Fighter
Base Class: Fighter

Warlords are the embodiment of leadership and strategy.  They support their party,  lead assaults and counter attacks. 

Tactics of War

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Tactics. You learn three tactics of your choice, which are detailed under “Tactics” below. Many tactics enhance an ally in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Tactics Dice. You have four tactics dice, which are d8s. A tactics die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another tactics die at 7th level and one more at 15th level.

Saving Throws. Some of your tactics require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Leadership

At 3rd level, you gain proficiency with the intimidation and persuasion skills. 

Tactics

The tactics are presented in alphabetical order.

Counter attack

When you see a creature miss an ally with a melee attack you can use a reaction and expend one superiority die to enable them to use their reaction to make a melee attack against it. If you hit, you add the superiority die to the attack’s damage roll.

Hold the Line

As a leader of warriors you know how to position them to keep them in the fight. You can use a tactics die to give those within 10ft of you a bonus to AC equal to the role of the die.

Inspiring Presence

You can inspire those near you to greater heights. As a bonus action all friendly creatures within 10ft of you have advantage on attack rolls till the start of your next turn. 

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one tactical die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Negotiation

When you or an ally that can hear or see you makes a Charisma ( persuasion),  Charisma ( deception), Charisma ( intimidation)check you can expend one tactics die and add the die to the roll, provided you aren’t incapacitated.

Tactical Assessment

When you or an ally that can hear or see you makes an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

War cry

On your turn, you can use a bonus action and expend one tactics die to bolster the resolve of a number of your companions equal to your proficiency bonus. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the tactics die roll + your class level.

Warlord’s Strike

You can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Planned Assault

If you spend one minute observing or interacting with a creature outside of combat, then you can choose to expend 2 tactics dice,  and you can use a bonus action to give that creature vulnerability to all attacks that are a result of a tactics dice.

The observation/interaction and expending of the tactics dice must happen before initiative is rolled. The bonus action to activate the feature can happen wherever the player wants to activate it. In order to use this feature again on the same creature the player will have to observe/interact with the creature again as well as expend another 2 tactics dice. 

Improved Tactics of War

At 10th level, your tactics dice turn into d10s. At 18th level, they turn into d12s.

Tactical Fortitude

Starting at 15th level, when you roll initiative and have no tactics dice remaining, you regain one tactics die.

Improved Tactics of War

At 18th level, your tactics dice turn into d12s.

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