginning at 15th level, your presence is so palpable that your words can even inspire an ally to shake off a debilitating injury.
You may use your Inspiring Word to remove a condition from an ally who can see or hear you. The condition must be one which causes them to be blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned.
[h=4]Stand the Fallen[/h]At 18th level, your ability to command is so great that your allies fight on in the face of seemingly impossible odds. No matter how often they get knocked down, those under your command just seem to keep getting back up!
At the start of each of your turns, each ally within 30ft of you regains hit points equal to your Charisma modifier if it has no more than half its hit points remaining. A creature does not gain this benefit if it is at 0 hit points, if you are charmed or frightened, or if it cannot see or hear you.
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[h=3]Strategist[/h][sblock="Strategist"]
[h=4]Direct the Strike[/h] At 3rd level, you are adept at directing the flow of battle and allowing others do the fighting for you.
When you use the Attack action, you may forgo your own attack in order to allow an ally to make a weapon attack or cast a cantrip by using its reaction. The ally must be able able to see and hear you.
At 5th Level, you may forgo both of your attacks to grant those attacks to your allies. You may choose to allow one ally to make two weapon attacks using a single reaction, or you may allow two different allies to make one weapon attack or cast a cantrip.
[h=4]Adaptive Strategem[/h]When you select this archetype at 3rd level, your reputation for tactical brilliance has begun to spread. Those who fight at your side follow you out of respect and admiration, confident that your clever plans will lead them to victory.
Whenever you use Inspiring Word on an ally, you may grant that great one of the following bonuses of your choice. The bonus lasts until the end of your next turn.
• A bonus to AC equal to half your Intelligence or Wisdom modifier (round up), whichever is higher.
• Advantage on attack rolls.
• Advantage on saving throws.
• Advantage on ability checks.
• A bonus to Damage rolls equal to your Intelligence or Wisdom modifier, whichever is higher.
[h=4]Know your Enemy[/h]As the Fighter (Battlemaster) feature, PHB pg. 73.
[h=4]Tactician's Invitation[/h]Beginning at 10th level, your subtle understanding of tactics and strategic positioning allows you to turn a chance misstep into a fatal error.
When a hostile creature you can see misses with an attack, you may choose one of your allies within 5ft of that creature. You may use your reaction to cause the creature to provoke an attack of opportunity from your ally.
[h=4]Situational Advantage[/h]Beginning at 15th level, you are able to concoct elaborate plans that can grant you an unbeatable edge in battle. If you have had at least ten minutes to survey the terrain on which a combat encounter will take place, you may prepare contingencies for the most likely outcomes.
Choose a number of benefits from the following list equal to your Intelligence or Wisdom modifier (whichever is higher). You may choose the same option more then once, unless otherwise specified:
• You may choose up to ten 10ft cubes on the battlefield, and either turn those squares into difficult terrain, or turn difficult terrain into normal terrain.
• You may erect barricades or similar defensive structures, if you have appropriate materials available. These barricades can be up to 80ft long, 5ft thick, and 10ft tall. They need not be in continguous squares. Each square of barricade has 25 hit points, an AC of 10, and can be climbed with a DC 15 Strength (Athletics) check.
• You may dig a series of trenches in soft earth, which can be up to 60ft long, 10ft wide, and 5ft deep. Creatures in these trenches have 3/4ths cover from creatures outside the trenches, or full cover if they are laying prone.
• You may construct blinds or other makeshift concealment using appropriate materials (e.g. brambles, long grasses, fallen leaves, etc.), granting you and your allies a +10 bonus to Dexterity (Stealth) checks to wait in ambush. Creatures observing your construction must succeed on a Wisdom (Insight) check against your Maneuver DC to recognize the blinds for what they are.
• You may identify strategic weaknesses in a fortification and either shore up those weaknesses, or deduce how to exploit them. Choose an area that occupies no more than a 20ft cube; you and your allies have advantage on attack rolls and ability checks while within that area or your enemies have disadvantage while within that area (your choice).
Your DM may also allow you to come up with your own benefits from using this feature, or may provide you with some of his or her own design.
[h=4]White Raven Onslaught[/h]At 18th level, your instincts provide you an almost preternatural ability to anticipate your enemy's next move, and those who serve under you have a reputation for sweeping a battlefield in a single wave.
On the first round of any combat encounter, your allies have advantage on attack rolls, ability checks, and saving throws, and attacks against them have disadvantage. To gain this benefit, an ally must be benefiting from your Commanding Presence.
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[h=3]General[/h][sblock=”General”]
[h=4]Bonus Proficiencies[/h]When you select this archetype at 3rd level, you gain proficiency with medium armor and Shields.
[h=4]New Recruits[/h]By 3rd level, news of your exploits has attracted followers that pledge themselves to your service. These followers are NPCs chosen from Appendix B of the Monster Manual, and must be of CR 1/2 or lower. Alternatively, your DM may create custom NPCs to be your followers, or may allow you to recruit NPCs in-game. You may attract a maximum number of followers equal to your Charisma modifier (minimum 1).
Your followers come with the basic equipment noted in their stat blocks, but you may equip them with other gear as desired. These followers do not demand payment for their services, but you are responsible for their food and lodging. Your followers are loyal, and will obey your commands to the best of their ability, but they will not perform obviously suicidal acts, and may leave your service if you mistreat them. If your followers die in battle, you may attract new ones when you reach a suitable inhabited area.
Your followers act on your initiative count, unless they are acting independently. Your followers will act to preserve their lives, and the lives of you and your companions, but will otherwise take no hostile action unless provoked. On your turn, you may instruct your companions where to move (no action required by you). To command them to take an action, you must use a bonus action on your turn. You may command each of your followers using a single bonus action, and may give a different command to each one. Your followers must be able to see or hear you to command them. If you are unable to give orders (e.g. you are unconscious), your followers may act independently under the DM's control.
Alternatively, you may dispatch your recruits to perform tasks for you, or carry out part of a designated plan. While they are acting without you present, they act independently, and will follow your last given orders to the best of their abilities. Followers acting independently will attack, flee, or perform other actions on their own volition, as the situation warrants, without having to wait for a command from you.
[h=4]Canny Leader[/h]Starting at 7th level, your authority and confidence in battle gives those who serve under you the confidence to fight harder and walk off any injuries.
Each friendly creature within 30 feet of you may add your Charisma modifier (minimum 1) to their saving throws, provided they can see and hear you, you are conscious and can take actions, and you are not charmed or frightened.
[h=4]Battlefront Shift[/h]At 10th level, your strategic ability is so adept that you can react instananeously to an attack, pulling your troops to where they are most needed.
When you roll initiative, you may allow each ally within 30 feet of you to move up to half their speed, without provoking opportunity attacks, before combat begins. An ally must be able to see and hear you to benefit from this feature.
[h=4]Elite Soldiers[/h]By 15th level, your reputation as a superb leader has spread far and wide, attracting more powerful and illustrious followers to flock under your banner.
The maximum CR for the followers you attract is now equal to 3. If you wish, you may upgrade the followers you already have to CR 3, following the rules for creating NPCs in the Dungeon Master's Guide. You must pay for any equipment (such as armor) that factors into this calculation.
[h=4]Supreme Leader[/h]At level 18, your abilty to command the loyalty and dedication of your men is so great that they will fight on even in spite of imminent death.
When a friendly creature that can see or hear you drops to 0 hit points, you may use your reaction to inspire that creature to endure. It may make a DC 15 Constitution saving throw and, on a success, the creature drops to 1 hit point instead. Each creature may benefit from this feature only once per day.
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[h=3]Maneuver List[/h][sblock="Maneuvers"]
The Warlord may use the following Maneuvers from pg. 74 of the Player's Handbook:
Commander's Strike
Distracting Strike
Goading Attack
Maneuvering Attack
Pushing Attack
Rally
In addition, the Warlord has access to the following unique Maneuvers:
Defensive Rally
As a bonus action on your turn, you may expend a superiority die to shout a warning to one of your allies, warning them of a potential threat. One creature of your choice who can see and hear you gains a bonus to AC and saving throws equal to half your superiority die result, rounded up (minimum 1), until the end of your next turn.
Encouraging Boost
As a bonus action you may expend a superiority die to give your ally a quick boost of morale. Choose one ally who can see and hear you. That ally gains resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.
Flash of Insight
When an ally who can see and hear you makes an ability check using a skill in which you are trained, you can use your reaction and spend a superiority die to give them sound advice. You roll the die and add the result as a bonus to the ally's roll.
Guiding Strike
When you hit with a weapon attack, you may spend a superiority die. If you do so, the next ally to make a weapon attack against the target before the end of your next turn may add your die result to their attack roll.
Guileful Switch
When a hostile creature within 5ft of you makes a melee attack against an ally you can see, you may use your reaction and expend a superiority die to throw off its aim. The creature must make a Dexterity saving throw and, on a failure, you redirect its attack to another creature (other than itself) within range of the attack.
Hammer and Anvil
When you hit with a weapon attack, you may spend one superiority die to allow one ally who can see and hear you to make a weapon attack against the same creature using their reaction. The ally adds your superiority die to the damage roll of their attack.
Hero's Defiance
When an ally who can see and hear you drops to 0 hit points, you may spend one superiority die as a reaction to inspire them to fight on. Your ally drops to 1 hit point instead. A particular creature can only gain the benefit of this maneuver once per day.
Hold the Line
When you hit with an attack, you may spend one superiority die to give a fierce shout that encourages your allies to stand fast. Until the end of your next turn, each ally that can see and hear you can use their reaction to negate any forced movement they are subjected to. Each creatures also has advantage on Strength saving throws and Strength (Athletics) checks to resist or escape a grapple, or to avoid being shoved.
Knight's Move
On your turn, you may use a bonus action to spend a superiority die. Your speed drops to 0 until the start of your next turn and one ally of your choice who can see and hear you may use their reaction to move up to their speed. You may not use this maneuver if you have used any movement during this turn.
Provoke Overextension
When you hit with a weapon attack, you may spend a superiority die to goad the target to move into a exhausting itself. It must make a Constitution saving throw and, if it fails, it has disadvantage on ability checks and saving throws until the start of your next turn.
Shake it Off
As a bonus action, you may spend one superiority die to tend to a wounded creature and try to inspire it to shake off its affliction. The target makes a saving throw against one condition currently effecting it, and adds your superiority die result as a bonus to the save. The condition must be Blinded, Charmed, Deafened, Frightened, Paralyzed, or Poisoned.
Spur to Action
As an action, you may spend one superiority die to give an ally the signal to act. Choose one ally who can see and hear you. That ally may use their reaction to take an extra action.
[Note: the Extra Attack feature specifically says "on your turn." An Attack action granted by this maneuver would thus not qualify].
Sunder Armor
When you hit with a weapon attack, you may spend a superiority die to attempt to damage the target's armor. The target must make a Dexterity saving throw and, if it fails, any weapon attack against the target can score a critical hit on a roll of 18-20 until the end of your next turn.
Tactical Shift
You may use an action to expend a superiority die, calling on your allies to abandon their positions and take up new ones. Each ally within 30ft of you who can see and hear you may use their reaction to move up to their speed, adding your superiority die result to their AC against any opportunity attacks they provoke with this movement.
Tempting Target
As an action, you may expend a superiority die to goad an enemy into attacking a target of your choice. One hostile creature that can see and hear you must make a Wisdom saving throw. On a failed save, the creature has advantage on attack rolls against a creature of your choice that it can see, and disadvantage on attack rolls against all other creatures.
Treat Wounds
As a bonus action, you may expend one use of a healer's kit and any number of superiority dice to treat a creature's wounds. The target regains hit points equal to the total of your superiority dice rolls.
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Update (9/20 - 23:33): Revised some maneuvers and added more support maneuvers.
[h=2]Warlord[/h][h=4]Hit Points[/h]Hit Dice: 1d10
Hit Points at 1st Level:10 + Constitution modifier
Hit Points at Higher Levels: 1d10 + Constitution modifier
[h=4]Proficiencies[/h]
Armor: Light Armor, Medium Armor
Weapons: All simple and Martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from among Athletics, Deception, History, Insight, Intimidation, Medicine, Perception, Persuasion, and Survival
Level | Prof. | Features | Inspiring Word | Superiority Dice | Maneuvers Known |
1 | +2 | Combat Leader, Inspiring Word | 1d10 | --- | |
2 | +2 | Fighting Style, Combat Superiority | 1d10 | 2d6 | 2 |
3 | +2 | Martial Archetype | 1d10 | 2d6 | 3 |
4 | +2 | Ability Score Improvement | 1d10 | 2d6 | 3 |
5 | +3 | Extra Attack | 2d10 | 2d6 | 4 |
6 | +3 | Inspiring Word (2/rest) | 2d10 | 3d6 | 4 |
7 | +3 | Archetype Feature | 2d10 | 3d6 | 5 |
8 | +3 | Ability Score Improvement | 2d10 | 3d6 | 5 |
9 | +4 | --- | 3d10 | 3d8 | 6 |
10 | +4 | Archetye Feature | 3d10 | 3d8 | 6 |
11 | +4 | Commanding Presence | 3d10 | 4d8 | 7 |
12 | +4 | Ability Score Improvement | 3d10 | 4d8 | 7 |
13 | +5 | --- | 4d10 | 4d10 | 8 |
14 | +5 | Inspiring Word (3/rest) | 4d10 | 4d10 | 8 |
15 | +5 | Archetype Feature | 4d10 | 4d10 | 9 |
16 | +5 | Ability Score Improvement | 4d10 | 5d10 | 9 |
17 | +6 | --- | 5d10 | 5d10 | 10 |
18 | +6 | Archetype Feature | 5d10 | 5d10 | 10 |
19 | +6 | Ability Score Improvement | 5d10 | 5d10 | 11 |
20 | +6 | Master and Commander | 5d10 | 5d10 | 11 |
You and each friendly creature within 30ft of you may add your proficiency bonus to their initiative rolls. To gain this benefit, the creature must be able to see or hear you, and you must be able to take actions.
[h=4]Inspiring Word[/h]At 1st level, you are able to rouse your allies with skillful oratory; an impassioned speech, some light-hearted bickering, or just a take-charge attitude. As a bonus action, you can use your natural leadership abilities to raise the morale and fighting spirit of your allies.
Choose one friendly creature that can see and hear you, and that is within 30ft of you. That creature gains temporary hit points equal to 1d10 + your Charisma modifier. The amount of temporary hit points the target gains increases as you gain levels, as noted on the Warlord Table. The target must be able to see and hear you to benefit from this ability.
Alternatively, you can use this ability to remove one charm or fear effect from one ally who can see and hear you, and that is within 30ft of you. Either way, once you use this feature, you cannot do so again until you complete a short or long rest.
[h=4]Fighting Style[/h]Starting at 2nd level, you may choose a Fighting Style from among the following options; Archery, Defense, Dueling, Great Weapon Fighting, and Protection
[h=4]Combat Superiority[/h]At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers: You learn two maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. The Warlord table shows when you learn more maneuvers. Each time you learn a maneuver, you can also replace a known maneuver with a different one.
Superiority Dice: You have two superiority dice, which begin as d6's. A superiority die is expended when you use it. You regain all your expended superiority dice when you take a short or long rest. The Warlord table shows you when you gain more superiority die, and when they increase in size.
Saving Throws: Some effects require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows;
Maneuver DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice)
[h=4]Martial Archetype[/h]At 3rd level, you choose an archetype from the options available to you; the Marshal, the Strategist, and the General are detailed below.
[h=4]Extra Attack[/h]Beginning at 5th level, you can make two attacks instead of one whenever you use the Attack action.
[h=4]Commanding Presence[/h]Beginning at 11th level, your reputation as a brilliant tactician and leader of men instills unwavering loyalty in those who fight at your side. Your mere presence on the battlefield has a palpable effect on those around you.
You generate an aura of authority and confidence in a 30ft sphere centered on you. While you are conscious, can take actions, and are not charmed or frightened, each friendly creature in the aura gains the benefit of your aura while it can see and hear you. Choose one of the following options:
Inspiring Presence: When an ally reduces a hostile creature to 0 hit points while within the aura, you may use your reaction to grant it temporary hit points equal to your Charisma modifier.
Insightful Presence: When the ally is the target of an attack while within the aura, you may use your reaction to grant that ally a bonus to their AC. The bonus equals half of your Intelligence or Wisdom modifier (round up), whichever is higher.
Bravura Presence: When an ally in the aura misses with an attack while within the aura, you may use your reaction to allow that ally to reroll the attack. If the ally agrees to do so, it grants advantage to the next attack against it before the end of your next turn.
Tactical Presence: When an ally in the aura misses with an attack while within the aura, you may use your reaction to grant that ally a bonus to its attack roll. The bonus equals your Intelligence or Wisdom modifier (whichever is higher).
Skirmishing Presence: When an ally in the aura reduces an enemy to 0 hit points while within the aura, you may use your reaction to allow that ally to use the Dodge, Dash, or Disengage action as a bonus action.
Resourceful Presence: When an ally in the aura makes an attack, you may use your reaction to make a gamble on their success. You decide whether to use this feature before the attack is rolled. If the attack hits, your ally gains a bonus to the damage roll equal to your Intelligence modifier until the end of your next turn. If the attack misses, it gains temporary hit points equal to your Charisma modifier.
[h=4]Master and Commander[/h]At 20th level, your leadership is so renowned that those who fight beside you are filled with confidence and unshakable determination.
Once per turn, when an ally who can see and hear you makes an attack roll or a saving throw, he or she may roll 1d4 and add the result to the roll. The ally decides to roll the die after it makes the attack roll or saving throw, but before any of its effects are applied.
This feature only functions when you are conscious and can take actions, and you are not charmed or frightened.
[h=3]Subclasses[/h][sblock="Subclasses"]
[h=3]Marshal[/h][sblock="Marshal"]
[h=4]Bonus Proficiencies[/h]When you select this archetype at 3rd level, you gain proficiency with Heavy Armor, and Shields.
[h=4]Inspiring Presence[/h]When you select this archetype at 3rd level, your confidence and strength are an example to those around you, urging them on to fight on despite grievous injury. Whenever you use your Inspiring Word, the target may also spend a hit die to regain hit points (no action required).
In addition, when allies who can see and hear you spend hit dice, those allies regain the maximum possible number of hit points for each die spent, instead of rolling.
[h=4]Remarkable Athlete[/h]As the Fighter (Champion) feature; PHB Pg. 72.
[h=4]Lead by Example[/h]Starting at 10th level, your resounding strikes cause others to rally around you with a ferocity matched only by your own.
Whenever you score a critical hit with a weapon attack, all allies who can see and hear you can score a critical hit on a roll of 19-20 on the next attack they make before the end of your next turn.
[h=4]Rousing Words[/h]Beginning at 15th level, your presence is so palpable that your words can even inspire an ally to shake off a debilitating injury.
You may use your Inspiring Word to remove a condition from an ally who can see or hear you. The condition must be one which causes them to be blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned.
[h=4]Stand the Fallen[/h]At 18th level, your ability to command is so great that your allies fight on in the face of seemingly impossible odds. No matter how often they get knocked down, those under your command just seem to keep getting back up!
At the start of each of your turns, each ally within 30ft of you regains hit points equal to your Charisma modifier if it has no more than half its hit points remaining. A creature does not gain this benefit if it is at 0 hit points, if you are charmed or frightened, or if it cannot see or hear you.
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[h=3]Strategist[/h][sblock="Strategist"]
[h=4]Direct the Strike[/h] At 3rd level, you are adept at directing the flow of battle and allowing others do the fighting for you.
When you use the Attack action, you may forgo your own attack in order to allow an ally to make a weapon attack or cast a cantrip by using its reaction. The ally must be able able to see and hear you.
At 5th Level, you may forgo both of your attacks to grant those attacks to your allies. You may choose to allow one ally to make two weapon attacks using a single reaction, or you may allow two different allies to make one weapon attack or cast a cantrip.
[h=4]Adaptive Strategem[/h]When you select this archetype at 3rd level, your reputation for tactical brilliance has begun to spread. Those who fight at your side follow you out of respect and admiration, confident that your clever plans will lead them to victory.
Whenever you use Inspiring Word on an ally, you may grant that great one of the following bonuses of your choice. The bonus lasts until the end of your next turn.
• A bonus to AC equal to half your Intelligence or Wisdom modifier (round up), whichever is higher.
• Advantage on attack rolls.
• Advantage on saving throws.
• Advantage on ability checks.
• A bonus to Damage rolls equal to your Intelligence or Wisdom modifier, whichever is higher.
[h=4]Know your Enemy[/h]As the Fighter (Battlemaster) feature, PHB pg. 73.
[h=4]Tactician's Invitation[/h]Beginning at 10th level, your subtle understanding of tactics and strategic positioning allows you to turn a chance misstep into a fatal error.
When a hostile creature you can see misses with an attack, you may choose one of your allies within 5ft of that creature. You may use your reaction to cause the creature to provoke an attack of opportunity from your ally.
[h=4]Situational Advantage[/h]Beginning at 15th level, you are able to concoct elaborate plans that can grant you an unbeatable edge in battle. If you have had at least ten minutes to survey the terrain on which a combat encounter will take place, you may prepare contingencies for the most likely outcomes.
Choose a number of benefits from the following list equal to your Intelligence or Wisdom modifier (whichever is higher). You may choose the same option more then once, unless otherwise specified:
• You may choose up to ten 10ft cubes on the battlefield, and either turn those squares into difficult terrain, or turn difficult terrain into normal terrain.
• You may erect barricades or similar defensive structures, if you have appropriate materials available. These barricades can be up to 80ft long, 5ft thick, and 10ft tall. They need not be in continguous squares. Each square of barricade has 25 hit points, an AC of 10, and can be climbed with a DC 15 Strength (Athletics) check.
• You may dig a series of trenches in soft earth, which can be up to 60ft long, 10ft wide, and 5ft deep. Creatures in these trenches have 3/4ths cover from creatures outside the trenches, or full cover if they are laying prone.
• You may construct blinds or other makeshift concealment using appropriate materials (e.g. brambles, long grasses, fallen leaves, etc.), granting you and your allies a +10 bonus to Dexterity (Stealth) checks to wait in ambush. Creatures observing your construction must succeed on a Wisdom (Insight) check against your Maneuver DC to recognize the blinds for what they are.
• You may identify strategic weaknesses in a fortification and either shore up those weaknesses, or deduce how to exploit them. Choose an area that occupies no more than a 20ft cube; you and your allies have advantage on attack rolls and ability checks while within that area or your enemies have disadvantage while within that area (your choice).
Your DM may also allow you to come up with your own benefits from using this feature, or may provide you with some of his or her own design.
[h=4]White Raven Onslaught[/h]At 18th level, your instincts provide you an almost preternatural ability to anticipate your enemy's next move, and those who serve under you have a reputation for sweeping a battlefield in a single wave.
On the first round of any combat encounter, your allies have advantage on attack rolls, ability checks, and saving throws, and attacks against them have disadvantage. To gain this benefit, an ally must be benefiting from your Commanding Presence.
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[h=3]General[/h][sblock=”General”]
[h=4]Bonus Proficiencies[/h]When you select this archetype at 3rd level, you gain proficiency with medium armor and Shields.
[h=4]New Recruits[/h]By 3rd level, news of your exploits has attracted followers that pledge themselves to your service. These followers are NPCs chosen from Appendix B of the Monster Manual, and must be of CR 1/2 or lower. Alternatively, your DM may create custom NPCs to be your followers, or may allow you to recruit NPCs in-game. You may attract a maximum number of followers equal to your Charisma modifier (minimum 1).
Your followers come with the basic equipment noted in their stat blocks, but you may equip them with other gear as desired. These followers do not demand payment for their services, but you are responsible for their food and lodging. Your followers are loyal, and will obey your commands to the best of their ability, but they will not perform obviously suicidal acts, and may leave your service if you mistreat them. If your followers die in battle, you may attract new ones when you reach a suitable inhabited area.
Your followers act on your initiative count, unless they are acting independently. Your followers will act to preserve their lives, and the lives of you and your companions, but will otherwise take no hostile action unless provoked. On your turn, you may instruct your companions where to move (no action required by you). To command them to take an action, you must use a bonus action on your turn. You may command each of your followers using a single bonus action, and may give a different command to each one. Your followers must be able to see or hear you to command them. If you are unable to give orders (e.g. you are unconscious), your followers may act independently under the DM's control.
Alternatively, you may dispatch your recruits to perform tasks for you, or carry out part of a designated plan. While they are acting without you present, they act independently, and will follow your last given orders to the best of their abilities. Followers acting independently will attack, flee, or perform other actions on their own volition, as the situation warrants, without having to wait for a command from you.
[h=4]Canny Leader[/h]Starting at 7th level, your authority and confidence in battle gives those who serve under you the confidence to fight harder and walk off any injuries.
Each friendly creature within 30 feet of you may add your Charisma modifier (minimum 1) to their saving throws, provided they can see and hear you, you are conscious and can take actions, and you are not charmed or frightened.
[h=4]Battlefront Shift[/h]At 10th level, your strategic ability is so adept that you can react instananeously to an attack, pulling your troops to where they are most needed.
When you roll initiative, you may allow each ally within 30 feet of you to move up to half their speed, without provoking opportunity attacks, before combat begins. An ally must be able to see and hear you to benefit from this feature.
[h=4]Elite Soldiers[/h]By 15th level, your reputation as a superb leader has spread far and wide, attracting more powerful and illustrious followers to flock under your banner.
The maximum CR for the followers you attract is now equal to 3. If you wish, you may upgrade the followers you already have to CR 3, following the rules for creating NPCs in the Dungeon Master's Guide. You must pay for any equipment (such as armor) that factors into this calculation.
[h=4]Supreme Leader[/h]At level 18, your abilty to command the loyalty and dedication of your men is so great that they will fight on even in spite of imminent death.
When a friendly creature that can see or hear you drops to 0 hit points, you may use your reaction to inspire that creature to endure. It may make a DC 15 Constitution saving throw and, on a success, the creature drops to 1 hit point instead. Each creature may benefit from this feature only once per day.
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[h=3]Maneuver List[/h][sblock="Maneuvers"]
The Warlord may use the following Maneuvers from pg. 74 of the Player's Handbook:
Commander's Strike
Distracting Strike
Goading Attack
Maneuvering Attack
Pushing Attack
Rally
In addition, the Warlord has access to the following unique Maneuvers:
Defensive Rally
As a bonus action on your turn, you may expend a superiority die to shout a warning to one of your allies, warning them of a potential threat. One creature of your choice who can see and hear you gains a bonus to AC and saving throws equal to half your superiority die result, rounded up (minimum 1), until the end of your next turn.
Encouraging Boost
As a bonus action you may expend a superiority die to give your ally a quick boost of morale. Choose one ally who can see and hear you. That ally gains resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.
Flash of Insight
When an ally who can see and hear you makes an ability check using a skill in which you are trained, you can use your reaction and spend a superiority die to give them sound advice. You roll the die and add the result as a bonus to the ally's roll.
Guiding Strike
When you hit with a weapon attack, you may spend a superiority die. If you do so, the next ally to make a weapon attack against the target before the end of your next turn may add your die result to their attack roll.
Guileful Switch
When a hostile creature within 5ft of you makes a melee attack against an ally you can see, you may use your reaction and expend a superiority die to throw off its aim. The creature must make a Dexterity saving throw and, on a failure, you redirect its attack to another creature (other than itself) within range of the attack.
Hammer and Anvil
When you hit with a weapon attack, you may spend one superiority die to allow one ally who can see and hear you to make a weapon attack against the same creature using their reaction. The ally adds your superiority die to the damage roll of their attack.
Hero's Defiance
When an ally who can see and hear you drops to 0 hit points, you may spend one superiority die as a reaction to inspire them to fight on. Your ally drops to 1 hit point instead. A particular creature can only gain the benefit of this maneuver once per day.
Hold the Line
When you hit with an attack, you may spend one superiority die to give a fierce shout that encourages your allies to stand fast. Until the end of your next turn, each ally that can see and hear you can use their reaction to negate any forced movement they are subjected to. Each creatures also has advantage on Strength saving throws and Strength (Athletics) checks to resist or escape a grapple, or to avoid being shoved.
Knight's Move
On your turn, you may use a bonus action to spend a superiority die. Your speed drops to 0 until the start of your next turn and one ally of your choice who can see and hear you may use their reaction to move up to their speed. You may not use this maneuver if you have used any movement during this turn.
Provoke Overextension
When you hit with a weapon attack, you may spend a superiority die to goad the target to move into a exhausting itself. It must make a Constitution saving throw and, if it fails, it has disadvantage on ability checks and saving throws until the start of your next turn.
Shake it Off
As a bonus action, you may spend one superiority die to tend to a wounded creature and try to inspire it to shake off its affliction. The target makes a saving throw against one condition currently effecting it, and adds your superiority die result as a bonus to the save. The condition must be Blinded, Charmed, Deafened, Frightened, Paralyzed, or Poisoned.
Spur to Action
As an action, you may spend one superiority die to give an ally the signal to act. Choose one ally who can see and hear you. That ally may use their reaction to take an extra action.
[Note: the Extra Attack feature specifically says "on your turn." An Attack action granted by this maneuver would thus not qualify].
Sunder Armor
When you hit with a weapon attack, you may spend a superiority die to attempt to damage the target's armor. The target must make a Dexterity saving throw and, if it fails, any weapon attack against the target can score a critical hit on a roll of 18-20 until the end of your next turn.
Tactical Shift
You may use an action to expend a superiority die, calling on your allies to abandon their positions and take up new ones. Each ally within 30ft of you who can see and hear you may use their reaction to move up to their speed, adding your superiority die result to their AC against any opportunity attacks they provoke with this movement.
Tempting Target
As an action, you may expend a superiority die to goad an enemy into attacking a target of your choice. One hostile creature that can see and hear you must make a Wisdom saving throw. On a failed save, the creature has advantage on attack rolls against a creature of your choice that it can see, and disadvantage on attack rolls against all other creatures.
Treat Wounds
As a bonus action, you may expend one use of a healer's kit and any number of superiority dice to treat a creature's wounds. The target regains hit points equal to the total of your superiority dice rolls.
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