Kekkres
2015-07-18, 08:59 PM
As you can see this is currently very early and unfinished, and im just seeking feedback on what is already there. My core concept for this class mechanically is that it would be nearly useless on its own, but acts as a sort of force multiplier within a group. Any and all feedback suggestions and ideas will be welcomed.
Warlord
Level
Proficiency Bonus
Features
War Dice
Tactics
1st
+2
War Dice, Harry, Inspire
1+int D6
-
2nd
+2
Tactics, Leadership, Path of War
1+int D6
2
3rd
+2
Flanking, Commanding Voice
1+int D6
2
4th
+2
Ability Score Improvement
1+int D6
2
5th
+3
Commanders Strike, Bolster Spirits
1+int D6
3
6th
+3
Path Ability, Air of Authority
1+int D8
3
7th
+3
-
1+int D8
4
8th
+3
Ability Score Improvement, Student of War
1+int D8
4
9th
+4
-
2+int D8
5
10th
+4
Cunning Diversion
2+int D8
5
11th
+4
Path Ability
2+int D8
5
12th
+4
Ability Score Improvement
2+int D10
6
13th
+5
Scholar of War
2+int D10
6
14th
+5
Rallying Call
2+int D10
6
15th
+5
-
2+int D10
7
16th
+5
Ability Score Improvement
2+int D10
7
17th
+6
Path Ability
2+int D10
7
18th
+6
-
3+int D12
8
19th
+6
Ability Score Improvement
3+int D12
8
20th
+6
Master of War
3+int D12
8
HIT POINTS
Hit Dice: 1D10 per warlord level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1D10 (or 6) + your Constitution modifier per warlord level after 1st
PROFICIENCIES
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Medicine, Perception, Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
• (a) any martial weapon and a shield or (b) a Halberd
• (a) Leather armor and a Longbow and a quiver of 20 arrows or (b) Chain armor
• (a) An explorer’s pack or (b) a dungeoneer's pack
War Dice
At the first level a warlord gains a number of war dice. These are used to fuel the warlords various leadership and tactic abilities, A warlord has a number of war dice equal to 1 plus his Intelligence bonus, an gains an extra at the 9th, and 17th levels. All of a warlord's war dice are replenished on every Long rest, and during short rests a warlord recovers War dice equal to half his Proficiency score.
Harry
Starting at the first level, a warlord will often draw attention to themselves, with threatening or distracting motions, in order to weaken an enemies Focus. As a reaction, when a foe the warlord threatens in melee makes an ability check, or an attack roll against someone other than the warlord, the warlord may roll a War Die, and subtract the result from the targets roll.
Inspire
Starting at the first level, a warlord will often Inspire great feats and marks of confidence in those around them in times of need. Whenever a creature who can see and hear the warlord makes an ability check, saving throw or attack roll, the warlord may roll a War Die and add the result to the targets roll.
Path of war
At the Second level a warlord must choose his path he shall walk down, either the wise general outsmarting and outmaneuvering a foe to claim victory before the battle starts, or the Fiery Captain, Igniting a passion and determination in their allies to overcome any foe. At the second, sixth, eleventh and seventeenth levels, a warlord gains an ability based on his chosen path, detailed at the end of this class.
Tactics
A warlords long study and research have brought him mastery over the battlefield allowing him to predict and control the movements of both enemies and allies. He has also learned how to inspire and guide troops under him, drawing on their inner strength to achieve to certain victory. A warlord gains access to his first two Tactics at the second level, and learns a new tactic at specific levels, as shown by the Tactics column of the warlord table.
Flanking
At the third level a warlord becomes Apt at holding an enemies attention, creating openings for allies. As Long as you have at least one War Dice remaining, you may use your bonus action to draw the attention of an opponent who you threaten in melee; Providing advantage to the first melee attack made against that creature before their turn. In addition you may spend a war dice when doing so to create a wider opening, allowing any create who threatens the target to immediately use their reaction to attack them. You may use this ability up to your Inelegance between long rests.
Commanding Voice
At the third level a Warlord becomes able to project their voice outward, forcefully and clearly surpassing any chaos or commotion that may surround him. The warlords voice can be heard perfectly for up to 200 feet and any intended target(s) of the message know it was meant for them. A warlord can project a (charisma) persuasion or a (charisma) Intimidate check over distance with this ability, and may gain an advantage for doing so if they spend a war Die.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Commander’s Strike. Beginning at the 5th level, W hen you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. W hen you do so, choose a friendly creature w ho can see or hear you and expend one war die. That creature can immediately use its reaction to make one weapon attack.
Bolster Spirits
When you reach the 5th level, you gain the ability to motivate and inspire those under you to fight onwards. By spending one of your War die you may invigorate an ally with the spirit to fight onward; Giving them temporary hit points equal to the roll of your war die plus your proficiency bonus. A creature can only gain the benefit of these temporary hit points once every long rest, and the temporary hit points fade after one hour if any still remain.
Air of Authority
At the Sixth level, a warlord radiates a nearly tangible presence of confidence and purpose. Those of lower station are unlikely to question his commands or motives, and he is granted advantage on intimidate and persuasion checks against those in his immediate area when asserting himself.
Student of War
At the eighth level, A warlord has become schooled in the signs, history and art of warfare and combat. He has the advantage on History (Inelegance) checks to identify a strategy or fighting style used by another creature. As well as on Medicine (Inelegance) to identify the cause and method of any physical wounds on a body or creature.
Cunning Diversion
At the tenth level you may make yourself an obvious target to foes. By spending a War die, you may roll an intimidate check contested by the foes Wisdom save. If you are successful you have captured your foes attention; they have disadvantage on perception against your allies,and on their next turn they must move to attack you if able. If a foe has been foiled by your cunning diversion in the past day, they have advantage on wisdom saves vs further attempts. A foe will not move through obviously hazardous terrain to reach you.
Scholar of War
At the thirteenth level a warlord masters the art at reading subtle tells and motions in their opponents. By spending an action and a War Die you may study a foe who you threaten in melee you can learn to read their face and movements, anticipating blows before they happen. And causing that foe to have disadvantage on any attack made against the warlord. This lasts for up to a Minuit.
Rallying Call
At the fourteenth level, a warlord can can bring hope and determination to all around him with a single forceful shout. As an action, a warlord may spend two War dice, to invigorate all allies within 100 feet that can see or hear the warlord producing one of two effects:
• Determination: The warlord rolls both dice and takes the better roll, all effected allies gain that amount of temporary HP.
• Zeal: All effected allies gain advantage on their next attack roll
In either case the effect vanishes after 1 Minuit if any benefit still remains and the ability cannot be used again until the warlord completes a long rest.
Master of War
At the twentieth level a warlord has become a true Sage of war. By spending two war dice he may make an Insight roll against a foe or group in battle, to determine what their next action will be, even if they themselves do not already know it. This ability may be used once per short rest.
CAPTAIN
For some, War is a drama, a play of emotions and passion., of trials and tragedy. A grand performance through which life is played out. For them, War is an act of inspiration, a contest of heart and desire, and they seek to Put on the grandest show, weaving a tale of pain and determination, of insurmountable odds and eventual victory. To a captain, numbers and planning mean nothing when compared to the zeal and determination in a proud warriors heart, and he seeks to kindle that flame in any way he can.
Unfailing Loyalty
At the second level when a warlord becomes a captain he gains a lasting bond with his allies. When moving to the side of an ally he can move up to 20 feet further. Whats more he can ignore his own wounds and tend to his allies in down time, spending his Hit Dice to heal an ally during a short rest. And lastly no enchantment or magic can cloud a captains mind enough that he will make an attack roll against an ally.
Symbol of Courage
At the Sixth level, a Captain inspires courage and confidence in his companions. As long as the warlord remains conscious, all allies who can see and hear him have the advantage on saves to avoid becoming frightened, as well as on opposed checks against intimidation.
Burning Determination
At the eleventh level a Captain can ignites an overwhelming drive in his companions to grit their teeth and push onward. By spending one War dice he may restore a downed allie to conciousnous granting them a single HP and a number of temporary HP equal to the captains warlord level. This ability may only be used once between long rests.
Blaze of Glory
At the seventeenth Level a captain Can lead a group through any chaos unscathed. By spending three war dice a warlord grants himself and all allies who can see him resistance to all physical and elemental damage types and 1D6 extra damage on any weapon attack. The warlord maintains this, at the cost of an additional war die every turn, until the combat ends, he falls unconscious or his war dice are depleted.
GENERAL
For some, War is a magnificent game. A worldwide board of pieces to move and strategies to perfect. To them war is a science, which, through refinement and theory can be perfected. And they do seek to perfect it, to find a counter to every situation, to read through every move the opponent makes and to out-move and out-think any opponent, claiming their victory before the battle even starts. To a general a Battle is a match of wits, an ever changing puzzle, and the general strives for the day that they may always solve that puzzle without losing a single piece.
Always Ready
when a warlord chooses to become a General at the second level, he starts to prepare himself for anything. He has the advantage on perception checks to notice hiding enemies. He adds his proficiency bonus to his initiative and can chose to spend a war dice to remove the surprised condition from himself at the start of any battle.
Clean Withdrawal
At the seventh level a General must learn how to Fall back in the face of a bad situation. By spending a war die he may call for his allies to fall back, allowing all of them who can see and hear him to disengage without using an action on their next turn.
Divide and Conquer
WIP
Know thy enemy
At the Seventeenth level a general may begin devising counters and precautions against new threats mere moments after he encounters them. When a general sees an ability, spell, or special attack (but not a basic weapon attack) used, he may spend a war die to analyze and counter it. Afterward when that foe attempts to use that ability, if it is an attack they roll at a disadvantage, and if it is based on a save, your allies have the advantage against it. A General may have analyzed up to his Intelligence abilities at a time, and they are reset after a long rest.
TACTICS
Block Formation
Prerequisites: None
The mighty phalanx a staple of military tactics with this Tactic a warlord with a shield may provide a passive +1 AC bonus to ajacent allies, who, if they have a shield may extend the bonus to allies adjacent to them,
Volley
Prerequisites: Level 9
Occasionally one arrow is simply not enough. With this tactic, a Warlord may spend his action and a War Die to call down a hail of arrows from two or more allies. When he uses this ability any ally may use his reaction to make a ranged weapon attack at the target of the volley. This ability may only be used once between short rests.
Pincer Attack Prerequisites: level 9
Pinning a foe down from all sides, can bring even a mighty foe down to his knees. When a warlord threatens a foe in melee, if an ally moves moves to attack that foe from the opposite side, both the warlord and that ally gain +1D8 on all melee weapon attacks against that foe.
Cut down the legs
Prerequisites: None
Mobility is a Key in battle and lack of it doubly so. When a warlord makes an attack of opportunity against a foe, if he deals damage that foes Speed is reduced by half for two turns or until he recovers any HP.
Vengeful Retribution
Prerequisites:None
If an ally is reduced to 0 HP by an enemy attack or ability, the warlord gains advantage on all attacks made against that foe and gains +1D6 damage on all damaging ability he makes against him.
Indomitable Will
Prerequisites: Level 15
A solid mind is one of the most valuable weapons a warlord can ask for, and you have tempered yours to hardened steel; Gain proficiency on Wisdom Saves.
Warlord
Level
Proficiency Bonus
Features
War Dice
Tactics
1st
+2
War Dice, Harry, Inspire
1+int D6
-
2nd
+2
Tactics, Leadership, Path of War
1+int D6
2
3rd
+2
Flanking, Commanding Voice
1+int D6
2
4th
+2
Ability Score Improvement
1+int D6
2
5th
+3
Commanders Strike, Bolster Spirits
1+int D6
3
6th
+3
Path Ability, Air of Authority
1+int D8
3
7th
+3
-
1+int D8
4
8th
+3
Ability Score Improvement, Student of War
1+int D8
4
9th
+4
-
2+int D8
5
10th
+4
Cunning Diversion
2+int D8
5
11th
+4
Path Ability
2+int D8
5
12th
+4
Ability Score Improvement
2+int D10
6
13th
+5
Scholar of War
2+int D10
6
14th
+5
Rallying Call
2+int D10
6
15th
+5
-
2+int D10
7
16th
+5
Ability Score Improvement
2+int D10
7
17th
+6
Path Ability
2+int D10
7
18th
+6
-
3+int D12
8
19th
+6
Ability Score Improvement
3+int D12
8
20th
+6
Master of War
3+int D12
8
HIT POINTS
Hit Dice: 1D10 per warlord level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1D10 (or 6) + your Constitution modifier per warlord level after 1st
PROFICIENCIES
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Medicine, Perception, Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background
• (a) any martial weapon and a shield or (b) a Halberd
• (a) Leather armor and a Longbow and a quiver of 20 arrows or (b) Chain armor
• (a) An explorer’s pack or (b) a dungeoneer's pack
War Dice
At the first level a warlord gains a number of war dice. These are used to fuel the warlords various leadership and tactic abilities, A warlord has a number of war dice equal to 1 plus his Intelligence bonus, an gains an extra at the 9th, and 17th levels. All of a warlord's war dice are replenished on every Long rest, and during short rests a warlord recovers War dice equal to half his Proficiency score.
Harry
Starting at the first level, a warlord will often draw attention to themselves, with threatening or distracting motions, in order to weaken an enemies Focus. As a reaction, when a foe the warlord threatens in melee makes an ability check, or an attack roll against someone other than the warlord, the warlord may roll a War Die, and subtract the result from the targets roll.
Inspire
Starting at the first level, a warlord will often Inspire great feats and marks of confidence in those around them in times of need. Whenever a creature who can see and hear the warlord makes an ability check, saving throw or attack roll, the warlord may roll a War Die and add the result to the targets roll.
Path of war
At the Second level a warlord must choose his path he shall walk down, either the wise general outsmarting and outmaneuvering a foe to claim victory before the battle starts, or the Fiery Captain, Igniting a passion and determination in their allies to overcome any foe. At the second, sixth, eleventh and seventeenth levels, a warlord gains an ability based on his chosen path, detailed at the end of this class.
Tactics
A warlords long study and research have brought him mastery over the battlefield allowing him to predict and control the movements of both enemies and allies. He has also learned how to inspire and guide troops under him, drawing on their inner strength to achieve to certain victory. A warlord gains access to his first two Tactics at the second level, and learns a new tactic at specific levels, as shown by the Tactics column of the warlord table.
Flanking
At the third level a warlord becomes Apt at holding an enemies attention, creating openings for allies. As Long as you have at least one War Dice remaining, you may use your bonus action to draw the attention of an opponent who you threaten in melee; Providing advantage to the first melee attack made against that creature before their turn. In addition you may spend a war dice when doing so to create a wider opening, allowing any create who threatens the target to immediately use their reaction to attack them. You may use this ability up to your Inelegance between long rests.
Commanding Voice
At the third level a Warlord becomes able to project their voice outward, forcefully and clearly surpassing any chaos or commotion that may surround him. The warlords voice can be heard perfectly for up to 200 feet and any intended target(s) of the message know it was meant for them. A warlord can project a (charisma) persuasion or a (charisma) Intimidate check over distance with this ability, and may gain an advantage for doing so if they spend a war Die.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Commander’s Strike. Beginning at the 5th level, W hen you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. W hen you do so, choose a friendly creature w ho can see or hear you and expend one war die. That creature can immediately use its reaction to make one weapon attack.
Bolster Spirits
When you reach the 5th level, you gain the ability to motivate and inspire those under you to fight onwards. By spending one of your War die you may invigorate an ally with the spirit to fight onward; Giving them temporary hit points equal to the roll of your war die plus your proficiency bonus. A creature can only gain the benefit of these temporary hit points once every long rest, and the temporary hit points fade after one hour if any still remain.
Air of Authority
At the Sixth level, a warlord radiates a nearly tangible presence of confidence and purpose. Those of lower station are unlikely to question his commands or motives, and he is granted advantage on intimidate and persuasion checks against those in his immediate area when asserting himself.
Student of War
At the eighth level, A warlord has become schooled in the signs, history and art of warfare and combat. He has the advantage on History (Inelegance) checks to identify a strategy or fighting style used by another creature. As well as on Medicine (Inelegance) to identify the cause and method of any physical wounds on a body or creature.
Cunning Diversion
At the tenth level you may make yourself an obvious target to foes. By spending a War die, you may roll an intimidate check contested by the foes Wisdom save. If you are successful you have captured your foes attention; they have disadvantage on perception against your allies,and on their next turn they must move to attack you if able. If a foe has been foiled by your cunning diversion in the past day, they have advantage on wisdom saves vs further attempts. A foe will not move through obviously hazardous terrain to reach you.
Scholar of War
At the thirteenth level a warlord masters the art at reading subtle tells and motions in their opponents. By spending an action and a War Die you may study a foe who you threaten in melee you can learn to read their face and movements, anticipating blows before they happen. And causing that foe to have disadvantage on any attack made against the warlord. This lasts for up to a Minuit.
Rallying Call
At the fourteenth level, a warlord can can bring hope and determination to all around him with a single forceful shout. As an action, a warlord may spend two War dice, to invigorate all allies within 100 feet that can see or hear the warlord producing one of two effects:
• Determination: The warlord rolls both dice and takes the better roll, all effected allies gain that amount of temporary HP.
• Zeal: All effected allies gain advantage on their next attack roll
In either case the effect vanishes after 1 Minuit if any benefit still remains and the ability cannot be used again until the warlord completes a long rest.
Master of War
At the twentieth level a warlord has become a true Sage of war. By spending two war dice he may make an Insight roll against a foe or group in battle, to determine what their next action will be, even if they themselves do not already know it. This ability may be used once per short rest.
CAPTAIN
For some, War is a drama, a play of emotions and passion., of trials and tragedy. A grand performance through which life is played out. For them, War is an act of inspiration, a contest of heart and desire, and they seek to Put on the grandest show, weaving a tale of pain and determination, of insurmountable odds and eventual victory. To a captain, numbers and planning mean nothing when compared to the zeal and determination in a proud warriors heart, and he seeks to kindle that flame in any way he can.
Unfailing Loyalty
At the second level when a warlord becomes a captain he gains a lasting bond with his allies. When moving to the side of an ally he can move up to 20 feet further. Whats more he can ignore his own wounds and tend to his allies in down time, spending his Hit Dice to heal an ally during a short rest. And lastly no enchantment or magic can cloud a captains mind enough that he will make an attack roll against an ally.
Symbol of Courage
At the Sixth level, a Captain inspires courage and confidence in his companions. As long as the warlord remains conscious, all allies who can see and hear him have the advantage on saves to avoid becoming frightened, as well as on opposed checks against intimidation.
Burning Determination
At the eleventh level a Captain can ignites an overwhelming drive in his companions to grit their teeth and push onward. By spending one War dice he may restore a downed allie to conciousnous granting them a single HP and a number of temporary HP equal to the captains warlord level. This ability may only be used once between long rests.
Blaze of Glory
At the seventeenth Level a captain Can lead a group through any chaos unscathed. By spending three war dice a warlord grants himself and all allies who can see him resistance to all physical and elemental damage types and 1D6 extra damage on any weapon attack. The warlord maintains this, at the cost of an additional war die every turn, until the combat ends, he falls unconscious or his war dice are depleted.
GENERAL
For some, War is a magnificent game. A worldwide board of pieces to move and strategies to perfect. To them war is a science, which, through refinement and theory can be perfected. And they do seek to perfect it, to find a counter to every situation, to read through every move the opponent makes and to out-move and out-think any opponent, claiming their victory before the battle even starts. To a general a Battle is a match of wits, an ever changing puzzle, and the general strives for the day that they may always solve that puzzle without losing a single piece.
Always Ready
when a warlord chooses to become a General at the second level, he starts to prepare himself for anything. He has the advantage on perception checks to notice hiding enemies. He adds his proficiency bonus to his initiative and can chose to spend a war dice to remove the surprised condition from himself at the start of any battle.
Clean Withdrawal
At the seventh level a General must learn how to Fall back in the face of a bad situation. By spending a war die he may call for his allies to fall back, allowing all of them who can see and hear him to disengage without using an action on their next turn.
Divide and Conquer
WIP
Know thy enemy
At the Seventeenth level a general may begin devising counters and precautions against new threats mere moments after he encounters them. When a general sees an ability, spell, or special attack (but not a basic weapon attack) used, he may spend a war die to analyze and counter it. Afterward when that foe attempts to use that ability, if it is an attack they roll at a disadvantage, and if it is based on a save, your allies have the advantage against it. A General may have analyzed up to his Intelligence abilities at a time, and they are reset after a long rest.
TACTICS
Block Formation
Prerequisites: None
The mighty phalanx a staple of military tactics with this Tactic a warlord with a shield may provide a passive +1 AC bonus to ajacent allies, who, if they have a shield may extend the bonus to allies adjacent to them,
Volley
Prerequisites: Level 9
Occasionally one arrow is simply not enough. With this tactic, a Warlord may spend his action and a War Die to call down a hail of arrows from two or more allies. When he uses this ability any ally may use his reaction to make a ranged weapon attack at the target of the volley. This ability may only be used once between short rests.
Pincer Attack Prerequisites: level 9
Pinning a foe down from all sides, can bring even a mighty foe down to his knees. When a warlord threatens a foe in melee, if an ally moves moves to attack that foe from the opposite side, both the warlord and that ally gain +1D8 on all melee weapon attacks against that foe.
Cut down the legs
Prerequisites: None
Mobility is a Key in battle and lack of it doubly so. When a warlord makes an attack of opportunity against a foe, if he deals damage that foes Speed is reduced by half for two turns or until he recovers any HP.
Vengeful Retribution
Prerequisites:None
If an ally is reduced to 0 HP by an enemy attack or ability, the warlord gains advantage on all attacks made against that foe and gains +1D6 damage on all damaging ability he makes against him.
Indomitable Will
Prerequisites: Level 15
A solid mind is one of the most valuable weapons a warlord can ask for, and you have tempered yours to hardened steel; Gain proficiency on Wisdom Saves.