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WarLord


Hit Points

Hit Dice: d4 per WarLord level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Requirements: At least 1 level in Barbarian, Fighter, Paladin or Str of 13 And Cha of 13.


Class Features

-WarCry:   Starting at 1st level, As a bonus action, you can let out an especially WarCry. And you can choose what type of Warcry you make between these options:   • Menacing. A number of Creatures equal to your Charisma Modifier of your choice within 20 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Charisma modifier.   • Inspiring. You and a number of Creatures equal to your Charisma Modifier of your choice within 20 feet of you that can hear you gain a bonus to their next attack roll equal to your charisma modifier   you use this trait a number of times equal to your Charisma Modifier, You regain all expended uses when you finish a long rest.   -inspiring leader:   Starting at 1st level, you gain proficiency in the Persuasion and Intimidation skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion and Intimidation. You receive this benefit regardless of the skill proficiency you gain from this feature.   -Enhanced WarCry:   Starting at 2nd level, you gain these warcry options:   • unflagging. You and a number of Creatures equal to your Charisma Modifier of your choice within 20 feet of you that can hear you Gain temporaly hit points equal to 1d10 + your Charisma modifier.   • fearless. You can end one of these states of a creature or you that are afflicted by frightened or Sleep that are within 20 feet of you that can hear you.   -War Superiority:   Starting at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice From the "Maneuvers List" Below, which are from moust available in the Battle Master archetype in the fighter class. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.   Superiority Dice. You have three superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. If you already have superiority dice, you gain one more.     Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:   Maneuver save DC = 8 + your proficiency bonus + your Strength modifier.   Maneuvers List:   • Commander’s Strike. This Maneuver is changed for the WarLord in this way: When you take the Attack action on your turn, you can direct one of your companion strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.   • Distracting Strike.   • Goading Attack.   • Riposte.   • Disarming Attack.   • Pushing Attack.   -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.


Created by

Juanxd123.

Statblock Type

Class Features

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