Grod_The_Giant
2020-10-09, 05:08 PM
The Warlord
Sometimes it is not enough to be a conquering warrior, a champion of all that’s right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require more than mere competence in a commander of soldiers and situations. Sometimes the circumstances demand a Warlord.
Warlords inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A Warlord has a tactician’s mind, a cartographer’s overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.
Creating a Warlord
When creating a Warlord, think about where your character learned to lead men. Did they have formal training in a noble's army or a military academy? Did they begin as a foot soldier and rise through the ranks? Maybe they never served in an army at all, and their talents were honed on the street. Just as importantly, what led them to a life of adventure? Do they seek wealth? Glory? Are they in service to a ruler, or do they follow their own dreams?
Quick Build
You can make a Warlord quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Strength and Constitution. Second, choose the Soldier or Noble background. Third, choose the Back to Back, Stand Fast, and Watch Your Back auras.
CLASS FEATURES
As a Warlord, you gain the following class features.
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
PROFICIENCIES:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons.
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Medicine, Persuasion, Performance, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) five javelins or (b) any simple melee weapon
• (a) a priest’s pack or (b) an explorer’s pack
• Chain mail
Level
Proficiency Bonus
Features
Aura Die
Auras Known
1st
+2
Aura of Battle
1d4
3
2nd
+2
Motivating Shout
1d4
3
3rd
+2
Command Style
1d6
4
4th
+2
Ability Score Improvement
1d6
4
5th
+3
Inspiring Strike
1d6
5
6th
+3
Style Feature
1d6
5
7th
+3
Cry of Warning
1d6
6
8th
+3
Ability Score Improvement
1d8
6
9th
+4
Extended Aura (40ft)
1d8
7
10th
+4
Style Feature
1d8
7
11th
+4
Aura of War
1d8
8
12th
+4
Ability Score Improvement
1d8
8
13th
+5
Improved Inspiring Strike
1d8
9
14th
+5
Style Feature
1d10
9
15th
+5
Unflinching Leader
1d10
10
16th
+5
Ability Score Improvement
1d10
10
17th
+6
Extended Aura (50ft)
1d10
11
18th
+6
Lightning Reflexes
1d10
11
19th
+6
Ability Score Improvement
1d12
12
20th
+6
Double Aura
1d12
12
Aura of Battle: As a Warlord, you can draw on your raw charisma to project an aura, affecting yourself and all allies within 30ft. Creatures lose the benefits of the aura if they move farther away, but regain them if they return to your range.
Projecting an aura is a bonus action; you may stop projecting it as a free action. An aura must be concentrated on, as with a spell, and lasts for up to 1 minute.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Aura Die: Most Auras involve your Aura Die. At 1st level, this is 1d4. At 3rd level, it improves to 1d6, at 8th level to 1d8, at 14th level to 1d10, and at 19th level to 1d12.
You may only apply one Aura Die to a given roll, regardless of how many you have the opportunity to benefit from—use only the largest die. Bardic Inspiration dice and the Bless spell also count as Aura Dice, and thus also cannot be applied to the same roll.
Warlord Auras: Initially, you know three Auras. At 3rd level, and every subsequent odd-numbered level, you learn one additional Aura. In addition, each time you gain a Warlord level, you may replace one Aura that you know with another.
Back to Back: When an adjacent creature is attacked, allies affected by your aura can use their reaction to impose disadvantage on the attack roll.
Demand Fortitude: When making Constitution saves, allies may roll your Aura die and add it to their roll.
Force of Will: When making Wisdom and Charisma saves, allies may roll your Aura die and add it to their roll.
Hold the Line: Allies may take one additional reaction each round, which can only be used to make opportunity attacks.
Nimble Hustle: When making Dexterity checks and saves, allies may roll your Aura die and add it to their roll.
Over the Top: Allies may move half again as far each round, and opportunity attacks against them have disadvantage.
Stand Fast: At the beginning of their turn, allies gain temporary hit points equal to your Proficiency bonus.
Surge of Might: When making Str checks, saves, and damage rolls with Str-based weapon attacks, allies may roll your Aura die and add it to their roll.
Watch Your Back: When an ally is attacked, they can use their reaction to roll your Aura die and add it to their armor class against that attack. They may do so after seeing their roll but before the DM announces the result.
Watchful Eye: When making Perception checks and Intelligence checks and saves, allies may roll your Aura die and add it to their roll.
Motivating Shout: Beginning at 2nd level, you may use your bonus action to call out encouragement to one ally within 30ft, granting them one of the following bonuses:
Your ally gains temporary hit points equal to your Charisma modifier + one-half your Warlord level (rounded down)
Your ally may take one additional reaction before the start of their next turn.
Your ally may use their reaction to move up to half their speed without provoking opportunity attacks.
Your ally has advantage on the next attack they make before the end of their next turn.
Ability Score Increase: 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.
Inspiring Strike: Beginning at 5th level, once on each of your turns when you hit a creature with a weapon attack, you can roll your Aura Die and add it to the damage. Beginning at 13th level, you can roll two Aura Dice.
Cry of Warning: Beginning at 7th level, you can use your reaction to call a warning to an ally within 30ft, providing one of the following benefits:
Your ally can roll your Aura Die and add the result to their Armor Class against one attack,
When making a saving throw, your ally can roll your Aura Die and add it to their roll.
An opportunity attack made against your ally automatically misses.
Your ally can move 10ft without provoking opportunity attacks.
Extended Aura: Beginning at 10th level, the range of your Marshal class features—your Auras, Motivating Shout, Cry of Warning, and so on-- increases to 40ft. At 17th level, it increases again to 50ft.
Aura of War: Beginning at 11th level, you gain the ability to rally your allies to even greater feats. When learning new Auras, you may also select any of the below options; when projecting an Aura of Battle, you may choose an Aura of War you know instead. Due to their greater power, however, you cannot use Auras of War as often--once you have used Auras of War twice, you cannot do so again until you complete a long rest.
Alacrity: Your allies may use their bonus action to take the Dash or Disengage action, or to make a single weapon attack.
Courage: Your allies gain immunity to being charmed or frightened.
Defiance: Enemies within range of your Aura provoke opportunity attacks whenever they leave a creature’s reach, even if they have taken the Disengage action.
Prowess: When making weapon or spell attack rolls, allies may roll your Aura die and add it to their roll.
Spellbreaking: When a foe within range of your aura attempts to cast a spell, allies may use their reaction to make melee weapon attacks against them. If they are damaged, they must make a concentration save against the damage or their casting fails and the spell slot is wasted.
Teamwork: When you activate this Aura, select one feat you possess and grant its benefits to all allies within range.
Vigor: When struck by an attack, or damaged by a spell, allies may use their reaction to halve the damage they receive.
Lightning Reflexes: Beginning at 18th level, you may take one additional reaction each round.
Double Aura: Beginning at 20th level, you may project and concentrate on two Auras simultaneously, and may activate two Auras in a single bonus action. Doing so still counts as using your Aura feature twice, and does not allow you to exceed the normal limit on how many Aura Dice a creature can add to a single roll.
----------------------
Exemplar
Fighting Style: Beginning at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Blind Fighting (UA): Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
Interception (UA): When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Exemplar Auras: Beginning at 3rd level, you may learn any of the following Auras of Battle along with the ones available to all Warlords.
Lead From the Front: Allies have advantage on attack rolls against the last creature you successfully damaged with a weapon attack
Draw Fire: When an enemy within range of your Aura makes an attack roll against an ally who is also within your Aura, they must roll your Aura Die and subtract the result from their attack roll. However, when attacking you, they may roll your Aura Die and add it to their roll.
Shifting Assault: Whenever you are hit by an attack, all allies may use their reaction to move up to half their speed without provoking opportunity attacks.
Thick of the Fight: Beginning at 6th level, when you fail a save to maintain concentration on your Aura, you may expend one use of your Aura of Battle feature to succeed instead.
Motivating Surge: Beginning at 14th level, when you use your Motivating Shout ability, you gain the same benefits as target
Leader
Larger Than Life: At 3rd level, you gain proficiency in Persuasion, and may add twice your proficiency bonus to such checks.
Leader Auras: Beginning at 3rd level, you may learn any of the following Auras of Battle along with the ones available to all Warlords.
Fierce Life: Upon activating this aura, roll your Aura die. All allies within rang of your Aura regain hit points equal to your roll plus your Charisma modifier. For as long as you maintain the Aura, allies can't have hit point maximum reduced.
Motivate Fortitude: When making saving throws against being blinded, deafened, poisoned, or stunned, allies may roll your Aura Die and add it to their result.
Motivate Charisma: When making Charisma checks and saving throws, allies may roll 1d4 and add it to their roll.
Reviving Surge: Beginning at 6th level, you may use an action to expend one use of your Aura of Battle feature to heal an ally. Roll a number of Aura Dice equal to your Charisma modifier; one ally within 30ft gains hit points equal to the result.
Mass Shout: Beginning at 14th level, you may target up to two allies with your Motivating Shout ability. You must grant the same bonus to each one.
Terror
Eye of Fear: At 3rd level, you gain proficiency in Intimidation, and may add twice your proficiency bonus to such checks.
Terror Auras: Beginning at 3rd level, you may learn any of the following Auras of Battle along with the ones available to all Warlords.
Hesitation: Enemies treat the area within range of your Aura as difficult terrain. Creatures immune to being charmed or frightened are not affected by this ability.
Domination: When an enemy within range of your Aura makes a saving throw against being charmed or frightened, they must roll your Aura die and subtract it from their result.
Motivate Fear: When an enemy within range of your Aura makes an ability check, they must roll your Aura die and subtract it from their results.
Killing Glare: Beginning at 6th level, you may use an action to expend one use of your Aura of Battle feature and force one creature within 30ft to make a Charisma saving throw, with a DC of 8 + your Proficiency bonus + your Charisma modifier. If they fail, they are frightened for one minute.
Intimidating Shout: Beginning at 14th level, you may target enemies with your Motivating Shout ability. Foes so targeted must make Wisdom saving throws, with a DC of 8 + your Proficiency bonus + your Charisma modifier, or be frightened until the end of their next turn
Sometimes it is not enough to be a conquering warrior, a champion of all that’s right, an experienced sellsword, or an elite foot soldier. Sometimes the circumstances require more than mere competence in a commander of soldiers and situations. Sometimes the circumstances demand a Warlord.
Warlords inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. A Warlord has a tactician’s mind, a cartographer’s overview of the disputed landscape (or dungeon warren), and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.
Creating a Warlord
When creating a Warlord, think about where your character learned to lead men. Did they have formal training in a noble's army or a military academy? Did they begin as a foot soldier and rise through the ranks? Maybe they never served in an army at all, and their talents were honed on the street. Just as importantly, what led them to a life of adventure? Do they seek wealth? Glory? Are they in service to a ruler, or do they follow their own dreams?
Quick Build
You can make a Warlord quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Strength and Constitution. Second, choose the Soldier or Noble background. Third, choose the Back to Back, Stand Fast, and Watch Your Back auras.
CLASS FEATURES
As a Warlord, you gain the following class features.
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
PROFICIENCIES:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons.
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Medicine, Persuasion, Performance, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) five javelins or (b) any simple melee weapon
• (a) a priest’s pack or (b) an explorer’s pack
• Chain mail
Level
Proficiency Bonus
Features
Aura Die
Auras Known
1st
+2
Aura of Battle
1d4
3
2nd
+2
Motivating Shout
1d4
3
3rd
+2
Command Style
1d6
4
4th
+2
Ability Score Improvement
1d6
4
5th
+3
Inspiring Strike
1d6
5
6th
+3
Style Feature
1d6
5
7th
+3
Cry of Warning
1d6
6
8th
+3
Ability Score Improvement
1d8
6
9th
+4
Extended Aura (40ft)
1d8
7
10th
+4
Style Feature
1d8
7
11th
+4
Aura of War
1d8
8
12th
+4
Ability Score Improvement
1d8
8
13th
+5
Improved Inspiring Strike
1d8
9
14th
+5
Style Feature
1d10
9
15th
+5
Unflinching Leader
1d10
10
16th
+5
Ability Score Improvement
1d10
10
17th
+6
Extended Aura (50ft)
1d10
11
18th
+6
Lightning Reflexes
1d10
11
19th
+6
Ability Score Improvement
1d12
12
20th
+6
Double Aura
1d12
12
Aura of Battle: As a Warlord, you can draw on your raw charisma to project an aura, affecting yourself and all allies within 30ft. Creatures lose the benefits of the aura if they move farther away, but regain them if they return to your range.
Projecting an aura is a bonus action; you may stop projecting it as a free action. An aura must be concentrated on, as with a spell, and lasts for up to 1 minute.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Aura Die: Most Auras involve your Aura Die. At 1st level, this is 1d4. At 3rd level, it improves to 1d6, at 8th level to 1d8, at 14th level to 1d10, and at 19th level to 1d12.
You may only apply one Aura Die to a given roll, regardless of how many you have the opportunity to benefit from—use only the largest die. Bardic Inspiration dice and the Bless spell also count as Aura Dice, and thus also cannot be applied to the same roll.
Warlord Auras: Initially, you know three Auras. At 3rd level, and every subsequent odd-numbered level, you learn one additional Aura. In addition, each time you gain a Warlord level, you may replace one Aura that you know with another.
Back to Back: When an adjacent creature is attacked, allies affected by your aura can use their reaction to impose disadvantage on the attack roll.
Demand Fortitude: When making Constitution saves, allies may roll your Aura die and add it to their roll.
Force of Will: When making Wisdom and Charisma saves, allies may roll your Aura die and add it to their roll.
Hold the Line: Allies may take one additional reaction each round, which can only be used to make opportunity attacks.
Nimble Hustle: When making Dexterity checks and saves, allies may roll your Aura die and add it to their roll.
Over the Top: Allies may move half again as far each round, and opportunity attacks against them have disadvantage.
Stand Fast: At the beginning of their turn, allies gain temporary hit points equal to your Proficiency bonus.
Surge of Might: When making Str checks, saves, and damage rolls with Str-based weapon attacks, allies may roll your Aura die and add it to their roll.
Watch Your Back: When an ally is attacked, they can use their reaction to roll your Aura die and add it to their armor class against that attack. They may do so after seeing their roll but before the DM announces the result.
Watchful Eye: When making Perception checks and Intelligence checks and saves, allies may roll your Aura die and add it to their roll.
Motivating Shout: Beginning at 2nd level, you may use your bonus action to call out encouragement to one ally within 30ft, granting them one of the following bonuses:
Your ally gains temporary hit points equal to your Charisma modifier + one-half your Warlord level (rounded down)
Your ally may take one additional reaction before the start of their next turn.
Your ally may use their reaction to move up to half their speed without provoking opportunity attacks.
Your ally has advantage on the next attack they make before the end of their next turn.
Ability Score Increase: 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.
Inspiring Strike: Beginning at 5th level, once on each of your turns when you hit a creature with a weapon attack, you can roll your Aura Die and add it to the damage. Beginning at 13th level, you can roll two Aura Dice.
Cry of Warning: Beginning at 7th level, you can use your reaction to call a warning to an ally within 30ft, providing one of the following benefits:
Your ally can roll your Aura Die and add the result to their Armor Class against one attack,
When making a saving throw, your ally can roll your Aura Die and add it to their roll.
An opportunity attack made against your ally automatically misses.
Your ally can move 10ft without provoking opportunity attacks.
Extended Aura: Beginning at 10th level, the range of your Marshal class features—your Auras, Motivating Shout, Cry of Warning, and so on-- increases to 40ft. At 17th level, it increases again to 50ft.
Aura of War: Beginning at 11th level, you gain the ability to rally your allies to even greater feats. When learning new Auras, you may also select any of the below options; when projecting an Aura of Battle, you may choose an Aura of War you know instead. Due to their greater power, however, you cannot use Auras of War as often--once you have used Auras of War twice, you cannot do so again until you complete a long rest.
Alacrity: Your allies may use their bonus action to take the Dash or Disengage action, or to make a single weapon attack.
Courage: Your allies gain immunity to being charmed or frightened.
Defiance: Enemies within range of your Aura provoke opportunity attacks whenever they leave a creature’s reach, even if they have taken the Disengage action.
Prowess: When making weapon or spell attack rolls, allies may roll your Aura die and add it to their roll.
Spellbreaking: When a foe within range of your aura attempts to cast a spell, allies may use their reaction to make melee weapon attacks against them. If they are damaged, they must make a concentration save against the damage or their casting fails and the spell slot is wasted.
Teamwork: When you activate this Aura, select one feat you possess and grant its benefits to all allies within range.
Vigor: When struck by an attack, or damaged by a spell, allies may use their reaction to halve the damage they receive.
Lightning Reflexes: Beginning at 18th level, you may take one additional reaction each round.
Double Aura: Beginning at 20th level, you may project and concentrate on two Auras simultaneously, and may activate two Auras in a single bonus action. Doing so still counts as using your Aura feature twice, and does not allow you to exceed the normal limit on how many Aura Dice a creature can add to a single roll.
----------------------
Exemplar
Fighting Style: Beginning at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Blind Fighting (UA): Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
Interception (UA): When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Exemplar Auras: Beginning at 3rd level, you may learn any of the following Auras of Battle along with the ones available to all Warlords.
Lead From the Front: Allies have advantage on attack rolls against the last creature you successfully damaged with a weapon attack
Draw Fire: When an enemy within range of your Aura makes an attack roll against an ally who is also within your Aura, they must roll your Aura Die and subtract the result from their attack roll. However, when attacking you, they may roll your Aura Die and add it to their roll.
Shifting Assault: Whenever you are hit by an attack, all allies may use their reaction to move up to half their speed without provoking opportunity attacks.
Thick of the Fight: Beginning at 6th level, when you fail a save to maintain concentration on your Aura, you may expend one use of your Aura of Battle feature to succeed instead.
Motivating Surge: Beginning at 14th level, when you use your Motivating Shout ability, you gain the same benefits as target
Leader
Larger Than Life: At 3rd level, you gain proficiency in Persuasion, and may add twice your proficiency bonus to such checks.
Leader Auras: Beginning at 3rd level, you may learn any of the following Auras of Battle along with the ones available to all Warlords.
Fierce Life: Upon activating this aura, roll your Aura die. All allies within rang of your Aura regain hit points equal to your roll plus your Charisma modifier. For as long as you maintain the Aura, allies can't have hit point maximum reduced.
Motivate Fortitude: When making saving throws against being blinded, deafened, poisoned, or stunned, allies may roll your Aura Die and add it to their result.
Motivate Charisma: When making Charisma checks and saving throws, allies may roll 1d4 and add it to their roll.
Reviving Surge: Beginning at 6th level, you may use an action to expend one use of your Aura of Battle feature to heal an ally. Roll a number of Aura Dice equal to your Charisma modifier; one ally within 30ft gains hit points equal to the result.
Mass Shout: Beginning at 14th level, you may target up to two allies with your Motivating Shout ability. You must grant the same bonus to each one.
Terror
Eye of Fear: At 3rd level, you gain proficiency in Intimidation, and may add twice your proficiency bonus to such checks.
Terror Auras: Beginning at 3rd level, you may learn any of the following Auras of Battle along with the ones available to all Warlords.
Hesitation: Enemies treat the area within range of your Aura as difficult terrain. Creatures immune to being charmed or frightened are not affected by this ability.
Domination: When an enemy within range of your Aura makes a saving throw against being charmed or frightened, they must roll your Aura die and subtract it from their result.
Motivate Fear: When an enemy within range of your Aura makes an ability check, they must roll your Aura die and subtract it from their results.
Killing Glare: Beginning at 6th level, you may use an action to expend one use of your Aura of Battle feature and force one creature within 30ft to make a Charisma saving throw, with a DC of 8 + your Proficiency bonus + your Charisma modifier. If they fail, they are frightened for one minute.
Intimidating Shout: Beginning at 14th level, you may target enemies with your Motivating Shout ability. Foes so targeted must make Wisdom saving throws, with a DC of 8 + your Proficiency bonus + your Charisma modifier, or be frightened until the end of their next turn