Call to Arms. When the Warlord Noble rolls initiative, up to three creatures of their choice within 60 feet of them gain advantage on their first attack roll.
Inspired Zeal. Allies within 30 feet of the Warlord Noble deal an extra 1d4 damage when they hit with a weapon attack.
Untouchable Presence. Any creature who targets the Warlord Noble with an attack or a harmful spell must first make a DC 15 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This doesn't protect the Warlord Noble from area effects, such as the explosion of a fireball. If the Warlord Noble makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this effect ends until the start of their next turn.
Multiattack. The Warlord Noble makes two Rapier attacks.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Spellcasting. The Warlord Noble's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
Imperative Orders (Recharge 5–6). The Warlord Noble targets up to three allies it can see within 30 feet of it. If the target can see or hear the warlord, the target can immediately move up to their movement speed without provoking opportunity attacks and make one weapon attack as a reaction. Creatures that succeed on their attack roll also regain 7 (1d8+3) hit points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/8/2026 6:58:47 PM
|
8
|
0
|
--
|
Coming Soon
|
Comments