Base Class: Fighter
As a powerful battlecry cross the battlefield and people turn to look, they see a might warrior standing with his war banner raised high. He charges into the battle and his allies follow him with new vigor and will to fight, his enemies cower in fear as they see his intimidating banner and the sight of their deaths.
The Warlord is a master of the battlefield, using his might, strong presence and powerful war banner to inspire his allies and demoralize his enemies. You must use strategy to know when and what banner to use to battle your enemies as well as your order shouts.
Battle Banner
At level 3 you craft for yourself a powerful banner that incites courage to your allies and fear in your enemies heart. You have a number of uses for your battle banner equal to your proficiency bônus. The banners create na aura of 10 ft. (30 ft. at level 10) The banners are set in two categories, Inspiration Banners and Demoralizing Banners. You can have two banners active at the same time, one Inspiration Banner and one Demoralizing Banner. The effect of the banners last for 1 minute. You can use your action to activate one banner, when you do so you choose wich effect it takes from the banner’s list. When you activate it you can carry the banner with you or place it on the ground, on subsequent turns you can place you banner on the ground or pick it up (No action required) but you need to have a free hand to pick it up, you can’t carry two banners. You can end the effect of a banner with a bônus action, and the effect ends if you’re knocked uncuncious. Finally you regain its uses when you finish a short or long rest. At level 7 you can throw your banner up to 15 ft. as an action.
Banner’s List:
Inspiration Banners:
Banner of Might: Your inspiring presence make your allies hit with more power. You and your allies within the banner’s aura gain +1d4 to their damage rolls. At level 15 this bônus increases to 2d4.
Banner of Defense: Your inspiring presence make your allies more coordenated warriors to defend themselves. You and your allies within the banner’s aura gain +1 AC. At level 15 this bônus increases to +2 AC.
Banner of Agility: Your inspiring presence make your allies get on the heat of a fast battle. You and your allies within the banner’s aura gain +10 ft. of movement until the end of their turn. It refreshes the effect if you or they get in the aura again or you move the aura to affect them on the next turn. At level 15 this bônus increases to 20 ft.
Banner of Resilience: Your inspiring presence make your allies hardened their will and body. You and your allies within the banner’s aura gain a +1 to all saving throws. At level 15 this bônus inscreases to +2 to all saving throws.
Demoralizing Banners:
Banner of Weakness: Your intimidating presence make your enemies hit you with less power. Enemies within the banner’s aura have -1d4 in their damage rolls. At level 15 this penalty increases to 2d4.
Banner of Defiance: Your intimidating presence make your enemies open the defenses. Enemies within the banner’s aura have -1 AC. At level 15 this penalty increases to -2 AC.
Banner of Slowness: Your intimidating presence make your enemies shake unuble to move well enough. Enemies within the banner’s aura have -10 ft. of movement until the end of their turn. It refreshes if they enter again in the aura or you move the aura to affect them on the next turn. At level 15 this penalty increases to 20 ft.
Banner of Vulnerability: Your intimidating presence make your enemies bady and will fragile. Enemies within the banner’s aura have -1 to all saving throws. At level 15 this penalty increases to -2 to all saving throws.
ive at the same time, one Inspiration Banner and one Demoralizing Banner. The effect of the banners last for 1 minute. You can use your action to activate one banner, when you do so you choose wich effect it takes from the banner’s list. When you activate it you can carry the banner with you or place it on the ground, on subsequent turns you can place you banner on the ground or pick it up (No action required) but you need to have a free hand to pick it up, you can’t carry two banners but you can have two banners on the ground. You can end the effect of a banner with a bônus action, and the effect ends if you’re knocked uncuncious. Finally you regain its uses when you finish a short or long rest.
Battle Preparation
At level 7 you become a better strategist, and can make better battle plans. As part of a short rest you can make new battle plans and let your allies be prepared for the danger. Choose between, Inteligence, Wisdow and Charisma, you and your allies gain a bônus to initiative equal to the modifier of you ability score that you chose for the next encounter.
Battlecry
At level 10 you can use a powerful battlecry to help your allies or demoralize your enemies.
Inspirational Cry: When na ally make an attack roll and is within an Inspiration Banner’s aura you can use a reaction to give him advantage on the roll.
Demoralizing Cry: When an enemy make na attack roll and is within a Demoralizing Banner’s aura you can use a reaction to give disadvantage on the roll.
You can use this a number of times equal your proficiency bônus. You regain all uses on a short and long rest.
War Banner
At level 15 you become a master at battle and you allies become even more inspired and your enemies even more fearful. Your banner’s get the level 15 upgrade.
Symbol of Hope and Fear
At level 18 you become one of the most experienced warriors on the battlefield and you become a source of inspiration and hope for your allies and a symbol of dread and fear for your enemies. Every time an ally within an Inspiration Banner’s aura hits with an attack roll, succeds on an ability check or succeds on a saving throw, they regain a number of hitpoints equal to your proficiency bônus. Every time an enemy within a Demoralizing Banner’s aura fails an attack roll, an ability check or fails a saving throw they take psychic damage equal you proficiency bônus. Aditionaly when your allies are forced to make a saving throw against effects that make them Charmed or Frightened and are within a Inspiration Banner’s aura they make so with advantage. Enemies that are forced to make a saving throw against being Charmed or Frightened and are within a Demoralizing Banner’s aura they do so with disadvantage.
Previous Versions
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