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