This will be one of the shorter class histories, as the warlord only arguably exists in editions that are not 3.5 and 4e. The weapon must have the two-handed or versatile property for you to gain this benefit. You started adopting at a young age in a specific style of combat. Starting at 15th level, when you and any number of friendly creatures within 30 feet of you make a Saving Throw against the same effect, your allies gain Advantage on their Saving Throw if you succeed on the Saving Throw. Behind Enemy Lines [edit | edit source] Beginning at 11th level, you can use alter self at will. Weapons: All weapons Starting at 2nd level, you have access to Leadership Dice. Starting at the 12th level the creature regains 2d10 + your charisma ability modifier. Stone Skin. You can use this reaction a number of times equal to your Charisma modifier, regaining all uses on a long rest. A friendly creature can only gain one additional attack from this feature. 5e warlord. The Warlord Basic Idea: Martial leader able to enable and heal their allies. A loyal retainer is always a good idea, but it can be a friendly Fighter just as easily as an NPC follower. At 18th level, all allies within 30ft of you gain a +2 bonus to AC and saving throws. Starting at 1st level, when you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. This will be one of the shorter class histories, as the warlord only arguably exists in editions that are not 3.5 and 4e. When you move your allies with Shift the Field, they can move through spaces occupied by hostile creatures so long as they do not end their movement in an occupied space. D&D 5e is a lot of rolling a die and adding a modifier. Once you use this feature, you must take a short or long rest before you can use it again. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. The warlord makes a weapon attack. The Warlord forgoes making an attack on their own, and allows an ally to make a basic attack + plus your INT mod of damage. You and friendly creatures within 20 feet of you gain temporary hit points equal to the Leadership Dice roll + your Charisma modifier (minimum 1). ... Each enemy in your tactical focus that you can see must make an Intelligence saving throw. At 16th level, you may use this feature twice before completing a short or a long rest. Or do they simply press for the strategy that is most likely to win? Changed "a leadership die" in Keen Pointer to "leadership dice" to allow a Commander to spend multiple dice on Rallying Mark via Keen Point at levels 6+. Actions Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target Or are they a scheming manipulator who sees one step ahead of any move their foes can make, always making sure their allies are in the right spot? He maintains a modest fortress roughly … The first creature you hit that has taken damage from one of your allies since the end of your last turn suffers an additional 1d12 damage. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. A new strength was found behind every blow and they fought as no man has ever fought before. Those who choose to remain amongst civilization end up becoming more then just guards. Stay With Me! STR. Not a member of Pastebin yet? To cast one of your warlord (bard) spells of 1st level or higher, you must expend a slot of the spell's level or higher. Each time the staggered creature takes damage (including the staggering hit), up to a number of times equal to the Leadership Dice spent, it takes additional damage equal to a Leadership Die. While good and evil rarely play directly into a Packleader's perspective (they can be either or Neutral just as easily), they tend be Chaotic, viewing the so called "rules of engagement" and other traditions of civilization to be convenient weaknesses they can exploit rather than any sort of guideline they might actually follow. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. For a Noble select Charisma as your highest attribute followed by Constitution, and for a Tactician select Intelligence followed by Constitution. These stat blocks can be used to represent both human and nonhuman NPCs.. When a friendly creature within 60 feet of you is reduced to 0 hit points, but not killed outright, they can drop to 1 hit point instead so long as they can see or hear you. Starting at 9th level, you can use your reaction to further exploit opportunities: Starting at 13th level, before rolling an ability check you are proficient in, you can exercise this ability, choosing for the result of the roll to be equal to your Warlord level rather than rolling. For a Commander select Strength as your highest attribute followed by Wisdom. ...and many more! Monster Presets: Use Preset. At 3rd level, space within 5 feet of you becomes 'my land' and is difficult terrain for enemies. a guest . Projected Image Ring of Storing : Wall of Force, Cloud Kill. The number you can expend increases at 11th level (to three dice), and again at 17th level (to four dice). As a result, almost all player interactions with a NPC just need that DC. On a failed save, it cannot leave your tactical focus using its move until the end of your next turn. Mar 7th, 2017. Starting at 15th level, you can use Leadership Dice to cast bless or heroism without providing material components. Starting at 1st level, when you roll initiative and are not surprised, any number of friendly creatures within 30 feet of you can move up to a number of feet equal to five times your Wisdom modifier (minimum 5 feet). Never . Starting at 1st level, if you have at least a minute to prepare, you can add your Wisdom modifier to a Dexterity (Stealth) check for you and up five friendly creatures. D&D 5e is a lot of rolling a die and adding a modifier. At 18th level, the people of your realm have come to see you as their true ruler. Skills Deception +4, Persuasion +4 Senses darkvision 60 ft., passive Perception 13 Languages Goblin, Common Challenge 3 (700 XP). Tireless Leader now only applies to the class abilities; Rallying Mark, Overwhelming Mark, Helpful Word, and Prepare for Battle. A keen word there and helping hand here, their influence is subtle but effective, inexorably shifting the tides of battle in their favor. Rallying Mark lasts until the start of your next turn. Starting at 18th level, you can use this ability to cast command without expending a spell slot or Leadership Dice. At 3rd level, you know the following spells, including cantrips. Have the players successfully pulled a fast one over on the NPC? When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Two vast armies stand across the field of death, fear gripping the heart of every soldier. The next time that creature is hit by an attack by an allied creature before the start of your next turn, the opening is exploited, and the creature is staggered until the end of its next turn. All creatures within 100ft can hear this. In addition, the aura of difficult terrain created by This is My Land feature increases to 60 feet. The DM can then tell you if the following enemy abilities are your equal to, stronger, or weaker than your own: -Strength ability score If the target is resistant to charms or intimidation then the resistance is cancelled so neither you nor your target has advantage or disadvantage. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll. Once you use this feature, you must take a short or long rest before you can use it again. During this movement you gain resistance to all damage and the target regains an additional 1d8 hit points for each attack of opportunity that hits you during this movement. At 6th level, you can spend your action to command a creature within 'my land' that can understand you to do your bidding. What tends to mark a Tactician is a keen mind and a willingness to plan ahead... in great detail. But there was a man that made that luck with one brilliant tactical decision after another, and his men knew that as long as he was by their side, luck would always abandon their foes. Enemies that are immune to being charmed are immune to this feature. Stone Skin. Helpful Word grants temp hp. At 10th level, any allied non-magical attack, of your choosing, including your own, deals fire damage instead. Once you do this, you cannot do this until you complete a long rest. Starting at 1st level when you take this Presence you gain proficiency in the Persuasion skill. The spells must be of a level for which you have spell slots. It should also be noted that this movement is determined by the player moving. Choose a creature that can see or hear you. No magical abilities whatsoever. 130 . Whenever you use Helpful Word, the friendly creature you helped gains temporary hit points equal to your Charisma modifier. A Noble Presence Warlord is one that serves to drive their retainers and companions onto greater heights through sheer charisma, a shining beacon of what they are fighting for standing beside them. Starting at 7th level, you can add your Charisma (maximum 2) to your AC so long as you are not wearing heavy armor or using a shield. Starting at 17th level, the Warlord cannot be frightened or charmed, and gains immunity to these conditions. Starting at 14th level, you gain the ability to relocate friendly creatures. At 6th level, if an ally attacks the target of your commanding mark with a melee attack, it must become reckless and is taken with advantage, however, all attacks against that ally have advantage as well until the beginning of that allies next turn. You can only have one Mark at a … Strike them down no longer applies +Cha damage. Legends tell of warriors that fight at the front of a legion, of the valor they display and the inspiration it gives their comrades. Saving Throws: Constitution, Intelligence That sort of thing. Any additional attacks granted that are unused at the start of your next turn are lost. For 1 charge, you cast the 3rd-level version of the spell. "On your feet, soldier". At 18th level, all allies within 'my land' gain 15ft of movement per turn. If you hit, all attacks made against that creature until the end of the triggering ally's next turn deal 1d6 extra damage. Created Openings renamed to Tactical Strike. Monster Size, type, alignment. 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