Are they a charismatic inspiration to their allies that drives them to fight on? Just as a dragon's frightful presence may not be explicitly magic but instills a supernatural dread in mortal adventurers, a Warlord's presence is more than just simple common sense and a head for strategy, it's the power of conviction, the perfection of tactics, or the will to win incarnated in Adventurer form. 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. At 3rd level, the number of spells you know increases to your intelligence modifier + your warlord level (minimum of one spell). Creatures cannot move more than their movement speed in following you. The warlord targets one ally it can see within 30 feet of it. Additionally, as a reaction when being forced to make a Wisdom, Intelligence, or Charisma Saving Throw, you can expend a Leadership Die and add the die result to the saving throw. Hit Points. Additionally, you can roll a number of Leadership Dice equal to the number of friendly creatures within 60 feet of you, expanding them and regaining additional hit points equal to the value rolled this way. You start with the following equipment, in addition to the equipment granted by your background: As a bonus action, you speak or signal to your allies a weak point on a certain target. Helpful Word grants temp hp. You can cast these spells using Leadership Dice equal to the level of the spell. Starting at 3rd level, you can tactically assess a creature's options. ...and many more! Once you use this feature, you must take a short or long rest before you can use it again. At 10th level, you can spend an action for force any creatures in 'my land' to make a Charisma saving throw with a DC equal to your spell save DC, or fall prone. Starting at 1st level when you take this Presence, you gain proficiency in shields, martial weapons, and the Intimidation skill. Actions Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target At 10th level, when you roll initiative, every ally that can hear you gain advantage on all strength checks and strength saving throws for 1 minute. Press the Advantage just folded into the Leadership Die feature. When you score a critical hit you inspire your allies and yourself to battle on. While Warlords may specialize in the control of battles, an Packleader is a Warlord that aims to win a fight before it becomes a battle. No more infinite spells for Packleaders and Nobles. The spells must be of a level for which you have spell slots. Hit Dice: 1d10 per Warlord level You can change the list of spells you have selected when you complete a long rest. No magical abilities whatsoever. Creature can stop this movement at any point along the path. Starting at 15th level, you can use Leadership Dice to cast bless or heroism without providing material components. When you do so, you can expend Leadership Dice to apply Rallying Mark to the creature you are targeting with this Help action. Choose 1 from the following: Icon of Victory, Guerrilla Commando, Bravura Chieftain, White Raven Warblade, Fated King, or Bael Turathi Champion. You can spend these to fuel various features. Starting at 7th level, you gain proficiency in Intelligence Saving Throws. If they choose to be nomadic and travel between civilizations, they become that of either a warmonger or a mercenary. Once you do this, you cannot do this until you complete a long rest. 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). Unwilling to step back from danger, and the men realized that retreat was no longer an option, and not a step backwards was taken. At 18th level, when you or an ally deals fire damage, it deals a bonus 1d6 fire damage. From their ranks, the banner is carried forth - a shining beacon without fear. 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. While you are wearing armour, you gain +1 bonus to AC. Preparing a new list of warlord spells requires time spent researching and memorising: at least 10 minutes per spell level for each spell changed and 1 minute for all other spells on your list. This does not inherently mean they need NPC followers, however. Mechanically unchanged, just the presentation is different. 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. At 3rd level, you know the following spells, including cantrips. 1 Warlord for DnD 5e and Primeval Thule Warlord Level Prof Abilities 1st +2 Fighting Style, Warning Shout 2nd +2 Combat Medic 3rd +2 Tactical Presence 4th +2 Ability Score Advance 5th +3 Extra Attack 6th +3 Form Up 7th +3 Cohesive Discipline 8th +3 Ability Score Advance 9th +4 Indomitable (special) 10th +4 Improved Warning Shout 11th +4 Master of Arms That sort of thing. You can't take a Fighting Style option more then once, even if you later get to choose 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. In today’s article, I’m exploring that argument in pre-3.x with the books I have on hand; as with the rest of the History of the Classes, it’s possible I’ve missed something from a Dragon issue or a setting supplement along the way. 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. Do they try to keep their companions and followers out of danger? While it is still possible to create a Warlord archetype by starting with the Fighter class, it can get a little complicated as players begin multiclassing into Bard, Rogue and Paladin to receive the perks they need. Whenever you cast a spell the results in you or an friendly creature becoming obscured (such as being within the radius of a fog cloud or behind earth moved by mold earth), the obscured creature can use their reaction to take the Hide Action with advantage. Monster Size, type, alignment. 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. Mar 7th, 2017. Are they a wise veteran who acts as a force multiplier for their companions, offering pointers and grit? A keen word there and helping hand here, their influence is subtle but effective, inexorably shifting the tides of battle in their favor. You can have a maximum number of d4 dice in this pool equal to your Charisma modifier (minimum 1). Warlord Specialization, Battlefield Presence, Warlord Specialization Feature, Warlord's Expertise. NPC Statblock Compendium by gq69 - Created with GM Binder. Most warlords have no magical powers, but the presence on their battlefield allows people to exceed what they might have thought of as their own limits. Have the players successfully pulled a fast one over on the NPC? Overwhelming Mark and Rallying Mark now deal bonus damage equal to Charisma. 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. You can join them here on Patreon. Overwhelming Mark reworked; now staggers instead of stuns, but has no save. Starting at 11th level, when you succeed on a Tactical Insight check against a creature, the next attack you or an friendly creature makes against it before the start of your next turn deals an additional 2d6 damage. If it is already 19-20, then it is 18-20. At 3rd level, your commanding mark no longer affects allies but instead applies to you. 5e - Warlord (KibblesTasty) by KibblesTasty. These represent your ability to focus your battlefield presence to powerful results. When you reach 4th level, and again at 8th, 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. Save Statblock Load Statblock Printable Block View Image View Markdown. 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+. You can use this reaction a number of times equal to your Charisma modifier, regaining all uses on a long rest. 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. Customizing NPCs. As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to create openings against a hostile creature within 60 feet of you. Starting at 15th level, you can spend 2 Leadership Dice to cast pass without a trace without providing material components. If you hit, all attacks made against that creature until the end of the triggering ally's next turn deal 1d6 extra damage. Not approved/endorsed by Wizards. Keep Going! CON. This will be one of the shorter class histories, as the warlord only arguably exists in editions that are not 3.5 and 4e. D&D 5e Statblock Generator. 130 . When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 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. Not a member of Pastebin yet? 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