The subclass is still a Fighter at its core, but with added tactical depth through the ability to issue Warlord Commands. Max out the Warrior Baseclass. If you are not in power, they see you as the true king and will help to overthrow the current regime. These creatures move the same distance and direction that you move but cannot move farther than their speed would allow. Stone Skin. Never . raw download clone embed print report. Choose 1 from the following: Icon of Victory, Guerrilla Commando, Bravura Chieftain, White Raven Warblade, Fated King, or Bael Turathi Champion. You start with the following equipment, in addition to the equipment granted by your background: As a bonus action, you speak or signal to your allies a weak point on a certain target. Dungeons and Dragons (D&D) Fifth Edition (5e) Monster - Archmage - Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. All creatures within 300ft can hear this. At 6th level, you gain proficiency in the Dexterity (Stealth) checks. Are they a charismatic inspiration to their allies that drives them to fight on? All allies that can see and hear you have advantage on saving throws against the frightened condition for 1 minute. a guest . Death closes in, but before it can claim him, a hand appears, pulling him to his feet. As an action, you can expend a Leadership Die to move up to 5 friendly creatures that can see or hear you up to half their movement without provoking attacks of opportunity. Starting at 1st level, when you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. A Commander can come from any background, but is usually someone that has acquired their Wisdom the hard way, having seen a bit of what life and battlefields have to offer. At 18th level, all allies within 30ft of you gain a +2 bonus to AC and saving throws. While under the effect of pass without a trace, you can expend a Leadership Die to take the Hide action at the end of your turn without expending an action. At 3rd level, you and your allies gain a +2 bonus to damage rolls against creatures that haven't acted in the encounter yet. A common element to those that walk the path of a Warlord is a purpose. When you get this feature, you can spend one Leadership Die per turn. At 18th level, add your intelligence modifier to your Armour Class and Initiative. A Commander on the field can be many things - a trusted Sergeant, a weary Veteran, or merely a man with an uncommon degree of common sense and a particularly keen eye for how to win a fight. If it is friendly to you it has disadvantage on the saving throw. The Warlord forgoes making an attack on their own, and allows an ally to make a basic attack + plus your INT mod of damage. When you reach 11th level, your heroic resolve feature applies to yourself instead of your allies. Starting at 3rd level, as an action or in place of an attack as part of the Attack action, you can expend a number of Leadership Dice (up to your per turn limit) to inspire your allies with a mighty Warcry. Their control of the battlefield doesn't merely extend to those that fight on it, but to twisting the battlefield itself to suit their needs, stymying and stupefying their foes while concealing and sheltering their allies with the terrain itself. That sort of thing. Starting at 6th level, you can spend a minute preparing up to five allies for combat. Projected Image Ring of Storing : Wall of Force, Cloud Kill. The warlord targets one enemy it can see within 30 feet of it. These stat blocks can be used to represent both human and nonhuman NPCs.. Rallying Strike has become Heroic Strike. No longer grants Performance, now grants additional Leadership Dice, Strike the Down no longer applies Overwhelm. At 18th level, all allies within 'my land' gain 15ft of movement per turn. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level. Starting at 7th level, you and your allies can fade away behind natural shrouds. Customizing NPCs. D&D 5e is a lot of rolling a die and adding a modifier. Every flanking maneuver flanked, every bluff called and every gambit a failure. They retarget and will kill weaker creatures to reach you. Starting at the 12th level the creature regains 2d10 + your charisma ability modifier. Warlord, also commonly referred to as Greatsword, is a Chaotic Sword Super Class that relies upon using its large Greatsword weapon to do large amounts of damage with combos.. How to obtain. 1 Warlord for DnD 5e and Primeval Thule Warlord Level Prof Abilities 1st +2 Fighting Style, Warning Shout 2nd +2 Combat Medic 3rd +2 Tactical Presence 4th +2 Ability Score Advance 5th +3 Extra Attack 6th +3 Form Up 7th +3 Cohesive Discipline 8th +3 Ability Score Advance 9th +4 Indomitable (special) 10th +4 Improved Warning Shout 11th +4 Master of Arms Starting at 11th level, you excel at taking down prey in coordination with your allies. As a Warlord, you gain the following class features. If an enemy it’s fighting retreats, it won’t give chase, but if it doesn’t have another melee target, it will throw javelins at the retreating enemy. Speed. See more ideas about dnd monsters, dungeons and dragons homebrew, dnd 5e homebrew. The number you can expend increases at 11th level (to three dice), and again at 17th level (to four dice). This adds a bonus of 2 to all attack rolls made by your allies, against the target. Creatures that are immune to being charmed are immune to this effect. Mar 7th, 2017. The spells must be of a level for which you have spell slots. -AC At 18th level, the people of your realm have come to see you as their true ruler. D&D has grown far beyond the confines of the blue box it came in once upon a time. CON. War Priests from Volo’s Guide to Monsters in D&D 5th edition are experienced in battle and have powerful spells to help them win.With high Strength, Constitution and Wisdom and wearing full plate armor, the War Priest is a melee fighter first and a spellcaster second. The Paladin attacks next, swinging twice-their first attack is made with an extra +1 to … Choose a creature that can see or hear you. While it is still possible to create a Warlord archetype by starting with the Fighter class, it can get a little complicated as players begin multiclassing into Bard, Rogue and Paladin to receive the perks they need. D&D 5e Statblock Generator. Starting at 1st level, the first time you move after you roll initiative, you can bring a number of willing creatures equal to your Charisma modifier (minimum 1) within 20 feet of you with you. At 3rd level, when an ally within 5ft of you is the target of an attack, you may use your reaction to change the target of the attack to yourself. You start knowing three such features: Rallying Mark, Overwhelm, and Helpful Word. Allies that have benefited from this ability can expend a number of hit dice equal to the number of Leadership Dice you expended, using them as they would during a short rest. At 10th level, you no longer need to spend a minute when using study your enemy. Additionally, you gain an additional Leadership Die at 3rd level, 9th level, and 15th level. You become half proficient at a new language. Most warlords have no magical powers, but the presence on their battlefield allows people to exceed what they might have thought of as their own limits. Additionally, if you can take a minute or more making a skill check, you can treat a d20 roll of 4 or lower as a 5. -Charisma ability score NPC Statblock Compendium by gq69 - Created with GM Binder. Starting at 7th level, you can use a bonus action and expend one Leadership Die restore in an ally the will to fight. If you use Battlefield Presence to grant an attack to a creature, you can expend one Leadership Die to shroud by shadows or natural phenomena, granting them advantage on the first attack they make before the start of your next turn. Starting at 18th level, your allies will never fall so long as their symbol of hope remains. NPCs in your realm are more likely to be friendly towards you and your allies. You can pick one additional 1st level spell from the Druid spell list with a casting time of one action to cast this way. No magical abilities whatsoever. In addition, the aura of difficult terrain created by your This Land is My Land feature increases to 10 feet. Collapsing to the ground, a man succumbs to wounds, exhaustion, terror, and the overwhelming clash of steel all around. INT. When an ally that can see and hear you, fails a saving throw against being frightened, you can spend your reaction to allow that ally to reroll that saving throw. Additionally, you can roll a number of Leadership Dice equal to the number of friendly creatures within 60 feet of you, expanding them and regaining additional hit points equal to the value rolled this way. Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Medicine, and Persuasion. Additionally at 3rd level, whenever you spend a Leadership Die, you gain advantage on the next attack roll you make before the end of your turn. Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier. When a creature benefits from your Help action, you can use your reaction to expend a Leadership Die and add it to their roll. At 1st level, any ally within 30 ft. of you gain an advantage on saving throws against being frightened. For up to 1 minute, that ally has advantage on death saving throws as long as you remain within 5 feet of him or her. You may use this a number of times equal to your intelligence modifier. At 10th level, any allied non-magical attack, of your choosing, including your own, deals fire damage instead. You can change the list of spells you have selected when you complete a long rest. Search GM Binder Print / Generate PDF Visit User Profile Warlord v1.4. Starting at 18th level, when you or an ally reduces a hostile creature that has dealt damage to you to 0 hit points, you can unleash a Warcry as a reaction. Or do they simply press for the strategy that is most likely to win? Not a member of Pastebin yet? Warlord 5e. Starting at 3rd level, you can take the Helpful Word bonus action without expending a Leadership Die if you are within 5 feet of the creature you are taking the Help action against. Starting at level 14, your commands are issued with great authority. If you would like to support the GM Binder … Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack. At 3rd level, you are fated to rule a realm. One which gives them a larger-than-life presence and allows them to be a guiding hand to all those around them. It should also be noted that this movement is determined by the player moving. First and foremost a leader, warlords aid their allies through their design and implementation of brilliant combat plans. So let's look away from positioning and maneuver as the Warlord's core "thing" for 5e, and look at one of their other hallmark abilities: Commander's Strike. This ability represents the Commander's Presence causing their companions to spring into a well oiled routine, and it is recommended that you let the players move in their desired order during this movement. At 18th level, when you roll initiative, every enemy that can hear you must make a Charisma saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. Starting at 11th level, once per turn, when one of your allies within 30 feet takes or deals damage, you gain d4 dice, adding it to a pool of dice. To cast one of your warlord (bard) spells of 1st level or higher, you must expend a slot of the spell's level or higher. Hit Dice: 1d10 per Warlord level You and friendly creatures within 30 feet of you that roll for initiative while hidden can add your Wisdom modifier to the initiative result. To truly succeed as a Warlord in D&D, it's necessary to consider every aspect of the character build. 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