Chieftain in Galir | World Anvil
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Chieftain

A chieftain is Warlord that rules by the sheer force of their personality, marked by their booming voice and fearless attitude, it is easy to believe that your band is infallible while your chieftain stands.   They can be lawful or chaotic, good or evil, with such things depending on how they got to where they are in life. A goliath that cut their way to top may be chaotic, believing that strength needs room to rise to the top unfettered by rules, while someone that inherited their authority may have a more lawful bent.   A Warlord with the Presence of a Chieftain need not literally rule anything, but is an exemplar of someone that has or could walk that path through their force of personality and the boisterous inspiration they give those around them.  

Chieftain's Proficiency

Starting at 1st level when you take this Presence, you gain proficiency in the Intimidation skill.  

Wolfpack Movement

Starting at 1st level, the first time you move after you roll initiative, you can bring a number of willing creatures equal to your Charisma modifier (minimum 1) within 20 feet of you with you.   These creatures move the same direction that you move but cannot move farther than their speed would allow. Creature can stop this movement at any point along the path.  

War Cry

Starting at 3rd level, as an action or in place of an attack as part of the Attack action, you can expend a number of Leadership Dice (up to your per turn limit) to inspire your allies with a mighty War Cry. You and allied creatures within 20 feet of you gain temporary hit points equal to the Leadership Dice roll + your Charisma modifier (minimum 1).   This can effect a number of creatures up to your Charisma modifier (minimum 1).  

Savage Momentum

Additionally at 3rd level, whenever you spend a Leadership Die, you gain advantage on the next attack roll you make before the end of your turn.  

Wolfpack Tactics

Starting at 7th level, you excel at taking down prey in coordination with your allies. 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.   If an attack you grant with Battlefield Presence is used to attack a creature you dealt damage to during your turn, that attack deals an additional 1d4 damage.  

Booming Shout

Starting at 11th level, when you unleash your War Cry you can attempt to frighten enemies.   Creatures of your choice within range of your War Cry must make a Wisdom saving throw (DC of 8 + Charisma modifier + your proficiency bonus) or become frightened of you until the end of their turn. Once you have used Booming Shout, you cannot use it in this way again until you complete a short or long rest.   Additionally, the range of your Rallying Mark, Overwhelming Mark, Inspiring Word, and War Cry is doubled.  

Bloody Victory

Starting at 18th level, when you or an ally reduce a hostile creature that has dealt damage to you to 0 hit points, you can unleash a War Cry as a reaction. When you unleash your War Cry in this way, you do not expend any Leadership Dice and you use a d12 in place of your Leadership Die.   You can use this reaction a number of times equal to your Charisma modifier, regaining all uses on a long rest.

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