Fighter
Base Class: Fighter

A warlord is an experienced fighter that focuses on strong leadership and stronger combat skills. They are not born into leadership, they had to earn it through blood, sweat, and steel. To be a warlord means a life of service to those who you would protect and fight for.

Warlord Focus

Starting when you choose this archetype at 3rd level, you gain an ability that is tied to your fighting style. You can only have one Warlord Focus at a time, but can change it whenever you gain an Ability Score improvement with this class.

Charged Shooter

While you are longbow or heavy crossbow, you can augment your shots during your action. When you make an attack, you can expend an additional attack to give yourself a +5 bonus to your Attack roll or add two damage die to your damage roll. This effect stacks if you spend an additional two or three attacks.

Dual Striker

When you are wielding a weapon in each hand and attack with both of them during your Attack action, you can augment your Two Weapon Fighting to attack with both weapons simultaneously. You use the higher to-hit modifier of the weapons, and the attack does 2d6 + either your Strength or Dexterity modifier (your choice) damage.

Heavy Strikes

While you are wielding a Two-Handed Heavy weapon, you can augment your attacks during your action. When you make an attack, you can expend an additional attack to give yourself a +2 bonus to your Attack roll and add an additional damage die to your damage roll (2 additional dice for greatswords). This effect stacks if you spend an additional two or three attacks.

Longarm Expert

While you wield a pike, glaive, quarterstaff, halberd, or spear, you can augment your unarmed strikes. When you hit an unarmed strike during your Attack Action, you can cause the strike to do half bludgeoning damage. You can then immediately make a pike, glaive, quarterstaff, halberd, or spear attack with advantage. You can do this once per turn.

Melee Specialist

When you successfully land an unarmed strike against a creature during your turn, your melee weapon attacks do 2 additional damage on a hit until the turn ends. This effect stacks.
When you successfully land a melee weapon attack against a creature during your turn, your unarmed strikes do 2 additional damage on a hit until the turn ends. This effect stacks.

Multi-Shooter

While you are wielding a shortbow, you can augment your shots during your action. When you make an attack, you can spend up to two additional pieces of ammunition to target up to two additional targets within your normal range. The damage you roll is halved and done to all hit creatures, and you use the same attack roll for all targets. Additionally, shortbow attacks you make do not have disadvantage when within 5 feet of an enemy creature.

Shield Warrior

While you are wearing a shield, you can expend an attack during your Action to enter a defensive stance. If you are hit by a ranged or melee attack while in the stance, you take no damage, gain an amount of temporary hit points equal to your Constitution modifier, and the stance ends. While you are in the stance, your movement speed is halved and you cannot make attacks. You can willingly end the stance at the start of your turn.

Warlord Precision

Starting at 3rd level, you gain a pool of Precision Points. You have a number of these points equal to your proficiency modifier, and they are all returned after a long rest. You also regain a point when you score a critical hit or assist in reducing a hostile creature to 0 hit points. You can use a precision point to do one of the following:

  • When you or an ally misses an attack roll, you can expend an amount of Precision Points to increase the roll's result by 2 for every point expended.
  • When you use Second Wind, you can expend an amount of points to give an ally within 30 feet of you the benefits of the healing, affecting an additional ally for every extra expended point.
  • When you take the dodge, dash, or disengage action, you can expend an amount of points to give an ally the effects of the action as well, affecting an additional ally for every extra expended point.

Unfaltering Accuracy

Starting at 7th level, you regain an expended Precision Point when you are reduced to half of your maximum hit points, rounded up. Additionally, you can expend an amount of Precision Points when you roll initiative to give yourself or an ally a +3 bonus to their initiative roll, affecting an additional creature for every extra expended point. You can target yourself or an ally multiple times with this.

Indomitable Spirit

At 10th level, you can help your allies when they fail. When an ally that you can see within 30 feet of you fails a saving throw, you can expend a usage of your Indomitable feature to let them reroll their saving throw as if they used the feature.

Additionally, you can expend two Precision Points as a Bonus action to regain a usage of your Indomitable feature.

Skillful Showboat

Starting at 15th, level, whenever you use your Action Surge, all allies within 30 feet of you gain 15 temporary hit points and you gain 5 temp hp. You can expend a number of Precision Points to increase the amount of temp hp by 5 for every point expended. While an ally has any of these temporary hit points, they are immune to the charmed and frightened conditions.

Veteran's Durability

At 18th level, you have proven to be a tough and dangerous team fighter. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Additionally, you regain a Precision Point when an ally within 30 feet of you scores a critical hit.

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