Today's magical Monday is Strategic Combat. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving battle strategy. You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
For my submission, I am putting forward my revised version of the Banneret (Purple Dragon Knight) fighter subclass. This one always kinda felt like a strategic battlefield commander type subclass to me, but the SCAG version falls short in some of its features in my opinion. One route I took to double down on this was to give the Banneret access to maneuvers and a limited ability to "command" friendly creatures into using certain maneuvers (making it kinda a cross between a battle master fighter and valor bard in my opinion). Let me know what you think.
Banneret (aka Purple Dragon Knight)
A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to three friendly creatures within 60 feet of you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Battlefield Commander
Starting at 7th level, you learn three maneuvers from the Battle Master archetype: Commander’s Strike and two others of your choice. You learn one additional maneuver of your choice at 10th, 15th, and 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d6s. A superiority 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 superiority die at 15th level.
Saving Throws. Some of your maneuvers 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)
Additionally, when a friendly creature you can see within 60 feet hits with a weapon attack, you can use your reaction to expend a superiority dice and apply one of your known maneuvers to that creature’s attack, provided it can see or hear you. To be a valid choice, the maneuver must trigger following a hit with an attack and must be applicable to the type of weapon used by the friendly creature. For maneuvers applied this way, the friendly creature rolls the superiority die and the maneuver save DC is calculated based on its proficiency bonus + Strength or Dexterity modifier (its choice).
Notes on changes: An entirely new ability to replace the Royal Envoy feature. Since the theme of this subclass seems to be “support your friends by extending your fighter abilities to them” I felt like a logical way to expand upon this would be to give the banneret some maneuvers with the ability to grant specific maneuver benefits to allies’ attacks. To balance this with a Battle Master, they dont get maneuvers until 7th level, they overall know less maneuvers and have less superiority dice, and their superiority dice start at a d6 and dont improve.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one friendly creature within 60 feet of you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one, to make one melee or ranged weapon attack. Alternatively, you can choose one ally within 60 feet of you to take one of the following actions of its choice using its reaction: Cast a Spell, Dodge, Hide, Search, or Use an Object. The ally must still be able to see or hear to take this action, and if it takes the Cast a Spell action it can only cast a cantrip.
Notes on changes: For the 18th level improvement, I opened up the possibility of granting certain full actions to a single creature rather than granting weapon attacks to two. Even when limiting the spellcasting to cantrips, I think this is a buff that overall will help the Banneret support the party more equally rather than favoring those with strong martial capabilities. I do think that granting a full action (even with the limitations) is still strong enough to merit waiting until 18th level to unlock.
Heroic Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to your allies. When a friendly creature you can see within 60 feet fails a saving throw, you can use your reaction to use your Indomitable feature, allowing that ally to reroll their save and use the new roll. If the ally still fails its saving throw after rerolling, you do not expend a use of your Indomitable feature.
Notes on changes: I did not like that the original Bulwark was limited to Int, Wis, and Cha saves. Instead, the banneret can now help a single ally with ANY saving throw. To help the ally, it also does not require that you were targeted or failed your save. The added benefit is that if you try to use this feature to help an ally and it ultimately fails, you do not expend the feature so you can try again with another ally or yourself.
Alright this challenge is perfect for showing the system I've been making and fine-tuning for monsters I've recently made. It's designed to encourage player agency and tactical decision making. I call it, Pick your Poison.
Pick your Poison
Once per turn when [the monster] hits with [insert attack], [the monster] can force the creature hit to choose between one of these options:
(These are just sample options I used on my latest boss, typically the options, DCs, and damage would vary depending on the enemy. Additionally the players don't know what each option does, only what it is) - Dodge out of the Way!: The creature hit must make a DC 16 dexterity saving throw or be knocked prone.
- Push Forward!: The creature hit takes 1d6 points of extra damage
- Risk it All!: The creature hit must make a DC 16 dexterity or strength saving throw or take an additional 6d8 points of damage. On a successful save all damage they deal to [the monster] is doubled until the end of the creature hit's next turn.
- Other: Adventurers can react in countless ways to an attack, thus if a player wishes they can name what they want to do as a response. The player cannot list what mechanical effect they want, only state how their character acts. The DM forces said adventurer to make a saving throw of their choice and with whatever DC they want (more extreme tasks ave higher DCs). On a successful or failed save the DM chooses the consequences/benefits from failing/succeeding said save.
Now this might not seem like it would change the battle too much if the monster could only do this once per turn and thus once per round. But what if they have multiple turns? This is my alternative to legendary actions, and has synergy with the Pick your Poison mechanic
Legendary Haste
[The monster] takes [insert amount, typically 2-3] of turns per round rather than one. Roll initiative for each turn separately. If any turns are back to back, then the lower turn is moved to the end of the round.
My entry is definitely a bit of a conceptual overlap with Kaboom's, but it just fits too well not to share and I've been working on a new version. Although similar to PDK, my Warlord owes much more to the class of the same name from 4e, which I believe inspired the PDK in the first place. It offers a choice of three "flavors" of leadership, corresponding to INT, WIS, or CHA.
Note this has several changes from the warlord in my sig. I intend update the DDB subclass with a new version after collecting some more feedback and hopefully some playtesting.
A select few warriors rise above their brothers and sisters in arms to answer the call of leadership. While seasoned fighters in their own right, warlords set themselves apart through their ability to lift up their allies, leveraging strengths and covering weaknesses to turn the tide of battle in their favor. Combining brains with brawn, warlords fight with unusually honed insight, carefully planned tactics, or inspirational courage that makes them a force to be reckoned with on the field of battle.
Inspiring Word
3rd-level Warlord feature
When you regain hit points from Second Wind, you can choose one ally that can see or hear you within 30 feet to regain the same number of hit points.
Commanding Presence
3rd-level Warlord feature
Leadership can take many forms. How you choose to lead will affect your abilities both on and off the battlefield. Will you inspire through bravery, adaptability, or tactical savvy? Choose one Commanding Presence from the options below.
Bravura Presence
"No guts, no glory!"
The Bravura warlord leads with a courage that less enthusiastic adventurers might see as reckless. Your aggressive tactics and risky maneuvers act to throw your enemies off balance and inspire courage in your allies. Leaving the strategizing and analyzing to others, you rely on sheer force of personality to lead your team to victory. You understand that the best defense is a good offense, and that no one ever became a legend by playing it safe.
You gain proficiency in the Intimidation skill as well as the following features:
Bravo's Gambit. As a bonus action, you can attempt to provoke an adjacent hostile enemy to use its Reaction to target you with an opportunity attack. If the enemy chooses to do so, immediately after the attack is resolved you may use your Reaction to make one weapon attack with advantage, targeting that creature. On a successful hit the attack deals additional damage equal to your Charisma modifier (minimum of 1 damage). You can use this feature a number of times equal to your Charisma modifier, regaining expended uses after a short or long rest.
Into the Fray. When you roll for initiative, choose an ally within 30 feet. You and the target can move up to a number of feet equal to five times your Charisma modifier (minimum of 5 feet) before combat begins.
Resourceful Presence
"You're going to regret that."
Resourceful warlords are all about finding opportunities and exploiting them. Approaching battle with a keen eye and a flexible mindset allows you to respond quickly and decisively. You recognize that among all your varied tools of warfare, those most valuable are experience and wisdom.
You gain proficiency in the Insight skill as well as the following features:
Wolf Pack Tactics. When you and another ally are both adjacent to a hostile creature, you can use your bonus action do one of the following:
You can use this feature a number of times equal to your Wisdom modifier, regaining expended uses after a short or long rest.
Spot Weakness. When you roll for initiative, choose one hostile creature you can see. For the first round of combat the target takes additional damage equal to your Wisdom modifier (minimum of 1 damage) when damaged by you or your ally, provided the ally can hear you. This bonus damage can only occur once per turn.
Tactical Presence
"Plans are worthless but planning is everything."
Tactical warlords excel at devising carefully planned strategies and making quick battlefield decisions. You know that while battle is chaotic, there are emergent patterns that can be recognized and capitalized on. An avid student of past battles and the great minds that fought them, you believe that a breadth of tactical knowledge is the key to victory. More than most, you stay mindful of the strengths of your allies and don't hesitate to leverage them to their fullest potential.
You gain proficiency in the History skill as well as the following features:
Direct the Strike. As an action, you can direct one ally within 30 feet to immediately take the Attack action or the Cast a Spell action (limited to cantrips only), targeting a hostile creature within your reach. Both you and the ally must be able to see each other and the target. If the ally has the Extra Attacks feature, they may use it for this action even though it is not their turn. You can use this feature a number of times equal to your Intelligence modifier, regaining expended uses after a short or long rest.
Instant Planning. You and allies within 30 feet gain a bonus to initiative rolls equal to your Intelligence modifier (minimum of +1).
Coordinated Assault
7th-level Warlord feature
When you use your Action Surge, you can forgo the additional action in order to grant it to an ally within 30 feet, provided that the ally can see or hear you. The ally then uses the action immediately, during your turn. If the ally has the Extra Attacks feature, they may use it if they choose the Attack action.
Starting at 18th level, you can target two allies with this ability.
Stay With Me
10th-level Warlord feature
When an ally within 30 feet that you can see fails an Intelligence, Wisdom, or Charisma saving throw, you can use your Reaction to expend a use of your Indomitable feature to allow them to reroll the saving throw, provided that they can see or hear you. If you failed a saving throw against the same effect, you may reroll it as well.
Advanced Assault
15th-level Warlord feature
You gain a benefit when you use Coordinated Assault based on your choice of Commanding Presence.
Audacious Assault (Bravura Presence)
When you use Coordinated Assault to grant an action to an ally, the ally can choose to use their Reaction to make one extra weapon attack against a hostile creature before they take the action. This attack gains a bonus to damage equal to your Charisma modifier (minimum of 1 damage). If the attack misses, attack rolls against the ally have advantage until the start of your next turn.
Directed Assault (Tactical Presence)
When you use Coordinated Assault to grant an action to an ally, the ally gains a bonus to the first attack roll and damage roll made as a part of that action. The bonus equals your Intelligence modifier (minimum of +1).
Reliable Assault (Resourceful Presence)
When you use Coordinated Assault to grant an action to an ally, the ally may choose to reroll any one attack roll, damage roll, or ability check made as a part of that action. If the reroll is not used or is not successful, the ally gains a number of temporary hit points equal to twice your Wisdom modifier (minimum of 2 temporary hit points).
Supreme Coordination
18th-level Warlord feature
When you use Coordinated Assault you can grant the action to two allies rather than one.
Today's magical Monday is Spellcaster Shutdown. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving tactics to defeat spellcasters and eliminate their abilities. You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
I am submitting the following spell, inspired by an encounter from the novel Knight of the Black Rose by James Lowder
Medraut’s Mind Vortex
6th-level Enchantment (Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Concentration, up to 1 minute
You weave the thoughts of another creature, twisting them around in its head making focus difficult to achieve. A creature targeted by this spell must make an Intelligence saving throw. On a failed save, for the duration the creature has disadvantage on all ability checks which rely on Intelligence. If the target is concentrating on a spell, it immediately loses concentration following a failed save.
While you are concentrating on this spell, whenever a target which failed its saving throw begins to cast a spell it must make an ability check using its spellcasting modifier. The DC for this check is equal to 10 + the spell's level. On a failed check, the spell is not cast and the action used to cast the spell is wasted.
An affected target can repeat its saving throw at the end of each of its turns, ending the effect on a success. This spell has no effect on creatures with an Intelligence score of 4 or lower.
At Higher Levels: When this spell is cast using a spell slot of 7th level or higher, the DC for the target to cast spells increases by 1 for each slot above 6th.
edit: changed "level of spell slot expended" to "spell's level" to account for new/revised monsters which do not use spell slots
When a creature within 30 feet of the Weave Catcher casts a spell, uses a magical effect or attacks with a magical weapon, any attack rolls made as a result of the spell, effect or attack are at disadvantage, and their targets gain advantage on any saving throws required by the spell, effect or attack. If the spell, effect or attack requires a dice roll to determine its outcome -- whether damage, healing, or the total creatures affected by a sleep spell or similar -- subtract 1 from the total for each individual die rolled.
In addition, the Weave Catcher can hold up to 9 charges and gains 1 charge for each level of a spell cast within 30 feet of it. When it has a full 9 charges, it will unleash its stored energy against the next creature within 30 feet of it to cast a leveled spell. The creature must make a Dexterity saving throw with a DC of 19. If they fail, the creature uses their spell slot but the casting is ruined, and they take 9d6 force damage. If they succeed, they take half damage and are able to cast the spell successfully, although it is still drained of potency by the Weave Catcher as per normal.
A Weave Catcher is a powerful talisman, created by hag covens as a defense of last resort or as a "gift" for someone they wish to wean away from being protected by other magic. It is a hoop anywhere from six inches to 1 foot in diameter made from the skin and sinew of one who died sacrificing themselves to protect others from harmful magic. In the center of the hoop is an unsettlingly asymmetrical spiderweb-like design woven from the hairs of a phase spider and the whiskers of a crag cat. Dangling from the bottom of the hoop are various other charms, such as pieces of a flail snail shell.
Rollback Post to RevisionRollBack
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Today's magical Monday isSpell School: Necromancy. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving the necromancy school of magic. You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
Today's magical Monday is Primordial Forces. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving elementals or the primordial forces
You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
all right, thanks. will do!
Magical Monday Challenge SEVENTEEN:
Strategic Combat
Today's magical Monday is Strategic Combat. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving battle strategy. You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
I am an average mathematics enjoyer.
>Extended Signature<
For my submission, I am putting forward my revised version of the Banneret (Purple Dragon Knight) fighter subclass. This one always kinda felt like a strategic battlefield commander type subclass to me, but the SCAG version falls short in some of its features in my opinion. One route I took to double down on this was to give the Banneret access to maneuvers and a limited ability to "command" friendly creatures into using certain maneuvers (making it kinda a cross between a battle master fighter and valor bard in my opinion). Let me know what you think.
Banneret (aka Purple Dragon Knight)
A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you can choose up to three friendly creatures within 60 feet of you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
Battlefield Commander
Starting at 7th level, you learn three maneuvers from the Battle Master archetype: Commander’s Strike and two others of your choice. You learn one additional maneuver of your choice at 10th, 15th, and 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d6s. A superiority 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 superiority die at 15th level.
Saving Throws. Some of your maneuvers 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)
Additionally, when a friendly creature you can see within 60 feet hits with a weapon attack, you can use your reaction to expend a superiority dice and apply one of your known maneuvers to that creature’s attack, provided it can see or hear you. To be a valid choice, the maneuver must trigger following a hit with an attack and must be applicable to the type of weapon used by the friendly creature. For maneuvers applied this way, the friendly creature rolls the superiority die and the maneuver save DC is calculated based on its proficiency bonus + Strength or Dexterity modifier (its choice).
Notes on changes: An entirely new ability to replace the Royal Envoy feature. Since the theme of this subclass seems to be “support your friends by extending your fighter abilities to them” I felt like a logical way to expand upon this would be to give the banneret some maneuvers with the ability to grant specific maneuver benefits to allies’ attacks. To balance this with a Battle Master, they dont get maneuvers until 7th level, they overall know less maneuvers and have less superiority dice, and their superiority dice start at a d6 and dont improve.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one friendly creature within 60 feet of you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one, to make one melee or ranged weapon attack. Alternatively, you can choose one ally within 60 feet of you to take one of the following actions of its choice using its reaction: Cast a Spell, Dodge, Hide, Search, or Use an Object. The ally must still be able to see or hear to take this action, and if it takes the Cast a Spell action it can only cast a cantrip.
Notes on changes: For the 18th level improvement, I opened up the possibility of granting certain full actions to a single creature rather than granting weapon attacks to two. Even when limiting the spellcasting to cantrips, I think this is a buff that overall will help the Banneret support the party more equally rather than favoring those with strong martial capabilities. I do think that granting a full action (even with the limitations) is still strong enough to merit waiting until 18th level to unlock.
Heroic Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to your allies. When a friendly creature you can see within 60 feet fails a saving throw, you can use your reaction to use your Indomitable feature, allowing that ally to reroll their save and use the new roll. If the ally still fails its saving throw after rerolling, you do not expend a use of your Indomitable feature.
Notes on changes: I did not like that the original Bulwark was limited to Int, Wis, and Cha saves. Instead, the banneret can now help a single ally with ANY saving throw. To help the ally, it also does not require that you were targeted or failed your save. The added benefit is that if you try to use this feature to help an ally and it ultimately fails, you do not expend the feature so you can try again with another ally or yourself.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Alright this challenge is perfect for showing the system I've been making and fine-tuning for monsters I've recently made. It's designed to encourage player agency and tactical decision making. I call it, Pick your Poison.
Pick your Poison
Once per turn when [the monster] hits with [insert attack], [the monster] can force the creature hit to choose between one of these options:
(These are just sample options I used on my latest boss, typically the options, DCs, and damage would vary depending on the enemy. Additionally the players don't know what each option does, only what it is)
- Dodge out of the Way!: The creature hit must make a DC 16 dexterity saving throw or be knocked prone.
- Push Forward!: The creature hit takes 1d6 points of extra damage
- Risk it All!: The creature hit must make a DC 16 dexterity or strength saving throw or take an additional 6d8 points of damage. On a successful save all damage they deal to [the monster] is doubled until the end of the creature hit's next turn.
- Other: Adventurers can react in countless ways to an attack, thus if a player wishes they can name what they want to do as a response. The player cannot list what mechanical effect they want, only state how their character acts. The DM forces said adventurer to make a saving throw of their choice and with whatever DC they want (more extreme tasks ave higher DCs). On a successful or failed save the DM chooses the consequences/benefits from failing/succeeding said save.
Now this might not seem like it would change the battle too much if the monster could only do this once per turn and thus once per round. But what if they have multiple turns? This is my alternative to legendary actions, and has synergy with the Pick your Poison mechanic
Legendary Haste
[The monster] takes [insert amount, typically 2-3] of turns per round rather than one. Roll initiative for each turn separately. If any turns are back to back, then the lower turn is moved to the end of the round.
My entry is definitely a bit of a conceptual overlap with Kaboom's, but it just fits too well not to share and I've been working on a new version. Although similar to PDK, my Warlord owes much more to the class of the same name from 4e, which I believe inspired the PDK in the first place. It offers a choice of three "flavors" of leadership, corresponding to INT, WIS, or CHA.
Note this has several changes from the warlord in my sig. I intend update the DDB subclass with a new version after collecting some more feedback and hopefully some playtesting.
A select few warriors rise above their brothers and sisters in arms to answer the call of leadership. While seasoned fighters in their own right, warlords set themselves apart through their ability to lift up their allies, leveraging strengths and covering weaknesses to turn the tide of battle in their favor. Combining brains with brawn, warlords fight with unusually honed insight, carefully planned tactics, or inspirational courage that makes them a force to be reckoned with on the field of battle.
Inspiring Word
3rd-level Warlord feature
When you regain hit points from Second Wind, you can choose one ally that can see or hear you within 30 feet to regain the same number of hit points.
Commanding Presence
3rd-level Warlord feature
Leadership can take many forms. How you choose to lead will affect your abilities both on and off the battlefield. Will you inspire through bravery, adaptability, or tactical savvy? Choose one Commanding Presence from the options below.
Bravura Presence
"No guts, no glory!"
The Bravura warlord leads with a courage that less enthusiastic adventurers might see as reckless. Your aggressive tactics and risky maneuvers act to throw your enemies off balance and inspire courage in your allies. Leaving the strategizing and analyzing to others, you rely on sheer force of personality to lead your team to victory. You understand that the best defense is a good offense, and that no one ever became a legend by playing it safe.
You gain proficiency in the Intimidation skill as well as the following features:
Bravo's Gambit. As a bonus action, you can attempt to provoke an adjacent hostile enemy to use its Reaction to target you with an opportunity attack. If the enemy chooses to do so, immediately after the attack is resolved you may use your Reaction to make one weapon attack with advantage, targeting that creature. On a successful hit the attack deals additional damage equal to your Charisma modifier (minimum of 1 damage). You can use this feature a number of times equal to your Charisma modifier, regaining expended uses after a short or long rest.
Into the Fray. When you roll for initiative, choose an ally within 30 feet. You and the target can move up to a number of feet equal to five times your Charisma modifier (minimum of 5 feet) before combat begins.
Resourceful Presence
"You're going to regret that."
Resourceful warlords are all about finding opportunities and exploiting them. Approaching battle with a keen eye and a flexible mindset allows you to respond quickly and decisively. You recognize that among all your varied tools of warfare, those most valuable are experience and wisdom.
You gain proficiency in the Insight skill as well as the following features:
Wolf Pack Tactics. When you and another ally are both adjacent to a hostile creature, you can use your bonus action do one of the following:
You can use this feature a number of times equal to your Wisdom modifier, regaining expended uses after a short or long rest.
Spot Weakness. When you roll for initiative, choose one hostile creature you can see. For the first round of combat the target takes additional damage equal to your Wisdom modifier (minimum of 1 damage) when damaged by you or your ally, provided the ally can hear you. This bonus damage can only occur once per turn.
Tactical Presence
"Plans are worthless but planning is everything."
Tactical warlords excel at devising carefully planned strategies and making quick battlefield decisions. You know that while battle is chaotic, there are emergent patterns that can be recognized and capitalized on. An avid student of past battles and the great minds that fought them, you believe that a breadth of tactical knowledge is the key to victory. More than most, you stay mindful of the strengths of your allies and don't hesitate to leverage them to their fullest potential.
You gain proficiency in the History skill as well as the following features:
Direct the Strike. As an action, you can direct one ally within 30 feet to immediately take the Attack action or the Cast a Spell action (limited to cantrips only), targeting a hostile creature within your reach. Both you and the ally must be able to see each other and the target. If the ally has the Extra Attacks feature, they may use it for this action even though it is not their turn. You can use this feature a number of times equal to your Intelligence modifier, regaining expended uses after a short or long rest.
Instant Planning. You and allies within 30 feet gain a bonus to initiative rolls equal to your Intelligence modifier (minimum of +1).
Coordinated Assault
7th-level Warlord feature
When you use your Action Surge, you can forgo the additional action in order to grant it to an ally within 30 feet, provided that the ally can see or hear you. The ally then uses the action immediately, during your turn. If the ally has the Extra Attacks feature, they may use it if they choose the Attack action.
Starting at 18th level, you can target two allies with this ability.
Stay With Me
10th-level Warlord feature
When an ally within 30 feet that you can see fails an Intelligence, Wisdom, or Charisma saving throw, you can use your Reaction to expend a use of your Indomitable feature to allow them to reroll the saving throw, provided that they can see or hear you. If you failed a saving throw against the same effect, you may reroll it as well.
Advanced Assault
15th-level Warlord feature
You gain a benefit when you use Coordinated Assault based on your choice of Commanding Presence.
Audacious Assault (Bravura Presence)
When you use Coordinated Assault to grant an action to an ally, the ally can choose to use their Reaction to make one extra weapon attack against a hostile creature before they take the action. This attack gains a bonus to damage equal to your Charisma modifier (minimum of 1 damage). If the attack misses, attack rolls against the ally have advantage until the start of your next turn.
Directed Assault (Tactical Presence)
When you use Coordinated Assault to grant an action to an ally, the ally gains a bonus to the first attack roll and damage roll made as a part of that action. The bonus equals your Intelligence modifier (minimum of +1).
Reliable Assault (Resourceful Presence)
When you use Coordinated Assault to grant an action to an ally, the ally may choose to reroll any one attack roll, damage roll, or ability check made as a part of that action. If the reroll is not used or is not successful, the ally gains a number of temporary hit points equal to twice your Wisdom modifier (minimum of 2 temporary hit points).
Supreme Coordination
18th-level Warlord feature
When you use Coordinated Assault you can grant the action to two allies rather than one.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Magical Monday Challenge EIGHTEEN:
Spellcaster Shutdown
Today's magical Monday is Spellcaster Shutdown. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving tactics to defeat spellcasters and eliminate their abilities. You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
I am an average mathematics enjoyer.
>Extended Signature<
I am submitting the following spell, inspired by an encounter from the novel Knight of the Black Rose by James Lowder
edit: changed "level of spell slot expended" to "spell's level" to account for new/revised monsters which do not use spell slots
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I do love coming up with weird hag creations
Active characters:
Green Hill Sunrise, jaded tabaxi mercenary trapped in the Dark Domains (Battle Master fighter)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Magical Monday Challenge NINETEEN:
Spell School: Necromancy
Today's magical Monday is Spell School: Necromancy. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving the necromancy school of magic. You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
I am an average mathematics enjoyer.
>Extended Signature<
Magical Monday Challenge TWENTY:
Primordial forces
Today's magical Monday is Primordial Forces. Create any monster, subclass, spell, magic item, race, feat, or other homebrew* based on or involving elementals or the primordial forces
You have until next challenge to submit your homebrew, though late submissions will also be included. I will put all submitted homebrew in the original post. Happy Homebrewing!
*Other homebrew includes anything else homebrew, such as eldritch invocations, epic boons, fighting styles, variant rules, backgrounds, mundane items, ect.
I am an average mathematics enjoyer.
>Extended Signature<