Warlord in Audalis | World Anvil

Warlord

level Proficiency Bonus Features Leadership Die Leadership Dice
1st +2 Warlord's Presence, Battlefield Presence
2nd +2 Leadership Dice d4 2
3rd +2 Warlord's Presence Feature, Warlord's Expertise d4 3
4th +2 Ability Score Improvement d4 4
5th +3 Extra Attack d6 5
6th +3 Prepare for Battle, Press the Advantage d6 6
7th +3 Warlord's Presence Feature d6 7
8th +3 Ability Score Improvement d6 8
9th +4 Oversight d6 9
10th +4 Ability Score Improvement d6 10
11th +4 Warlord's Presence Feature d8 11
12th +4 Ability Score Improvement d8 12
13th +5 Warlord's Intuition d8 13
14th +5 Shift the Field d8 14
15th +5 Warlord's Presence Feature d8 15
16th +5 Ability Score Improvement d8 16
17th +6 Unbreakable Will d10 17
18th +6 Warlord's Presence Feature d10 18
19th +6 Ability Score Improvement d10 19
20th +6 Tireless Leader d10 20
 

Warlord's Presence

At 1st level, you pick the archetype of Warlord you embody. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.  

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 an allied 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. An allied creature can only gain one additional attack from this feature.  

Leadership Dice

Starting at 2nd level, you have access to Leadership Dice. These represent your ability to focus your battlefield presence to 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 start knowing three such features: Rallying Mark, Overwhelm, and Helpful Word. When you get this feature, you can spend one Leadership Die per turn.   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 on your turn, you can expend a number of Leadership Dice to mark a hostile creature within 60 feet of you. On the next attack that hits the marked creature by an ally before the start of your next turn, add the Leadership Dice result to the damage roll and the attacking ally regains hit points equal to the amount of additional damage dealt this way.  

Overwhelming Mark

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to mark a hostile creature within 60 feet of you. On the next damage roll made against this target by an ally before the start of your next turn, add a single Leadership Die to the damage roll. The target must make a Constitution saving throw where the DC is 10 or equal to half the damage dealt (whichever is higher), becoming stunned on a failed save until the end of its next turn. This mark lasts for an additional hit for each additional Leadership Die spent, but if a creature uses Legendary Resistance to pass a saving throw against it, the mark immediately ends.  

Helpful Word

You can spend a Leadership Die to take the Help action as a bonus action on your turn. 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 the target can see or hear you  

Warlord's Expertise

Starting at 3rd level, you gain proficiency in the Persuasion, Intimidation, Insight or Investigation skill. 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.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can use Battlefield Presence in place of either or both attacks.  

Prepare for Battle

Starting at 6th level, you can spend a minute preparing up to five allies for combat. You can expend a number of Leadership Dice up to your per turn limit, rolling them and causing your allies to gain temporary hit points equal to the number rolled. Allies that have benefited from this ability can expend a number of hit dice equal to the number of Leadership Dice you expended, using them as they would during a short rest. Any temporary hit points gained from this last until you complete a short or long rest.  

Press the Advantage

Starting at 6th level, you can spend two Leadership Dice per turn. The number you can expend increases at 11th level (to three dice), and again at 17th level (to four dice).  

Oversight

Starting at 9th level, when an allied creature that can see or hear you makes a skill check, you can expend a Leadership Die and add it to the roll. You can choose to do this after you see the result of the roll, but before you know the outcome. Once you do this, you cannot do this until you complete a short or long rest.  

Warlord's Intuition

Starting at 13th level, before rolling a skill 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. Once you do this, you cannot do this until you complete a long rest.  

Shift the Field

Two vast armies stand across the field of death, fear gripping the heart of every soldier. From their ranks, the banner is carried forth - a shining beacon without fear. Before they even know it, their feet pound across the ground, their fear left behind as they follow their symbol of hope to victory. Collapsing to the ground, a man succumbs to wounds, exhaustion, terror, and the overwhelming clash of steel all around.. Death closes in, but before it can claim him, a hand appears, pulling him to his feet. "On your feet, solider". The line was about to be overwhelmed, the inevitable break would come, for the soldiers could hold no more. Until, among their ranks, they noticed their liege, unwilling to turn aside. Unwilling to step back from danger, and the men realized that retreat was no longer an option, and not a step backwards was taken. A new strength was found behind every blow and they fought as no man has ever fought before.   Everywhere the enemy probed, they met only a wall of spears and a rain of arrows. Every flanking maneuver flanked, every bluff called and every gambit a failure. The foes could do naught but curse the luck that had turned against them. 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. A Warlord is a force multiplier for their companions. Some of them may be fearsome combatants, while others may never lift a weapon, but in either case their presence on the battlefield will drive their companions to new heights, guiding them through what would surely have been their doom safely.   How this is brought about can vary, from inciting crazed zeal to tempering an overeager charge, from turning a rout into an unbreakable last stand to pulling their companions out of the line of danger in the nick of time. The sole commonality is that a Warlord alone is but a man, while a Warlord with their companions is a legend.  

Purpose and Drive

A common element to those that walk the path of a Warlord is a purpose. One which gives them a larger-than-life presence and allows them to be a guiding hand to all those around them. Some Warlords may not seek any particular cause, and merely seek victory - either as a tribute to a god they worship or simply to meet a personal achievement. More often, though, a Warlord is driven by a higher purpose - a loyalty to their country or their men, a drive to protect the innocent or to crush the weak.   It is an important consideration to a Warlord in understanding why they fight, as it will inform how they fight. Do they try to keep their companions and followers out of danger? Or do they simply press for the strategy that is most likely to win?  

Creating a Warlord

When creating a Warlord you should always start with answering the question: what sort of Presence does this person bring to battlefield? Are they are a charismatic inspiration to their allies that drives them to fight on? Are they a wise veteran who acts as a force multiplier for their companions, offering pointers and grit? 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?   Any of these paths and many more are all possible through the Warlord, but what sort of Presence you select at level one will guide what attribute is most impactful for you in exerting your influence and driving your companions to greater heights.  

Quick Build

You can make an warlord quickly by following these suggestions. For a Chieftain or Paragon select Strength as your highest attribute followed by Charisma. For a Commander select Strength as your highest attribute followed by Wisdom. For a Noble select Charisma as your highest attribute followed by Constitution, and for a Tactician select Intelligence followed by Constitution.  

Class Features

As a warlord, you gain the following class features  

Hit Points

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 warlord level after 1st

Proficiencies

Armor: Light armor, medium armor   Weapons: Simple Weapons   Tools: None   Saving Throws: Strength, Constitution   Skills: Choose two from Athletics, Deception, Endurance, History, Insight, Intimidation, Investigation, Medicine, Perc eption, Persuasion, or Streetwise

Equipment

You start with the following equipment, in addition to the equipment granted 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
Starting at 14th level, you gain the ability to relocate allied creatures. As an action, you can expend a Leadership Die to move up to 5 allied creatures that can see or hear you up to half their movement without provoking attacks of opportunity.

Unbreakable Will

Starting at 17th level, the Warlord cannot be frightened or charmed, and gains immunity to these conditions.  

Tireless Leader

Starting at 20th level, you can roll d4s and use them instead of expending Leadership Dice for any feature requiring Leadership Dice.

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