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Warlord |
Empress |
4th |
Skewer the Weak
- Passive
- Whenever you score a critical hit against an enemy, all your allies have advantage on attacks made against that target until the end of your next turn.
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It is better to be feared than loved, if one cannot be both.
- Passive
- If a creature is Frightened of you, attack rolls and Charisma checks you make against it are made with advantage.
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8th |
Blade Flurry
- Speed: 3 Actions
- Make an attack against an enemy. You can then Step and make an attack against either the same or a secondary enemy without a multiple attack penalty. Any enemy hit by these attacks is slowed 1 for one round.
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Under New Management
- Passive: You can sense which enemy your foes view as their leader
- Reaction: You kill said leader
- After killing their leader, you can force each surviving enemy who saw you kill their leader to make a Will saving throw or be frightened 1 of you. If they fail by 5 or more they are instead charmed.
- Recharge: Rest
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12th |
Diamond Blade of Victory
- Speed: 2 actions
- One Target
- Make an attack that deals an extra 1d10 on a hit. For each ally within 10 ft. of you, add an extra 1d10. (Up to a maximum of 6d10 damage)
- Recharge: Long Rest
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Voice of the Empress
- 1 action
- Targets: All enemies within earshot
- At the sound of her voice, the hordes before her fled in fear
- Make an intimidation check. The result is the DC of this ability. All targets must succeed on a Will saving throw or be Frightened of you for 1 minute.
- Recharge: Rest
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16th |
Hand of the Gods
- Speed: 3 actions
- Make an attack that deals an an extra 3d10 radiant damage on a hit and the target is marked. Adjacent allies get a +2 circumstance bonus to their attack rolls until the end of your next turn
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The Mandate of Heaven
- Speed: 1 action
- Duration: 30 seconds
- Make an attack that deals an extra 2d10 on a hit. All enemies within 25 ft. of you are marked. They take persistent damage equal to your Charisma modifier while marked in this way. If those creatures were Frightened of you, they must make a Will saving throw. On a failure their condition is changed to Paralyzed.
- Recharge: Rest
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19th |
Oath of the Final Strike
- Reaction: an attack reduces you to 0 hit points
- You do not fall unconscious, and are immune to any further damage until the end of your next turn. You gain a +4 untyped bonus to attack and damage rolls, and have an additional action on your next turn. At the end of your next turn, if you are still at 0 hit points, you fall unconscious.
- Recharge: Rest
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Oath of Leadership
- Speed: 1 action
- Creating opportunities for your allies, each one of them receives an additional action on their next turn.
- Recharge: Rest
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