Fighter
Base Class: Fighter

The Warlord is war incarnate. They are special beings who have risen above all opposition and mastered the art of warfare. These special fighters can come from many walks of life, from lowly peasants seeking a higher destiny, to kings and queens driven by divine birth-rite to conquer. Warlords are masters of all forms of combat and follow a path of deadly discipline that requires mastery of many different fighting styles and weaponry. Fighters that become Warlords may fight for a righteous cause or for selfish ambition and greed; either way, these warriors are fearsome combatants able to turn the tides of battle with their very presence.

Battle Stance

Starting at 3rd level, you begin to realize your potential in battle is unmatched. You are a prodigy with all manner of melee weapons and know how to best alter your fighting styles to best your opponent. While wielding a melee weapon with a certain property you gain the ability to enter a Stance to fight most effectively. While you are wielding a melee weapon with a specific property your Stance changes to match that property and you gain the benefits of that Stance listed below. If your equipped weapon has more than one weapon property, choose one of the Stances below to gain the benefit of before you make your attack. You may only gain the benefits of one Stance at a time.

Finesse Stance: During your turn, if you make a melee attack with a weapon that has the Finesse property against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Your elegant blade work has given you an edge against slower opponents, giving you unmatched mobility in this stance.

Heavy Stance: When you hit a creature with a melee weapon attack with a weapon that has the Heavy property, but not the Reach property, that targets armor class is lowered by 1. This number increases to 2 at 7th level, 3 at 10th level, 4 at 15th level and 5 at 18th level. Once a creature has had its Armor Class lowered this way, its Armor Class cannot be lowered again by this effect for 24 hours. Your tremendous blows can shatter even the staunchest defenses and topple the mightiest guards.

Light Stance: When you hit a creature with a melee weapon attack with a weapon that has the Light property, you can add your Intelligence modifier to the damage roll. The swiftness and deadly precision of your strikes cut through vital your opponents vital areas with the greatest ease.

Reach Stance: When you hit a creature with a melee weapon with the Reach property you can attempt to shove the creature in addition to the attack as long as the target is within 10 feet of you when you make the attack. Your have a mastery of spacing and can easily control the flow of battle near you. 

Thrown Stance: When you hit a creature with a ranged weapon attack made with a weapon that has the Thrown property, that creatures speed is reduced by 10 feet until the start of your next turn. The staggering might of your blows send even the stoutest enemies off balance and those who once trusted their footing find their feet and will faltering.

Versatile Stance: When you hit a creature with a weapon with the Versatile property that you are wielding with two hands you may roll both of the weapons damage value die and chose the higher result. You have complete faith in your weapon and yourself, while in this stance your blows are always their most deadly.

Man-at-Arms

In addition, when you use your free object interaction to stow a weapon you may also draw another weapon as part of the same object interaction.

Flash of Steel

At 7th level your weapons become an extension of yourself, allowing you to freely flow between them with ease. When you take the Multiattack action you may stow your equipped weapon and draw another between attacks. If you draw a different weapon than the one you stowed you may choose a new Stance available to your weapon's property before making your next attack.

Battlefield Tactician

Additionally at 7th level, your understanding of the battlefield is second nature to you, and your can adapt to any playing field. When moving across difficult terrain you can use your bonus action to make a Strength (Athletics) check. You may move up to the check's total without you movement being effected by the difficult terrain.

Armed Ambition

At 10th level your unbridled ambition can no longer be contained within your body and has permeated into your arsenal, giving it an unnatural strength. All your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Comradery

At 15th level, your allies look to you for strength in their darkest hour. When you or a number of friendly creatures (up to 5) within 30 feet of you fail a saving throw, you can expend a use of Indomitable to add your Strength modifier to the saving throw total for each chosen creature.

War Incarnate

Starting at 18th level you have honed you skills into a level of unmatched flurry of strength and steel to decimate your foes. On your turn you can make a special attack action against a target within 5 feet of you. This special attack action allows you to strike your target up to 6 times. Each attack roll against the target must be made in a different Stance. You may make this attack in any Stance and you may chose the order of stances you attack from, but you may not repeat any Stance you've already attacked with using this feature. If you are unable to draw a weapon with a property listed on one of the Warlord Stances that attack is forfeited. If the target dies before you make all 6 attacks the action ends prematurely.

You can use this feature 3 times and you regain all expended uses of it when you finish a long rest.

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