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PureChance

PureChance


Level 3!

 

Warlord

 

Level Proficiency 
Bonus
Leadership 
Die
Leadership 
Dice
Features
1st +2 -- -- Warlord Specialization, Battlefield Presence
2nd +2 d6 2 Leadership Dice
3rd +2 d6 3 Warlord Specialization Feature, Warlord's Expertise
4th +2 d6 4 Ability Score Improvement
5th +3 d6 5 Extra Attack

 

 

Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

 

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom , Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion.

 

Starting Equipment

   You start with the following items, plus anything provided by your background.

  • (a) a simple melee weapon, or (b) a martial weapon (if proficient).
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient).
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient).
  • (a) a scholar's pack or (b) an explorer’s pack

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment (125gp average).

 

L1. Warlord Specialisation 

   At 1st level, you pick the archetype of Warlord you embody, called a Presence, choosing from Commander, Chieftain, Noble, Packleader, Paragon or Tactician, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.

 

Paragons Presence

   Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.

   Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally, when you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus.   

 

L1. Battlefield Presence

   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.

Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

 

L2. Leadership Dice

Starting at 2nd level, you have access to Leadership Dice. These represent your ability to focus your battlefield presence for powerful results. Your Warlord level determines the number and size of the dice, as shown on the Leadership Dice column of the Warlord table. You can spend these to fuel various features.

 

You know three such features: Rallying Mark, Urgent Orders, and Helpful Word. When you get this feature, you can spend one Leadership Die per turn. Starting at 6th level, you can spend two Leadership Dice per turn. The number you can expend increases to three at 11th level, and to four at 17th level.

 

A Leadership Die is expended when you use it. You regain all of your expended Leadership Dice when you finish a short or long rest.

 

Rallying Mark

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.

 

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

 

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word

As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

 

L3. Leadership Dice

Warlord's Expertise

Starting at 3rd level, choose one of the following skills: Investigation, Insight, Intimidation, or Persuasion. If you are not proficient in the chosen skill you become proficient If you are already proficient in the skill you select, your proficiency bonus is doubled for any ability check you make that uses that skill.

 

Fighting Style

Starting at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dueling. 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

 

Heroic Strike

Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack.

Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

PureChance

PureChance


Level 3!

 

Warlord

 

Level Proficiency 
Bonus
Leadership 
Die
Leadership 
Dice
Features
1st +2 -- -- Warlord Specialization, Battlefield Presence
2nd +2 d6 2 Leadership Dice
3rd +2 d6 3 Warlord Specialization Feature, Warlord's Expertise
4th +2 d6 4 Ability Score Improvement

 

 

Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

 

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom , Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion.

 

Starting Equipment

   You start with the following items, plus anything provided by your background.

  • (a) a simple melee weapon, or (b) a martial weapon (if proficient).
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient).
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient).
  • (a) a scholar's pack or (b) an explorer’s pack

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment (125gp average).

 

L1. Warlord Specialisation 

   At 1st level, you pick the archetype of Warlord you embody, called a Presence, choosing from Commander, Chieftain, Noble, Packleader, Paragon or Tactician, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.

 

Paragons Presence

   Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.

   Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally, when you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus.   

 

L1. Battlefield Presence

   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.

Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

 

L2. Leadership Dice

Starting at 2nd level, you have access to Leadership Dice. These represent your ability to focus your battlefield presence for powerful results. Your Warlord level determines the number and size of the dice, as shown on the Leadership Dice column of the Warlord table. You can spend these to fuel various features.

 

You know three such features: Rallying Mark, Urgent Orders, and Helpful Word. When you get this feature, you can spend one Leadership Die per turn. Starting at 6th level, you can spend two Leadership Dice per turn. The number you can expend increases to three at 11th level, and to four at 17th level.

 

A Leadership Die is expended when you use it. You regain all of your expended Leadership Dice when you finish a short or long rest.

 

Rallying Mark

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.

 

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

 

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word

As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

 

L3. Leadership Dice

Warlord's Expertise

Starting at 3rd level, choose one of the following skills: Investigation, Insight, Intimidation, or Persuasion. If you are not proficient in the chosen skill you become proficient If you are already proficient in the skill you select, your proficiency bonus is doubled for any ability check you make that uses that skill.

 

Fighting Style

Starting at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dueling. 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

 

Heroic Strike

Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack.

Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

PureChance

PureChance


Level 3!

 

Warlord

 

 

Level Proficiency 
Bonus
Leadership 
Die
Leadership 
Dice
Features
1st +2 -- -- Warlord Specialization, Battlefield Presence
2nd +2 d6 2 Leadership Dice
3rd +2 d6 3 Warlord Specialization Feature, Warlord's Expertise

 

 

Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

 

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom , Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion.

 

Starting Equipment

   You start with the following items, plus anything provided by your background.

  • (a) a simple melee weapon, or (b) a martial weapon (if proficient).
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient).
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient).
  • (a) a scholar's pack or (b) an explorer’s pack

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment (125gp average).

 

L1. Warlord Specialisation 

   At 1st level, you pick the archetype of Warlord you embody, called a Presence, choosing from Commander, Chieftain, Noble, Packleader, Paragon or Tactician, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.

 

Paragons Presence

   Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.

   Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally, when you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus.   

 

L1. Battlefield Presence

   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.

Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

 

L2. Leadership Dice

Starting at 2nd level, you have access to Leadership Dice. These represent your ability to focus your battlefield presence for powerful results. Your Warlord level determines the number and size of the dice, as shown on the Leadership Dice column of the Warlord table. You can spend these to fuel various features.

 

You know three such features: Rallying Mark, Urgent Orders, and Helpful Word. When you get this feature, you can spend one Leadership Die per turn. Starting at 6th level, you can spend two Leadership Dice per turn. The number you can expend increases to three at 11th level, and to four at 17th level.

 

A Leadership Die is expended when you use it. You regain all of your expended Leadership Dice when you finish a short or long rest.

 

Rallying Mark

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.

 

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

 

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word

As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

 

L3. Leadership Dice

Warlord's Expertise

Starting at 3rd level, choose one of the following skills: Investigation, Insight, Intimidation, or Persuasion. If you are not proficient in the chosen skill you become proficient If you are already proficient in the skill you select, your proficiency bonus is doubled for any ability check you make that uses that skill.

 

Fighting Style

Starting at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dueling. 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

 

Heroic Strike

Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack.

Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

PureChance

PureChance


Level 3!

 

Warlord

 

 

Level Proficiency 
Bonus
Leadership 
Die
Leadership 
Dice
Features
1st +2 -- -- Warlord Specialization, Battlefield Presence
2nd +2 d6 2 Leadership Dice
3rd +2 d6 3 Warlord Specialization Feature, Warlord's Expertise

 

 

Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

 

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom , Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion.

 

Starting Equipment

   You start with the following items, plus anything provided by your background.

  • (a) a simple melee weapon, or (b) a martial weapon (if proficient).
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient).
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient).
  • (a) a scholar's pack or (b) an explorer’s pack

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment (125gp average).

 

L1. Warlord Specialisation 

   At 1st level, you pick the archetype of Warlord you embody, called a Presence, choosing from Commander, Chieftain, Noble, Packleader, Paragon or Tactician, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.

 

Paragons Presence

   Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.

   Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally, when you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus.   

 

L1. Battlefield Presence

   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.

Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

 

L2. Leadership Dice

Starting at 2nd level, you have access to Leadership Dice. These represent your ability to focus your battlefield presence for powerful results. Your Warlord level determines the number and size of the dice, as shown on the Leadership Dice column of the Warlord table. You can spend these to fuel various features.

 

You know three such features: Rallying Mark, Urgent Orders, and Helpful Word. When you get this feature, you can spend one Leadership Die per turn. Starting at 6th level, you can spend two Leadership Dice per turn. The number you can expend increases to three at 11th level, and to four at 17th level.

 

A Leadership Die is expended when you use it. You regain all of your expended Leadership Dice when you finish a short or long rest.

 

Rallying Mark

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.

 

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

 

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word

As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

 

L3. Leadership Dice

Warlord's Expertise

Starting at 3rd level, choose one of the following skills: Investigation, Insight, Intimidation, or Persuasion. If you are not proficient in the chosen skill you become proficient If you are already proficient in the skill you select, your proficiency bonus is doubled for any ability check you make that uses that skill.

 

Fighting Style. Starting at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

 

Heroic Strike

Additionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack.

Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack.

PureChance

PureChance

 

 

Warlord

Level Proficiency Bonus Features
1st +2 Warlord Specialisation, Battlefield Presence

 

Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

 

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom , Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion.

 

Starting Equipment

   You start with the following items, plus anything provided by your background.

  • (a) a simple melee weapon, or (b) a martial weapon (if proficient).
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient).
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient).
  • (a) a scholar's pack or (b) an explorer’s pack

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment (125gp average).

 

L1. Warlord Specialisation 

   At 1st level, you pick the archetype of Warlord you embody, called a Presence, choosing from Commander, Chieftain, Noble, Packleader, Paragon or Tactician, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.

 

Paragons Presence

   Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.

   Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally, when you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus.   

 

L1. Battlefield Presence

   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.

Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

 

L2. Leadership Dice

Starting at 2nd level, you have access to Leadership Dice. These represent your ability to focus your battlefield presence for powerful results. Your Warlord level determines the number and size of the dice, as shown on the Leadership Dice column of the Warlord table. You can spend these to fuel various features.

 

You know three such features: Rallying Mark, Urgent Orders, and Helpful Word. When you get this feature, you can spend one Leadership Die per turn. Starting at 6th level, you can spend two Leadership Dice per turn. The number you can expend increases to three at 11th level, and to four at 17th level.

 

A Leadership Die is expended when you use it. You regain all of your expended Leadership Dice when you finish a short or long rest.

 

Rallying Mark

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.

 

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

 

Urgent Orders

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

 

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.

 

Helpful Word

As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

PureChance

PureChance

 

 

Warlord

Level Proficiency Bonus Features
1st +2 Warlord Specialisation, Battlefield Presence

 

Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

 

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom , Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion.

 

Starting Equipment

   You start with the following items, plus anything provided by your background.

  • (a) a simple melee weapon, or (b) a martial weapon (if proficient).
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient).
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient).
  • (a) a scholar's pack or (b) an explorer’s pack

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment (125gp average).

 

L1. Warlord Specialisation 

   At 1st level, you pick the archetype of Warlord you embody, called a Presence, choosing from Commander, Chieftain, Noble, Packleader, Paragon or Tactician, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.

 

Paragons Presence

   Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.

   Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally, when you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus.   

 

L1. Battlefield Presence

   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.

Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

PureChance

PureChance

 

 

Warlord

Level Proficiency Bonus Features
1st +2 Warlord Specialisation, Battlefield Presence

 

Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

 

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom , Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion.

 

Starting Equipment

   You start with the following items, plus anything provided by your background.

  • (a) a simple melee weapon, or (b) a martial weapon (if proficient).
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient).
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient).
  • (a) a scholar's pack or (b) an explorer’s pack

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

 

L1. Warlord Specialisation 

   At 1st level, you pick the archetype of Warlord you embody, called a Presence, choosing from Commander, Chieftain, Noble, Packleader, Paragon or Tactician, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.

 

Paragons Presence

   Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.

   Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally, when you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus.   

 

L1. Battlefield Presence

   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.

Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

PureChance

PureChance

 

 

Warlord

Level Proficiency Bonus Features
1st +2 Warlord Specialisation, Battlefield Presence

Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Wisdom , Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, and Persuasion.

Starting Equipment

   You start with the following items, plus anything provided by your background.

  • (a) a simple melee weapon, or (b) a martial weapon (if proficient).
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient).
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient).
  • (a) a scholar's pack or (b) an explorer’s pack

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

L1. Warlord Specialisation 

   At 1st level, you pick the archetype of Warlord you embody, called a Presence, choosing from Commander, Chieftain, Noble, Packleader, Paragon or Tactician, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.

 

Paragons Presence

   Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, and martial weapons.

   Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Additionally, when you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus.   

 

L1. Battlefield Presence

   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.

Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

PureChance

PureChance

 

 

Undecided Fighter/Warlord (will pick if accepted?)

Level Proficiency Bonus Features
1st +2  

Hit PointsHit Dice:
Hit Points at 1st Level: + your Constitution modifier
Hit Points at Higher Levels: 1d (or ) + your Constitution modifier per level after 1st

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: ,
Skills: Choose from .

Starting Equipment

   You start with the following items, plus anything provided by your background.

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

L1. Fighting Style

   You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Style option more than once, even if you get to choose again.

   Dueling: 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.

L1. Second Wind

   You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

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