Fighter
Base Class: Fighter

A Warchief does not merely fight, they conquer. Where other warriors seek personal glory, the Warchief fights with a warband at their back, bending the chaos of battle to their will through iron authority and savage cunning. Kings who walk this path have embraced the ancient iron mandate of rulership, transforming every battlefield into a throne room and every enemy into a subject yet to kneel.

Level 3: Warchief's Command

As a bonus action, you issue a command to one creature that can see or hear you. That creature can immediately use its reaction to move up to half its speed and make one weapon attack, or move up to its speed without provoking Opportunity Attacks. You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all uses on a Short or Long Rest.

Level 3: Sovereign's Instinct

You have honed your ability to read a battlefield like a king surveys his domain. You gain proficiency in the Insight and Perception skills if you don't already have them. Additionally you have Advantage on Initiative rolls while any ally you can see or hear is within 30 feet of you.

Level 7: Iron Dominion

Your reputation as a Warchief breaks the will of those you defeat. When you reduce a creature to 0 Hit Points, you may choose to knock them unconscious instead of killing them. A creature saved this way wakes after 1 hour with 1 Hit Point. You may then make a Charisma (Intimidation) check contested by the creature's Wisdom saving throw (DC 8 + your Proficiency Bonus + your Charisma modifier). On a failure, the creature is bound to your service through fear and submission, treating you as their sovereign until you release them, a Remove Curse spell frees them, or you are killed. Goblin, hobgoblin, and bugbear creatures automatically fail this saving throw, having recognized your dominance instinctively. You may do this once per creature.

A bound creature's loyalty is not absolute. If another creature succeeds on a Charisma (Persuasion) or Charisma (Intimidation) check against a DC equal to 8 + your Charisma modifier + your Proficiency Bonus, the bound creature is freed from your service and their attitude toward you becomes Hostile.

Level 10: The King's Shield

Your warband exists to serve, and if necessary, to suffer in your place. When you are targeted by an attack, you may use your reaction to force an ally within 5 feet of you to intercept it. The attack automatically hits that ally regardless of their Armor Class, and all damage is dealt to them instead of you. The ally has no say in this; they are shoved into the blow by your command or pulled as a shield. You may use this feature a number of times equal to your Proficiency bonus, and regain all uses on a Long Rest.

Level 15: Iron Crown

You have become a figure of dread authority on the battlefield. When you use Warchief's Command, you may now target a number of creatures equal to your Charisma modifier instead of one. Additionally, enemies who can see you must succeed on a Wisdom saving throw (DC 8 + your Proficiency Bonus + your Charisma modifier) or have the frightened condition until the start of their next turn.

Level 18: Sovereign's Decree

You have reached the pinnacle of warband leadership, giving you these benefits.

Death March. Once per Long Rest, as an action, you let out a commanding shout. Each ally of your choosing within 60 feet immediately moves up to their speed toward the nearest enemy and makes one weapon attack. 

Strength in Numbers. For each ally within 30 feet of you, you gain a +1 bonus to all weapon damage rolls, up to a maximum of +5.

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