Base Class: Fighter
Warlords are warriors who inspire greatness and competence in others, not only through charisma and speeches but through their deeds, as such, Warlords or Bannerets are seen as the perfect image that every Knight or Leader strive to be.
Bonus Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency in Persuasion and Intimidation. Your proficiency bonus is doubled for any ability check you make with either of those skills.
Battlefield Tactician
Also at 3rd level, you learn a set of skills that let you manipulate the battlefield around you as you see fit. These skills are fueled by special dice called Strategy Dice.
Strategy Dice: Your Strategy Dice begins as a d6 but increase to a d8 at 5th level, a d10 at 11th, and a d12 at 15th. You have a number of Strategy Die equal to 1 + your proficiency bonus and you regain expended uses when you finish a short rest.
- Comandeering Presence. When you make a Persuasion or Intimidation check, you can expend a Strategy Die and roll it, adding the number rolled to the result of the check.
- Establish Positions. When initiative is rolled, you can expend a Strategy die to switch the initiative position of two allied creatures (can include you). Both creatures that you affect with this ability gain a bonus to the attack rolls or ability checks they make on the first round of combat. This bonus is equal to one roll of your Strategy Die.
- Rallying Cry. As a bonus action, you can expend and roll a Strategy Die then choose a number of creatures that can see or hear you up to your Charisma modifier (minimum of 1). You and each creature you chose gains a number of temporary hit points equal to the number rolled on the die + your fighter level. While a creature has temporary hit points from this ability, they are Rallied and add half your Charisma modifier (rounded up) to any attack rolls or saving throws they make.
Adept Strategist
At 7th level, you gain new ways to utilize your Strategy Dice:
- Commander's Orders. When you take the Attack action on your turn, you can forgo one of your attacks 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 Strategy Die. That creature can immediately use its reaction to move up to half its speed and make one weapon attack, adding the Strategy Die to the attack's damage roll.
- Tactical Retreat. As a bonus action, you can expend and roll a Strategy Dice then choose a number of creatures that can see or hear you up to your Charisma modifier. Each creature you chose gains a bonus to their AC equal to the number rolled and may use their reaction to move up to their speed. The AC bonus from this ability lasts until the end of this turn.
Improved Rally
At 10th level, when a creature is Rallied, they also gain a bonus to weapon damage rolls equal to your Charisma modifier.
Artist of War
At 15th level, you have mastered all facets of the art of war to an inhuman extent. You gain the following benefits:
- When you roll initiative with less than half of your Strategy Dice remaining (rounded up), you regain 2 Strategy Dice.
- Whenever you roll a Strategy Die, you can roll twice and choose which roll you want to use.
The Standard
At 18th level, you have learned what it truly means to be a leader; to inspire others and be inspired by those who look up to you.
As a bonus action when you have at least one Rallied ally that you can see, you can draw strength from them to fuel your own martial capabilities. You gain the following benefits:
- You gain a number of temporary hit points equal to 12 times the number of Rallied allies that you can see
- While you posses these temporary hit points, your attacks deal additional damage equal to your Charisma modifier plus the number of Rallied allies you can see.
- While you have the temporary hit points, you gain a bonus to your attack rolls and saving throws equal to your Charisma modifier.
You can use this bonus action once every long rest.
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