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View Full Version : D&D 5e/Next [PEACH ] Warlord - A Leader in Combat (Full class/3 sub-classes)



cesius
2018-12-10, 06:23 PM
For your consideration, The Warlord, a martial class of inspiration and leadership. I'm working on a PHB style pre-mechanics write up.

The Warlord

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

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race of background.

Armor: Light Armor, Medium Armor, Heavy Armor

Weapons: Simple Weapons, Martial Weapons

Tools: Gaming Set

Saving Throws: Constitution, Charisma

Skills: Choose two Skills from Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, Survival




Level
Proficiency Bonus
Valor Bonus
Features



1st
+2
+2
Valor, Exhortation



2nd
+2
+2
Field Dressing (d6), Measured Defense


3rd
+2
+2
Reputation



4th
+2
+2
Ability Score Improvement


5th
+3
+2
Extra Attack, Coordinated Strikes


6th
+3
+2
Reputation feature



7th
+3
+2
Tactical Insight



8th
+3
+2
Ability Score Improvement



9th
+4
+3
Field Dressing (d8)


10th
+4
+3
Reputation Feature



11th
+4
+3
Extra Attack (2)



12th
+4
+3
Ability Score Improvement



13th
+5
+3
Coordinated Strikes improvement, Field Dressing (1d10)



14th
+5
+3
Reputation feature



15th
+5
+3
Unyielding Valor



16th
+5
+4
Ability Score Improvement



17th
+6
+4
Tactical Insight improvement, Field Dressing (d12)



18th
+6
+4
Commanding Presence



19th
+6
+5
Ability Score Improvement



20th
+6
+5
Coordinated Strikes improvement



Class Features

Valor
In battle, you fight harder the more it seems the fight is going against you. You can use your reaction when you take damage to enter a state of valor.
While valorous, you gain the following benefits:

You have advantage on Charisma checks and Charisma saving throws.
When you make a melee weapon attack, you gain a bonus to damage that increases as you gain
levels as a Warlord, as shown in the Valor Bonus column of the Warlord table.

Your valor lasts for a number of turns equal to your Charisma modifier. It ends early if you are knocked unconscious, if your turns end and your haven’t attacked a hostile creature since your last turn or taken damage since then.

Martial Exhortation
A warlord can spur comrades to go beyond their limits. You can use a bonus action to give a friendly creature a bonus to weapon damage that increases as you gain levels as a Warlord, as shown in the Valor Bonus column of the Warlord table. The bonus lasts until the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Measured Defense
By 2nd level your grasp of distance and angles enables you to frustrate attacks to no end. When you take the Dodge action you gain a bonus to AC equal to your Intelligence bonus (minimum of 1).

Field Dressing
Beginning at 2nd level, your studies have taught you how to deal with long-term care and healthy camp life. If you or any friendly creatures who can hear and see you use Hit Dice to regain hit points at the end of a short rest, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9thlevel, to 1d10 at 13th level, and to 1d12 at 17th level.

Reputation
At 3rd level, you develop a reputation of your choice: marshal, vanguard, or blackguard, detailed at the end of the class description. Your choice grants you features at 3rd level, 6th level, 10th level, and 14th level.

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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.

Coordinated Strikes
Beginning at 5th level, when you use the Attack action, you can choose a friendly creature within line of sight who can hear your voice to make a weapon attack. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
At 13th level, the friendly creature gains a bonus to hit equal to your Intelligence modifier.
At 20th level, you can use Coordinating Strikes without replacing one of your multiple attacks.

Tactical Insight
By 7th level your studies of combat and warfare have developed to the point that you gain your proficiency bonus to any ability check you make related to tactics, strategy, or warfare. If you would already gain your proficiency bonus then your proficiency bonus is doubled.
Additionally, if you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn.
At 17th level, whenever you make an ability check affected by Tactical Insight, you can treat a d20 roll of 9 or lower as a 10.

Unyielding Valor
Starting at 15th level, you and those fighting with you will keep fighting despite the most debilitating wounds or physical hardships. You or a friendly creature with the bonus from Valor also gain advantage on Strength and Constitution saving throws.

Commanding Presence
Starting at 18th level, when you roll Initiative and have no uses of Martial Exhortation remaining, you regain up to two.

Reputation
Warlords develop different reputations depending on their personalities and outlooks. Those who commit to the same ideologies tend to trade correspondence or attend the same war colleges.
Your choice grants you features at 3rd level, 6th level, 10th level, and 14th level.

Marshall

Stratagems
When you choose this reputation at 3rd level, you learn stratagems for directing the flow of combat. You gain two of the following stratagems of your choice. You gain another one at 6th level and 10th level.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
You can choose to replace a known stratagem with another when you increase in level.

Battlefield Preparation
Starting at 14th level, you can spend 1 minute surveying an area where you plan to do battle. You cannot perform other actions during this time and must remain uninterrupted.
Once you have studied the area, you gain two additional charges of Stratagem in that area until you take a long rest. You can only have on area studied at a time and studying an area you had previously studied does not have any effect unless you have taken a long rest between.

Stratagems
The stratagems are presented in alphabetical order.

Bring It Down. If a friendly creature attacks a Large or bigger creature as part of Coordinated Strikes you can use a bonus action to allow them to attempt to knock the creature prone. They gain a bonus to their Strength(Athletics) check equal to your Intelligence modifier.

Castle Gambit. You can swap places with a friendly creature if you are each within each other’s movement range and there is no intervening terrain. The friendly creature uses their reaction as part of this stratagem, but your and their movement does not provoke attacks of opportunity.

Coordinated Withdrawal. An adjacent friendly creature may Disengage using their bonus action if you used the Dodge action during your previous turn.

Eldritch Advisor. You can use your bonus action to give a friendly creature within line of sight who can hear you a bonus to spell damage rolls equal to your Intelligence modifier until the beginning of your next turn. The bonus applies to each damage roll but can only affect a creature once. For example, a 3rd level fireball would deal 8d6+Int fire damage while a 3rd level magic missile would create 5 missiles each dealing 1d4+1+Int force damage, but a creature hit by multiple missiles would only take the extra damage from a single missile.

Eldritch Coordination. Allies targeted by Coordinated Strikes can use a damage-dealing cantrip instead of a weapon attack.

Quantity is Quality. You use your action to target an adjacent creature. Weapon attacks deal additional damage equal to your Intelligence bonus against the creature until the beginning of your next turn.

Quick and Quiet. You can use your bonus action to give all allies within 15 feet a bonus to damage equal to your Intelligence modifier when making a weapon attack against a surprised target, until the beginning of your next turn. If the friendly creature was hidden and reduces a target to 0 hit points then they may use a bonus action to Hide, or a reaction if they attacked as part of Coordinated Strikes.

Look Out! When a friendly creature within line of sight and who can hear you is attacked you can use your reaction to give them a bonus to AC equal to your Intelligence modifier.

Suppressing Fire. The target when a friendly creature makes a ranged weapon attack as part of Coordinated Strikes has disadvantage on its attack rolls until the beginning of your next turn.

Weak Point. The target of Martial Exhortation gains an additional bonus to damage equal to your Intelligence modifier if their target has resistance to their attack. This damage is not affected by resistance.

Vanguard

Steadfast Valor
Starting at 3rd level, when you enter a state of valor you can decide to forgo the extra Valor damage to instead grant yourself and all friendly creatures who have line of sight to you temporary hit points equal to the forgone damage plus your Charisma modifier and attacks made while valorous grant you temporary hit points equal to your Valor damage bonus. This counts as having the bonus from Valor. The temporary hit points last until the state of valor ends.

Heroic Intervention
Beginning at 6th level you can use your reaction to intercede when friendly creature would be hit by an attack from a creature within 10 feet of you. You enter a state of valor, move adjacent to the attacker and take the damage from the attack instead of the friendly creature. If you were valorous then you gain temporary hit points equal to your Valor damage bonus plus your Charisma modifier.

Together Victorious
At 10th level you can turn the defeat of foes into an event that revitalizes allies. If you or any friendly creatures within line of sight reduce an enemy creature to 0 hit points then you and all friendly creatures within line of sight of you, the enemy creature, and who can hear you regain hit points equal to the number of Hit Die the enemy creature had plus your Charisma modifier.

Once More, Until the End
Beginning at 14th level, if a friendly creature within line of sight is incapacitated, prone, or restrained then you can use Heroic Intervention when the would be hit by an attack from a creature within your movement range of you.
In addition, if you drop to 0 hit points and don’t die outright when taking damage from a Heroic Intervention, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you have to make this save after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Blackguard

Give What Is Owed
Starting at 3rd level, your Valor Bonus is doubled when used against an enemy creature who has damaged you or a friendly creature since the end of your last turn or who is frightened of you.

Run Them Down
Beginning at 6th level, you can make an attack of opportunity against enemy creatures that use the Disengage action. In addition, those hit by your attacks of opportunity must make a Strength saving through (DC equals 8+your proficiency bonus+your Strength modifier) or be knocked prone.

Fell Aspect
Beginning at 14th level, you can use your reaction when you take damage to frighten enemy creatures around you. Enemy creatures within 30 feet who can see you must succeed on a Wisdom saving throw (DC equal to 8+your proficiency bonus+your Charisma modifier+the damage taken) or be frightened of you for up to one minute. They can use their action to make another saving throw. The DC is increased by your Valor damage bonus if you are in a state of valor.