Warlord

Some fighters have a commanding presence, and use a deep knowledge of battlefield tactics to coordinate their allies. Warlords are commanders who lead from the front of the battle, issuing orders and inspiring greatness in others by their own brave deeds. By their presence, a Warlord can transform an unorganized militia into a deadly fighting force.  

Art of War

You can rub shoulders comfortably with high ranking officers and the nobles with whom they must often interact. At 3rd level, you gain proficiency in your choice of either History, Insight, Investigation, or Persuasion.   Additionally, whenever you roll initiative to start an encounter, you gain 1 temporary "bonus" exploit die that goes away at the end of the encounter if not used. This bonus die can only be used to execute an exploit that targets one or more allies, like Commander's Strike or Inspiring Word.    You gain another bonus die at each subsequent level where you gain a Warlord subclass feature - 7th, 10th, 15th, and 18th.  

Rallying Cry

At 7th level, when you use an exploit that targets a friendly creature within 30 feet who can see or hear you, the target gains temporary hit points equal to your exploit die + your Charisma modifier.    Additionally, whenever you use Second Wind, choose a number of creatures up to your proficiency bonus within 30 feet who can see or hear you. If injured, each of these targets immediately regain hit points equal to your exploit die + your Charisma modifier.  

Strategic Command

Also at 7th level, when you use an exploit that directs an ally within 30 feet to act, and an attack roll or skill check is involved in fulfilling that command, if the natural roll on the die is 5 or less, your ally may reroll the die and take the better of the two results.  

Heroic Surge

Your heroic action inspires your allies. Starting at 10th level, when you use Action Surge, you can choose one creature within 30 feet that can see or hear you. That creature can then use their reaction to move up to their movement speed without provoking opportunity attacks. At the end of this movement, they can make one weapon attack.  

Inspiring Commands

Beginning at 15th level, when you use an exploit that targets a friendly creature within 30 feet who can see or hear you, the target gains advantage on one roll before the end of their next turn.  

Legendary Commander

Your ability to inspire others and lead allies into battle rivals the great conquerors and commanders of legend. Starting at 18th level, the range of your Warlord abilities increases from 30 feet to 60 feet, and the range of any exploits that affect allies is likewise doubled. Additionally, when you use an exploit that targets one or more allies, you can target one additional ally who can see or hear you within 60 feet.

Comments

Please Login in order to comment!