Base Class: Fighter
A Warlord is the fulcrum of a good formation. Whether it was from years of leading people into the battlefield or taught to you as part of becoming a noble warrior, people notice when you take charge. Drawing from history, war tactics, and a keen eye for detail, you use all you can to lead your party to victory
A Born Leader
You gain proficiency in History & Investigation.
When you reach 3rd level, you have learned from your experience to give allies commands. Your Intelligence Modifier is your Leadership Style. This will affect later features gained by this subclass.
Warlord's Command
Strategic Observation
At 7th level, As a bonus action, you can quickly study a foe to discern their strengths or weaknesses. You can make an Intelligence (Investigation) check against a creature you can see.
The DC is equal to the 10 plus half the creature's challenge rating (rounded down). If you succeed, you can learn one of the following: the creature's armor class, current hit points, or a resistance, immunity, or vulnerability.
Warlord's Resistance
Starting at 10th level, your Warlord's Command range increases to 60ft. When you use a Warlord's Command on a friendly creature, it gains resistance to slashing, piercing, and bludgeoning damage until the end of their next turn.
Always Ready
Starting at 15th level, when you roll initiative, you grant yourself and every ally within 60 feet advantage on the initiative roll.
Infallible
When you reach 18th level, your ability to lead and support your allies transcends normal mortal constitutions.
If you were to fall unconscious in combat while at least 1 other party member is not unconscious, you instead remain at 1 hitpoint. If all party members are unconscious besides yourself, you may also choose to heal all members of the party within 60 ft as an action, sacrificing your remaining hit points and splitting it between your allies, going unconscious in the process as you shout to the heavens. You may use this action once per long rest.
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