Fighter
Base Class: Fighter

Those who emulate the archetypal Warlord employ the tactical maneuvers of great generals and commanders of old. For a Warlord, battle is like a complex game of chess, where the game is not always so evenly weighted or fair. Many fighters who follow the Warlord Archetype spend their time outside of combat performing tasks that keep their keen minds active, such as persuing scholarly ambitions, learning new skills and trades, or navigating the social battlefield of noble politics.

Not all fighters study the history, theory, and artistry reflected in the Warlord archetype, but those who do are often remembered by history as great generals and beloved heroes.

Fighter Level Feature Tactical Maneuvers Known
3rd Bonus Proficiency, Tactical Commander 4
4th   5
5th   7
7th Charismatic Leader, Tactically Minded 8
9th   9
10th Turn the Tides 9
11th   11
13th   12
15th Rapid Command 13
17th   14
18th Death’s Trusted Adviser 14
19th   15
20th   18

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency one of the following skills of your choice: HistoryInsightPerceptionMedicine. Alternatively, you learn one language of your choice.

History

You have studied the history of past generals and their strategies, learning not only about war but the history of world around you.

Insight

Your time commanding soldiers has given you keen senses for detecting the motivation behind a person's actions or behaviour.

Learn a Language

Whether when giving orders to an ally or bargaining a truce with an enemy, you have found it advantageous to learn a foreign tongue.

Medicine

You have seen many battles, and in that time, you have mended many wounds - both yours and those of your allies.

Perception

Overseeing large battles has given you a keen eye for details, even in the most chaotic of situations there is nothing that goes unnoticed.

Tactical Commander

Starting at 3rd level, you can use your tactical cunning and battlefield presence to sway the tide of battle to victory.

At 3rd level, you know 4 Tactical Maneuvers from the Tactical Maneuvers list. You learn additional maneuvers of your choice as at levels specified in the Warlord Table. Each time you gain a level in Fighter, you can also replace one maneuver you know with a different one.

On your turn, when you take the attack action, you may forego any number of your attacks to perform a Tactical Maneuver with your allies. Unless otherwise stated, Tactical Maneuvers have a range equal to 30 * your Charisma modifier feet (Minimum of 30 feet) and effects are resolved immediately. The amount of attacks you sacrifice must meet the cost of the maneuver. Separate Attack actions are treated separately.

Higher level maneuvers can only be performed in conjunction with the Extra Attack feature, as they require you to trade more than one attack. You can perform as many maneuvers and attacks as you can pay the cost for; for example, when a 20th Level Warlord Fighter uses the attack action, instead of attacking four times, they might make one attack, after using the Inspiring Shout (1 Cost) and Find Weakness (2 Cost) manuevers.

Aid Ally (1 Cost)

Use the Help action.

Anger the Hornets Nest (4 Cost)

Make one melee weapon attack. If it hits, ranged weapon attacks made against the target have a bonus to attack and damage, equal to your Intelligence modifier, for the next 10 minutes. If it misses, all allies in range can make a ranged weapon attack against the target with a bonus to attack and damage rolls equal to your Intelligence modifier. This maneuver may only be used once per short rest.

Command Death (4 Cost)

All unconscious allies in range make a death saving throw. If the total is above a 10, and not a natural 1, the roll is treated as a 20. This maneuver may only be used once per short rest.

Defensive Command (1 Cost)

Make one weapon attack and choose an ally within range. If the attack hits, until the end of your next turn that ally gains a bonus to their AC equal to your Intelligence modifier, against attacks made by the target of your attack.

Distracting Shout (1 Cost)

Choose an ally within range. That ally can use their reaction to take the hide action.

Fearless Battlecry (3 Cost)

All allies within range are immune to fear until the end of your next turn.

Fearless Shout (2 Cost)

Choose an ally within range. That ally is immune to fear until the end of your next turn.

Find Weakness (2 Cost)

Choose an enemy within range. That enemy takes your Intelligence modifier extra damage from each allied attack until the end of your next turn.

Hold the Line (3 Cost)

All allies within range are immune to forced movement and getting knocked prone until the start of your next turn. Attacks against allies in range have disadvantage until the start of your next turn.

Incite Blood Fury (4 Cost)

Make two weapon attacks. Add your Intelligence modifier to the damage. If either of the attacks reduce a target to 0 hit points, you and allies within range enter a Blood Fury. For 10 minutes duration, whenever any Blood Furied creature within range scores a critical hit, all other Blood Furied creatures within range can make a weapon attack against the same target as a free action.

Inspiring Battlecry (3 Cost)

All allies within range gain temporary hit points equal to your Charisma modifier + your proficiency bonus.

Inspiring Leader (3 Cost)

All allies within range gain the benefit of the help action.

Inspiring Shout (1 Cost)

Choose an ally within range. That ally gains temporary hit points equal to your Charisma modifier + your proficiency bonus.

Instruction (1 Cost)

Make one weapon attack. Choose an ally within range and a saving throw type. Until the end of your next turn, that ally gains your Intelligence modifier bonus to saving throws of that type.

Mark Foe (2 Cost)

Make one weapon attack. The target has disadvantage on attacks that don’t include you as a target.

Mass Instruction (3 Cost)

Choose a saving throw type. All allies within range have a bonus to that saving throw type equal to your Intelligence modifier until the end of your next turn.

Sudden Assault (4 Cost)

Make one weapon attack and choose an ally within range. That ally can take a full action as a free action. Any attacks made with this action that include the target of your weapon attack gain a bonus to attack and damage equal to your Intelligence modifier.

Tactical Charge (1 Cost)

Choose an ally within range. That ally can use their reaction up to move 5 * your Intelligence modifier feet, or their speed (whichever is lower).

Tactical Positioning (1 Cost)

Make one weapon attack and choose an ally within 5 feet of yourself or the target. That ally can use their reaction move 5 feet, before or after the attack. If the attack hits, the movement does not provoke opportunity attacks.

Unbalance Foe (1 Cost)

Make one weapon attack and choose an ally within range. If the attack hits, until the end of your next turn, the ally gains a bonus to hit the target equal to your Intelligence modifier.

White Raven Assault (3 Cost)

Choose an enemy within range. All allies within range can use their reaction to make a weapon attack against the target. Attacks have a bonus to hit equal to your Intelligence modifier.

White Raven Charge (4 Cost)

You must move at least 10 feet in a straight line before using this maneuver. Make one weapon attack with advantage. If it hits, until the end of your next turn, all allies within range gain a bonus to their attack and damage rolls equal to your Intelligence modifier + your Charisma modifier. This bonus applies the damage for the attack made as part of this maneuver. This maneuver may only be used once per short rest.

White Raven Reformation (2 Cost)

All allies within range can use their reaction to move up to 5 * your Intelligence modifier feet, or their speed (whichever is lower)

White Raven Strike (2 Cost)

Choose an enemy within range. All allies within melee range of the target can use their reaction to make a melee weapon attack against the target. Attacks have a bonus to hit equal to your Intelligence modifier.

Charismatic Leader

Starting at 7th Level, your words carry the weight of a mighty general. You gain proficiency in both Intimidation and Persuasion, and expertise in one of the two.

Intimidation Expertise

You lead your troops, they know the consequences of failure. When you requisition resources from greater powers, they bend to your will. And when you negotiate with the enemy, they will agree to your terms or be destroyed.

Persuasion Expertise

You lead your troops, they are inspired. When you requisition resources from greater powers, they happily oblige. And when you negotiate with the enemy, they are like butter in your hands.

Tactically Minded

Starting at 7th Level, your sharp intellect and keen tactical skills allow you to react more quickly in battle. You gain a bonus to initiative equal to your Intelligence modifier.

Turn the Tides

Starting at 10th level, your willingness to keep fighting even in the most dire battle inspires those around you to fight by your side.

When you use your Second Wind, allies within range of your Tactical Commander features gain temporary hit points equal to half the hit points you gained from your second wind.

Rapid Command

Starting at 15th level, your commands become second nature to your allies and they follow your instructions without hesitation. Tactical Maneuvers that require allies to use a reaction now can be used without expending their reaction.

Death's Trusted Adviser

Starting at 18th level, your legendary presence on the battlefield inspires those around you to stay by your side, even beyond death.

While you’re above 0 hit points, allies in range of your Tactical Commander features gain your Charisma modifier bonus to their death saving throws. This does not change the result of a 1 or a 20.

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