Fighter
Base Class: Fighter

Warlords are some of the heartiest, toughened, and physically powerful warriors. They are raised to carry both the heaviest loads and burdens on their own. Strong and armored knights that have keen senses for combat and are used to facing enemies face-to-face, unwavering. 
"Warlord" is the name chosen to represent someone who truly reigns over a battlefield. A presence that can overwhelm their enemies and skills that can make powerful attacks falter. 

 

 

Fully Armored

 You gain proficiency in Heavy Armor if you are not already proficient. 

You gain the Heavy Armor Master Feat:

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
    • Damage reduction increases to 10 at the 10th level.

PLEASE DO NOT CHOOSE A DIFFERENT FEAT AS DND BEYOND DOES GIVE YOU THE OPTION.

Inciting presence

Starting at the 3rd level you may use your bonus action to force any creature within 45ft to make a WIS Saving throw (DC is equal to 8+ your Strength modifier + your proficiency bonus). On a failed save the creature is both frightened of you and compelled to attack you on its next turn so long as it can use its action to do so.  If it cannot reach you within its turn it will repeat the save until it attacks you or it succeeds. If the creature takes damage before it attacks you it can repeat its save. 

Parry Magic

Starting at the 7th level, if a creature uses a spell attack at you, you may use your reaction to attempt to parry the attack physically with your hand. To parry roll a d20 + your strength modifier. The DC is equal to 8 + the spell level + the caster's proficiency modifier.  

If the spell level is above 5th and you succeed instead of negating damage you reduce it by half. 

After using this reaction you cannot use it again until you take a short/long rest. You cannot use this reaction if you have a point of exhaustion. 

Starting at level 13 you are able to use this reaction twice per long/short rest.  Any attempt to use this after the second time you must make a DC 16 CON save or suffer 1 point of exhaustion. You can no longer use this ability if you have 2 or more points of exhaustion.  

 

 

Unwavering

You have immunity to being frightened. You gain advantage on saving throws against being charmed, however, if you already have advantage you may add your proficiency modifier to saving throws against being charmed.

 

 

Mind and Metal

You gain an additional +1 to all attack rolls made with weapons with the Heavy property. 

If the armor or weapon you wield requires you to be attuned to it, it no longer consumes an attunement slot. Instead, it is permanently attuned to you. If you are separated from this item you can always sense which direction and vaguely how far it is from you. 

You can only use this on one item (either weapon or armor piece).

Another creature may dawn the item you are separated from, but cannot attune to it unless you are dead.  

If your DM allows it, A sentient curse weapon of armor can now be telepathically communicated with at will. (Have fun with this one!)

 

Unstoppable Object

Starting at the 18th level you can now use the Dodge action as a bonus action. You can use this 3 times, after which you will take 1 point of exhaustion per use after the third. You cannot use this bonus action after taking 2 points of exhaustion.
Additionally, if an enemy that you did not attack is within 5ft of you at the end of your turn, you may make an unarmed strike at that enemy as a free/special action.

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