Base Class: Fighter
The distinction between a normal general and a warlord is that a warlord will fight alongside their allies, rather than staying out of combat and directing affairs from behind the scenes. Warlords train for years to learn the skills of combat,
Warlords are able to draw out the true potential of their allies. Leaders to their core. These insights push they can turn their comrades from mundane warriors to true heroes.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the skills of your choice and you learn one language of your choice.
Unexpected flourish
When you choose this archetype at 3rd level, As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn.
You can use this feature equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Improved Critical
When you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Battlefield Expertise
When you choose this archetype at 7th level, you learn maneuvers that are fueled by special dice called Tactics dice.
Maneuvers. You learn two maneuvers of your choice, which are detailed under “Battlefield Presence” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn additional maneuvers of your choice at 10th, 13th and 15th level.
Superiority Dice. You have 3 Tactics dice, which are d8s. A Tactics die is expended when you use it. You regain all of your expended Tactics dice when you finish a short or long rest. Increases to a d10 at level 13.
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Combat Tatics
The maneuvers are presented in alphabetical order.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Leading the Assault
- As a Bonus Action: you use the Dash action.
- You charge unaffected by difficult terrain
- This movement does not provoke attacks of opportunity
- You may make a one melee weapon attack against a creature, with advantage, at anytime during this move that is within range.
- You may use this ability up to your proficiency modifier times per Long rest
Master at Arms
At 15th level, you gain the gollowing.
- Learn an additional fighting style.
- Gain proficiency in 1 saving throw
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Seize the moment
Whenever an enemy is reduced to zeo Hit Points,that you can see,you may use your Reaction to grant 1 ally,that can see and hear you within 30ft, Advantage on their next Attack, Ability check or Saving Throw until the end of their next Turn.
You may use this ability 3 times per short rest.
Mastery of War
- Your experience has granted you an almost prescience ability when it comes to manipulating the battlefield.
- Upto 3 times per day you may have an ally that is within 30ft of you: reroll a Failed , Ability check, Attack, or Saving Throw, they must use the results of this reroll.
- Upto 3 times per day you may have an enemy that is within 30ft of you: reroll a Successful , Ability check, Attack, or Saving Throw, they must use the results of this reroll.
Previous Versions
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5/17/2023 3:49:51 AM
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