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    Barbarian in the Playground
     
    Chimera

    Join Date
    May 2019

    Default Re: D&D 5e Base Class Contest X: Blast from the Past

    Welp, first base class I've ever made. Been working on this one on and off for like a year, so good to finally finish it for this.

    Warlord


    A regal figure in an ornate mask raises a hand. With a flick of a wrist, arrows pour from the ranks of archers behind them. A gnome weaves between the ogre's strikes, learning its tells. Spotting an opening, she yells a signal, and her blade is joined by two others as she lunges towards the ogre's eye. A fallen soldier knows the end is near, but feels a reassuring hand pull him to his feet. His grizzled commander calls out a rallying cry, and the soldiers around him fall into position, preparing for their final stand.

    Hit Points
    Hit Dice: 1d8 per warlord level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlord level after 1st

    Proficiencies
    Armor: Light armor, medium armor, heavy armor, shields
    Weapons: Simple and Martial weapons
    Tools: One Artisan's Tool of your choice.
    Saving Throws: Wisdom, Intelligence
    Skills: Choose three from Acrobatics, Athletics, Deception, History, Religion, Insight, Intimidation, Investigation, Medicine, Perception, Performance, Persuasion, and Stealth

    Starting Equipment
    You start with the following items, plus anything provided by your Background.

    - (a) Chain Mail (b) Chain Shirt or (c) Leather Armor, Longbow, and 20 Arrows
    - (a) A martial weapon and a shield or (b) two Martial Weapons
    - (a) Five Javelins (b) two daggers (c) or a Handaxe
    - (a) a Dungeoneer's Pack or (b) an Explorer's Pack
    - A set of Artisan's Tools you are proficient with

    Level Proficiency Bonus Leadership Gambits Features
    1st +2 1d4 2 Archetype, Gambits, Practiced Eye
    2nd +2 1d4 2 Archetype Strategems
    3rd +2 1d4 2 Warlord's Leadership
    4th +2 1d4 2 Ability Score Improvement
    5th +3 1d6 2 Extra Attack, Cunning Feint
    6th +3 1d6 3 Logistics
    7th +3 1d6 3 Archetype Feature, Gambit Improvement
    8th +3 1d6 3 Ability Score Improvement
    9th +4 1d8 3 Strategems Improvement
    10th +4 1d8 3 Ability Score Improvement
    11th +4 1d8 4 Breakthrough, Warlord's Presence
    12th +4 1d8 4 Ability Score Improvement
    13th +5 1d10 4 Archetype Feature
    14th +5 1d10 4 Strategic Intuition
    15th +5 1d10 4 Warlord's Leadership Improvement
    16th +5 1d10 5 Ability Score Improvement
    17th +6 1d12 5 Archetype Feature
    18th +6 1d12 5 Warlord's Presence Improvement
    19th +6 1d12 5 Ability Score Improvement
    20th +6 1d12 5 Grand Strategy

    Saving Throws
    Some of your Warlord abilities require target to make a saving throw. The DC is as follows: 8+your proficiency bonus+your modifier for the ability specified by your archetype.

    Leadership Die
    Many of your abilities are based on your leadership die, which is a d4. Your leadership die improves at higher levels, as indicated on the class chart. Your Leadership die is often added or subtracted from rolls. You cannot add or subtract more than one Leadership die from any roll.

    Gambits
    A Warlord must be willing to exploit every advantage, and pursue every avenue of attack in order to win. Starting at 1st level, choose 2 of the following Gambits. You can declare a Gambit you know as an action, and if the conditions of the Gambit are fulfilled before the start of your next turn, a corresponding effect occurs as specified in the Gambit. If you declare a Gambit, you may not declare the same Gambit on your next turn, and you may only have one Gambit declared at a time. All Gambit effects end at the start of your next turn unless stated otherwise. Many Gambits require that you designate a creature, or involve allied creatures; you count as an allied creature for the purpose of these Gambits. In order for a Gambit to take effect, you must be able to communicate (or preplan) with any allies involved, and you must know the location of any creatures that you designate for a Gambit.

    Spoiler: Gambits
    Show
    Ambush
    Designate a creature that is unaware of your presence or hostile intent. If the designated creature is Surprised at the start of combat, subtract a roll of your Leadership die from that creature's Initiative roll for this combat.
    Charge
    Designate a hostile creature. If an allied creature only moves directly toward the designated creature, they may take the Dash action as a bonus action on that turn.
    Defilade
    Designate a piece of cover or obstacle that provides some kind of cover. If an allied creature moves to a position where they can take advantage of that cover, instead of the normal cover bonus, they may use a bonus action to take cover, rolling your Leadership die and add it to their AC and Dexterity saving throws until the start of their next turn.
    Disrupt
    Designate a creature that is Concentrating. If an allied creature forces that creature to make a save to maintain Concentration before the start of your next turn, you may choose for the DC to be your Warlord save DC instead.
    Fade
    If an allied creature takes the Hide action before the start of your next turn, they can move up to half their speed in the open without revealing themselves, so long as they end the move in a position where they're not clearly visible.
    Outflank
    Designate a creature. If two or more allied creatures are on opposite sides of that creature, they may add your Leadership die to the first attack roll they each make against the designated creature until the start of your next turn.
    Phalanx
    Designate an allied creature. So long as any other allied creature stay within 5 feet of it, all allied creatures within 5 feet of the designated creature, including itself, have half cover until the start of your next turn.
    Suppress
    Designate a creature. If an allied creature hits the designated creature with an attack, that creature can no longer make opportunity attacks until the start of your next turn.


    You may choose one additional Gambit at 6th, 11th, and 16th level in this class. When you gain a level in this class, you may exchange one Gambit you know for another Gambit.

    At 7th level, whenever you would make a weapon attack on your turn, you may instead declare a Gambit.

    Practiced Eye
    Starting at 1st level, you can acquire uncanny insight into other creature's capabilities and mannerisms in mere moments. After a short period of observation or conversation, equivalent to one of your turns, you may make a Wisdom(Insight), Intelligence(Investigation), or Charisma(Persuasion) check, contested by the target's Charisma(Deception) check, no action required. You may not use Charisma(Persuasion) if your target cannot understand what you're saying, since you can't coax out a response or trigger a tell. If you succeed, you learn one of the following of your choice about the creature:
    -Their AC
    -Their speed, including alternative movement modes such as flying and swimming.
    -Their highest and lowest physical ability score(s)(Strength, Dexterity, Constitution)
    -Their highest and lowest mental ability score(s)(Intelligence, Wisdom, Charisma)
    -Their class levels, if any.
    -Their number of hit die.
    -Their ability to cast spells, if any, including what class the spells come from.

    At your DM's option, they may tell you whether the creature is you equal, superior, or inferior in these areas, rather than specific details.

    After one minute of passive observation or conversation, you may make this contested check again, with advantage if you are both speaking with each other. If you succeed, you learn one more fact from the previous list of your choice. After an hour, you may make one last contested check. On a success, you learn two more facts about the target of your choice. Once you have made this check, succeed or fail, you cannot use this ability on the same target for the next 24 hours.

    Warlord's Leadership
    Starting at 3rd level, you are constantly giving orders and warnings during battle, pointing out openings in enemy defenses and alerting allies of incoming attacks. As a bonus action, choose one creature other than yourself within 60 feet of you that can hear you. That creature gains a Leadership die. While that creature has that die, you are Concentrating, as if on a spell. If your Concentration ends, the Leadership die is lost.

    Once within the next minute, the creature can roll the die and add the number rolled to one attack roll, weapon damage roll, saving throw, Strength(Athletics), Dexterity(Acrobatics), or Wisdom(Perception) check it makes. The creature can wait until after it rolls the d20 before deciding to use the Leadership die, but must decide before the DM says whether the roll succeeds or fails. Once the Leadership die is rolled, it is lost. A creature can have only one Leadership die at a time.

    At 15th level, when you use this ability, you can choose up to three creatures, including yourself, to receive a Leadership die. You have advantage on saves to maintain concentration on this ability.

    Ability Score Improvement
    When you reach 4th level, and again at 8th, 10th, 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.

    Cunning Feint
    Also at 5th level, whenever you would make a weapon attack, you can instead take the Help action in place of that attack. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

    Logistics
    Starting at 6th level, you've learned to break camp and quickly and efficiently. You and any allied creatures that stay within 60 feet of you can take a short rest in 15 minutes instead of an hour. Once you use this ability, you cannot use it again until you take a long rest, and affected creatures cannot benefit from this ability again until they take a long rest. (for Gritty Rest variant, they may take a short rest in 1 hour instead of 8).

    In addition, If you or any friendly creatures who remain within 60 feet of you over the course of a Short Rest regain hit points by spending Hit Dice at the end of the Short Rest, each of those creatures regains extra hit points equal to a roll of your Leadership die.

    Warlord's Presence
    You are an expert at controlling the battlefield, coordinating the movements and attacks of others to maximise their impact. At 11th level, you gain one of the following features of your choice.

    Cooperative Presence
    When you or an allied creature within 10 feet of you are targeted by an attack, any willing creature that can hear you may use their reaction to become the target of that attack instead, so long as they can see the target and are within 5 feet of it. In addition, allied creatures within 10 feet of you may use their bonus action to prevent a creature within 5 feet of them from making opportunity attacks against anyone but that ally until the start of the target's next turn.

    Unrelenting Presence
    When you or an allied creature within 10 feet of you misses with an attack roll, they may use their reaction to roll your Leadership die and add it to the result. If this would result in hitting the target, the target takes damage equal to a roll of your Leadership die, of the type that the attack would have dealt (If multiple types, the attacker chooses one)

    Indomitable Presence
    When you or an allied creature within 10 feet of you takes damage from an attack, that creature may use their reaction to roll your Leadership die and add it to their AC. If the new result would prevent the attack from hitting, they may subtract damage from the attack equal to a roll of your Leadership die.

    At 18th level, the range of the presence you chose increases to 30 feet.

    Breakthrough
    Starting at 11th level, you excel at creating openings in a creature's defenses with your strikes. The first creature on a turn you hit with a weapon attack, and any creature you use the Help action against, gains a Target Mark until the start of your next turn. When a creature with a Target Mark is hit with a weapon attack, that attack does additional damage of the weapon's type (if multiple types, the attacker chooses one) equal to your Leadership die, then the mark disappears. A creature can only have one Target Mark at a time.

    Strategic Intuition
    At 14th level, your experience has taught you much about how to survive when any moment can blaze into battle, and any situation can lead into ambush.
    -You can't be Surprised while you are conscious.
    -You are proficient with Initiative rolls.
    -You have advantage on ability checks to detect ambushes and traps.

    Grand Strategy
    At 20th level your strategic genius is unmatched. You may declare a Gambit, take the Help action, or use your 13th level archetype feature once per turn without spending any actions.

    Subclasses


    Tactician
    Wits sharper than their steel, Tacticians are always looking for an opening. Precision, deception, and forethought at a grand scale are all the domain of a Tactician. To them, a keen eye and a whispered word are greater weapons than any blade. The ambush, the bluff, the feigned retreat, this is the Tactician.

    Your Warlord abilities are based on Intelligence.

    Spoiler: Tactician Abilities
    Show
    Tactical Cunning
    When you choose this archetype at 1st level, you are an expert at finding opportunities, or if necessary, creating them. When a creature other than yourself within 60 feet of you that can hear you makes an attack or initiative roll, you can use your reaction to roll your Leadership die and add or subtract the result from the roll. You can wait until after the d20 is rolled, but must decide before the DM declares whether the roll succeeds or fails. 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 long rest.

    Tactician Strategems
    Starting at 2nd level, you gain the following two strategems. Once you have used a strategem, you cannot use that strategem again until you complete a long rest.

    At 9th level, you regain the ability to use a strategem when you complete a short or long rest.

    Rally
    As a bonus action, each creature of your choice within 60 feet of you that can hear you may immediately move up to half their speed without taking opportunity attacks. They may move their full speed as long as they move towards you by the most direct available route. If that creature is grappled or prone, they may instead attempt to break the grapple or stand up if they are able to.

    At 9th level, If an affected creature is under an effect that they can make an ability check or saving throw to end, they can immediately make another saving throw to end that effect, adding your Intelligence modifier to the roll, and suffer no negative consequences (such as damage) on a failure.

    Rend
    As a bonus action, choose two creatures other than you within 60 feet that can hear you. They may use their reaction to make a melee weapon attack.

    At 9th level, when you use this ability, you may also make a melee weapon attack. Add your Intelligence modifier to one damage roll for each of these attacks.

    The Art of War
    Starting at 7th level, your intellect allows you to predict and understand your foes, and how best to make them play right into your hands. Whenever you make a Wisdom (Insight) or Charisma (Deception) check, you gain a bonus to the check equal to your Intelligence modifier.

    Minor Rend
    At 13th level, your blade is never alone. As a bonus action, choose a creature within 30 feet of you that can hear you. That creature may use their reaction to make a melee weapon attack.

    Tactical Genius
    Your mind is a panoply of blades. As an action, you can direct your allies in a whirlwind of steel and fury. Allied creatures within 60 feet of you that can hear you gain the following benefits for one minute.

    -They may take the Dash, Disengage, or Hide actions as a bonus action.
    -Their movement does not trigger opportunity attacks.
    -They gain a Leadership die at the start of each of their turns, as described in the Warlord's Leadership ability.

    Once you have used this ability, you cannot use it again until you take a Long Rest.


    Marshal


    First on the frontlines, last of the vanguard, Marshals lead their troops with effortless finesse and unrelenting force. Whether loved or feared, they command respect with their unwavering dedication to their cause and those under them. Bolstering and rallying their troops, Marshals can turn a motly force into a bulwark of steel and will.

    Your Warlord abilities are based on Wisdom.

    Spoiler: Marshal Abilities
    Show
    Made of Iron
    To meet your foes on the field of battle, to be the rock anchoring your allies, you must be able to withstand everything brought against you. At 1st level, your hit point maximum increases by 1 and increases by 1 again every other level you gain in this class (so at 3rd, 5th, 7th, and so on).

    Fighting Style
    When you choose this archetype at 1st level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

    Spoiler: Fighting Styles
    Show
    Archery
    You gain a +2 bonus to Attack rolls you make with Ranged Weapons.

    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.

    Two-Weapon Fighting
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.


    Marshal Strategems
    Starting at 2nd level, you gain the following two strategems. Once you have used a strategem, you cannot use that strategem again until you complete a long rest.
    At 9th level, you regain the ability to use a strategem when you complete a short or long rest.

    Rouse
    As a bonus action, up to four creatures of your choice within 60 feet of you that can hear you gain temporary hit points equal to a roll of your Leadership Die + your Wisdom modifier + half your Warlord level. These temporary hit points are lost after 1 minute.

    At 9th level, you can choose up to six creatures. If an affected creature is dying, they also regain 1 hit point, and if they are Frightened, they are no longer Frightened. Each affected creature add your Wisdom modifier to their AC until the start of your next turn.

    Rally
    As a bonus action, each creature of your choice within 60 feet of you that can hear you may immediately move up to half their speed without taking opportunity attacks. They may move their full speed as long as they move towards you by the most direct available route. If that creature is grappled or prone, they may instead attempt to break the grapple or stand up if they are able to.

    At 9th level, If an affected creature is under an effect that they can make an ability check or saving throw to end, they can immediately make another saving throw to end that effect, adding your Wisdom modifier to the roll, and suffer no negative consequences (such as damage) on a failure.

    The School of Hard Knocks
    At 7th level, you've had enough experience to know what gets people's respect, and recognize a vital detail when you see one. Whenever you make a Charisma (Persuasion) or Intelligence (Investigation) check, you gain a bonus to the check equal to your Wisdom modifier.

    Minor Rally
    At 13th level, your word moves men and mountains. As a bonus action, two creatures of your choice within 60 feet of you that can hear you may immediately move up to half their speed without taking opportunity attacks. They may move their full speed as long as they move towards you by the most direct available route.

    Hold the Line
    Your hand is velvet over iron. As an action, you impart your allies with heroic, stoic bravery. Allied creatures within 60 feet of you that can hear you gain the following benefits for one minute.

    -All damage they take is reduced by an amount equal to a roll of your Leadership die.
    -Once per turn, they may add your Wisdom modifier to one weapon damage roll they make.
    -Having 0 hit points doesn’t knock them unconscious. They still must make death saving throws, and they suffer the normal effects of taking damage while at 0 hit points.

    Once you have used this ability, you cannot use it again until you take a Long Rest.


    Firebrand

    From tyrannical despots to passionate revolutionaries, atop gilded thrones and soapbox stands, Firebrands are defined by passion and personal magnetism. Their word is law, stoking the hearts and minds of those around them, spurring them to fight for justice, glory, or the Firebrand's own sinister purposes. A Firebrand is an unbreakable idea, a deafening voice, the best and worst of us all.

    Your Warlord abilities are based on Charisma

    Spoiler: Firebrand Abilities
    Show
    Inspiring Eloquence
    Starting at 1st level, you can galvanize, or demoralize, people with your force of will. When you or a creature within 30 feet of you that can hear you makes a saving throw, you can use your reaction to roll your Leadership die and add or subtract it from the total. You can wait until after the d20 is rolled, but must decide before the DM declares whether the roll succeeds or fails. You may only use this ability only on yourself if you are unconscious, and if it would result in you having a result of 20 or more on a death saving throw, you may count that reult as rolling a 20. If you use this ability to subtract from a saving throw, the affected creature may make a Wisdom saving throw. On a success, they are unaffected.
    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 long rest.

    Firebrand Strategems
    Starting at 2nd level, you gain the following two strategems. Once you have used a strategem, you cannot use that strategem again until you complete a long rest.
    At 9th level, you regain the ability to use a strategem when you complete a short or long rest.

    Rend
    As a bonus action, choose two creatures of other than you within 60 feet that can hear you. They may use their reaction to make a melee weapon attack.

    At 9th level, when you use this ability, you may also make a melee weapon attack. Add your Charisma modifier to one damage roll for each of these attacks.

    Rouse
    As a bonus action, up to four creatures of your choice within 60 feet of you that can hear you gain temporary hit points equal to a roll of your Leadership Die + your Charisma modifier + half your Warlord level. These temporary hit points are lost after 1 minute.

    At 9th level, you can choose up to six creatures. If an affected creature is dying, they also regain 1 hit point, and if they are Frightened, they are no longer Frightened. Each affected creature may add your Charisma modifier to their AC until the start of your next turn.

    The Mark of a True Leader
    Starting at level 7, you've done enough talking to learn how to listen; all the better to know what people want, and why they want it. Whenever you make a Wisdom (Insight) or Intelligence (Investigation) check, you gain a bonus to the check equal to your Charisma modifier.

    Minor Rouse
    Starting at 13th level, your command imbues people with the will to carry out yours. As a bonus action, two creatures of your choice within 60 feet of you that can hear you gain temporary hit points equal to your Charisma modifier (minimum of 1). These temporary hit points are lost after 1 minute or if you use this ability again.

    Ultima Ratio
    Your voice is will incarnate. Starting at 17th level, you can use an action to inspire your allies with fervent strength. Each creature within 30 feet of you of your choice that can hear you may take an additional action on their next turn. Once you have used this ability, you cannot use it again until you take a Long Rest.


    Multiclassing
    You must have a 13 or higher in the ability score indicated by your Warlord Archetype

    When multiclassing into Warlord, you gain proficiency in light armor, medium armor, simple weapons, and martial weapons.
    Last edited by AdAstra; 2020-04-16 at 06:09 PM.
    The stars are calling, but let's come up with a good opening line before we answer

    And here's a rat for the road ~(,,_`;;'>