SIGNING IN

Životy

Kostky životů 1d10 za úroveň

Odbornosti

CON , INT

Warlord

Úroveň Bonus odbornosti Vlastnosti Orders
1 + 2 Fighting Style Inciting Word -
2 + 2 Fighting Style Inciting Word 2
3 + 2 Fighting Style Inciting Word 3
4 + 2 Fighting Style Inciting Word 3
5 + 3 Fighting Style Inciting Word 4
6 + 3 Fighting Style Inciting Word 4
7 + 3 Fighting Style Inciting Word 5
8 + 3 Fighting Style Inciting Word 5
9 + 4 Fighting Style Inciting Word 6
10 + 4 Fighting Style Inciting Word 6
11 + 4 Fighting Style Inciting Word 7
12 + 4 Fighting Style Inciting Word 7
13 + 5 Fighting Style Inciting Word 8
14 + 5 Fighting Style Inciting Word 8
15 + 5 Fighting Style Inciting Word 9
16 + 5 Fighting Style Inciting Word 9
17 + 6 Fighting Style Inciting Word 10
18 + 6 Fighting Style Inciting Word 10
19 + 6 Fighting Style Inciting Word 11
20 + 6 Fighting Style Inciting Word 12

Vlastnosti třídy

Úroveň 1

Fighting Style
Inciting Word

Úroveň 10

Command Archetype Feature

Úroveň 11

Adaptive Tactician

Úroveň 12

Ability Score Improvement

Úroveň 13

Fight in Step

Úroveň 14

Masterful Orders

Úroveň 15

Command Archetype Feature

Úroveň 16

Ability Score Improvement

Úroveň 17

Driven to Succeed

Úroveň 18

Command Archetype Feature

Úroveň 19

Ability Score Improvement

Úroveň 2

Orders

Úroveň 20

Master of War

Úroveň 3

Command Archetype

Úroveň 4

Ability Score Improvement

Úroveň 5

Extra Attack

Úroveň 6

Battle of Wits
Command Archetype Feature

Úroveň 7

Command Archetype Feature

Úroveň 8

Ability Score Improvement

Úroveň 9

Advanced Orders

Odbornosti

Armor

light

medium

shield

Weapons

simple

martial

Skills

Počáteční vybavení

(a) a martial weapon and a shield or (b) two martial weapon
(a) a light crossbow and 20 bolts or (b) two handaxes
Alternativně můžete začít s: 5d4 × 10|5d4 × 10|Starting Gold

Vlastnosti třídy

Fighting Style (Level 1)

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Interception

When a creature you can see hits a target, other than you, 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.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Inciting Word (Level 1)

Your innate understanding of the flow of battle allows you to say just the right thing at just the right time. As a bonus action you can speak an inciting word to another friendly creature within 60 feet who can hear you. That ally gains temporary hit points equal to half your warlord level (minimum 1) for 1 minute.

Orders (Level 2)

Beginning at 2nd level, you can deliver orders to your allies in the heat of battle to give them the edge over their enemies.

Unless otherwise stated, a creature must be within 60 feet and be able to hear you to benefit from your orders.

Once you have given orders the number of times shown for your warlord level in the Orders column of the Warlord table, you must finish a short or long rest before you can give orders again.

Some of your orders require a creature to make a saving throw to resist the order's effects. The saving throw DC is calculated as follows:

Order

You can give the following orders when you gain this feature:

Strike True!

You order an ally to bring down your foes. As an action choose another friendly creature. That creature can spend its reaction to immediately take the Attack action. Their next attack gains a bonus to the attack and damage roll equal to your Intelligence modifier (minimum +1).

Brace!

You order an ally to prepare for the counterattack. As a bonus action you can choose an ally. That ally gains the benefits of your Inciting Word feature and can use its reaction to take the Dodge action.

Get into Position!

You order your squad to move to the ideal position to engage. As a bonus action, choose up to a number of other friendly creatures equal to your Intelligence modifier (minimum 1). Each of those creatures can immediately move up to half their speed.

To Arms!

You call out to your allies that battle has come, preparing them for the fight ahead. As a reaction to being surprised, you and up to a number of other friendly creatures equal to your Intelligence modifier are no longer surprised and may reroll their initiative rolls. You can use this reaction even if you are surprised and would otherwise be unable to act.

Command Archetype (Level 3)

At 3rd level, you choose the archetype that defines your style of command. Choose the Commander, the Conqueror or the Skirmisher, detailed at the end of the class description. Your choice grants you additional features at 6th, 7th, 10th, 15th and 18th levels.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle of Wits (Level 6)

At 6th level, you gain proficiency with all gaming sets. For each minute you spend playing a game with another creature you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice:

  • Perception score

  • Insight score

  • One ability score of your choice, dependent on what game was played

  • Total class levels (if any)

  • Warlord class levels (if any)

After 5 minutes of play you can make an opposed check of the DM's choice against the creature to learn the exact value of one of the characteristics listed.

Command Archetype Feature (Level 6)

At 6th level, you gain a feature granted by your Command Archetype.

Command Archetype Feature (Level 7)

At 7th level, you gain a feature granted by your Command Archetype.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Advanced Orders (Level 9)

At 9th level your have mastered more complex orders. You gain access to the following advanced orders. Advanced orders behave like orders with the following exceptions:

Once you have given an advanced order you must finish a short or long rest before you can give that advanced order again.

Some advanced orders spend multiple uses of your amount of Orders per warlord level per the Warlord table. In those cases, the advanced orders will have the numbers of Orders used in brackets alongside the name of the order.

Arcane Support! (2 uses)

As an action you order a magic-wielding ally to bring their power to bear. Choose another friendly creature, that creature can choose to spend its reaction to cast a spell that normally has a casting time of one action and does not require concentration of 2nd level or lower. You can choose to increase the number of uses this order takes. If you do the maximum spell level allowed is instead equal to the number of uses spent.

Bring them Down! (2 uses)

As a bonus action, you highlight one foe who you believe is the greatest threat to your plan. Choose a hostile creature you can see. You and each friendly creature gain advantage on their attack rolls against that creature and a bonus to all damage rolls equal to your Intelligence modifier until the end of your next turn.

Fight through the Pain!

You can give this advanced order as a reaction to a friendly creature being reduced to 0 hit points. That creature is reduced to 1 hit point instead and can immediately spend one Hit Die to regain hit points per the benefits of a short rest. They also gain additional hit points equal to your Intelligence modifier (minimum 1) and the benefits of your Inciting Word feature. You can choose to increase the number of uses this order takes. If you do the creature can spend an additional hit die for each two additional uses spent.

Command Archetype Feature (Level 10)

At 10th level, you gain a feature granted by your Command Archetype.

Adaptive Tactician (Level 11)

At 11th level, you learn the following order:

Adapt the Plan

As a reaction after you or a friendly creature fails a saving throw you or that friendly creature can reroll the saving throw.

Additionally, you have adapted clever non-verbal cues and signals. Your allies no longer need to hear you to benefit from your orders.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Fight in Step (Level 13)

At 13th level, after you give an order as an action you can make a weapon attack as a bonus action.

Masterful Orders (Level 14)

At 14th level you have mastered orders. You gain access to the following master orders. Master orders behave like orders with the following exceptions:

Once you have given a master order you must finish a long rest before you can give that it again.

Some master orders spend multiple uses of your amount of Orders per warlord level per the Warlord table. In those cases, the master orders will have the numbers of Orders used in brackets alongside the name of the order.

You can give the following master orders when you gain this feature:

Make them Bleed! (3 uses)

As an action, you call out to your allies to end the battle. You and each friendly creature can immediately make a weapon attack. This attack deals bonus damage equal to your Intelligence modifier. Each creature that suffers damage from this order must make a Constitution saving throw against your order DC. If they fail they suffer additional damage equal to your Intelligence modifier at the end of each of their turns. This effect lasts for 1 minute. A creature can repeat this saving throw at the end of each of their turns, ending the effect on a successful save.

Renew the Troops. (4 uses)

As an action you inspire your allies with renewed vigor. Each friendly creature can spend its reaction to spend a number of Hit Die up to your Intelligence modifier to regain hit points per the benefits of a short rest. They also gain additional hit points equal to your Intelligence modifier and the benefits of your Inciting Word feature.

Command Archetype Feature (Level 15)

At 15th level, you gain a feature granted by your Command Archetype.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Driven to Succeed (Level 17)

At 17th level you and other friendly creatures in range to benefit from your orders gain a bonus to initiative equal to your Intelligence modifier.

Additionally, whenever a creature gains the benefits of your Inciting Word feature it can also choose one of the following additional benefits:

  • Increase their movement by 10 feet until the end of their turn.

  • Perform the Search or Use an Object action.

  • Their next attack roll cannot have disadvantage imposed on it.

Command Archetype Feature (Level 18)

At 18th level, you gain a feature granted by your Command Archetype.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Master of War (Level 20)

At 20th level you become the master of warfare and tactics. Whenever you roll initiative and have no more uses of Orders left, you regain 6 uses.

Additionally, whenever you give an advanced or master order as an action you may immediately give a non-advanced, non-master order as part of that same action.

Multitřídy

Požadavky multitříd

  • DEX: 13 nebo STR: 13

Získané odbornosti

Armor light
Weapons simple , martial

Podtřídy

Commander
HTotE
Conqueror
HTotE
Skirmisher
HTotE

Vlastnosti podtřídy

Commander

Commander (Level 3)

The Commander is the ideal tactical leader. They master the art of reading and eventually predicting the battlefield. Their mixture of responsive orders and cunning gambits combined with their mastery of heavy armor makes them a bastion of leadership.

Hard to Crack

3rd-level Commander feature

Beginning at 3rd level when you take this archetype you gain proficiency in heavy armor.

Implacable Command

3rd-level Commander feature

Additionally at 3rd level whenever you give an order, advanced order or master order, you can treat your Intelligence modifier as double its normal value (to a maximum of +5 total).

You also learn the following order:

Gambit

As a bonus action choose a hostile creature you can see. You make one of the following predictions:

  • The creature will make a weapon attack against a specific target.

  • The creature will cast a spell on a specific target.

  • The creature will move so that it is closer to a specific target.

  • The creature will move so that it is further away from a specific target.

When you make the prediction you choose another creature or object of interest as the specific target. If the target creature fulfills your prediction at any stage before the end of your next turn you can use your reaction to immediately give a non-advanced, non-master order.

Inspirational Incitement (Level 6)

6th-level Commander feature

At 6th level, when a creature gains the benefits of your Inciting Word feature it gains additional temporary hit points equal to your Intelligence modifier.

Instrument of War (Level 7)

7th-level Commander feature

At 7th level, you gain proficiency in the drum and the horn. You can use a musical instrument you are proficient with to double the range of your orders.

Reactionary Tactician (Level 11)

10th-level Commander feature

At 10th level you learn the following advanced order:

Precogniscant Scheme

As a reaction you can immediately give any order.

Battlemind (Level 15)

15th-level Commander feature

Beginning at 15th level you gain the following master order:

Masterstroke

As a action you can immediately perform 2 non-master orders.

Inspiring Command (Level 18)

18th-level Commander feature

At 18th level, whenever you give an order you or one friendly creature that benefits from the order of your choice gains the benefits of your Inciting Word feature.

Conqueror

Conqueror (Level 3)

The Conqueror is a leader who drives their gang foremost with the strength of their personality. Their innate tactical acumen underlies their brash commands and self-important manner. The Conqueror leads from the front so that when they achieve victory, all will know their name.

Bravado

3rd-level Conqueror feature

Beginning at 3rd level when you take this archetype, you can substitute your Intelligence modifier with your Charisma modifier when you use any of your warlord features.

Lead from the Front

3rd-level Conqueror feature

Additionally at 3rd level, when you use your Get into Position! order you may move up to half your speed.

You also learn the following order:

Watch this Folks!

As an action you lead your allies by example. You make an weapon attack with a bonus to your attack roll equal to your Intelligence modifier. If you hit, each friendly creature gains the benefit of your Inciting Word feature.

Incite to Violence (Level 6)

6th-level Conqueror feature

At 6th level, when a creature gains the benefits of your Inciting Word feature, it can choose as part of its next weapon attack to spend any number of temporary hit points. That attack deals additional damage equal to the temporary hit points spent.

Powerful Voice (Level 7)

7th-level Conqueror feature

At 7th level, you gain proficiency with the Intimidation skill or if you are already proficient in Intimidation you double your proficiency bonus. Additionally the range of your orders increases by your Charisma score.

Braggadocious Leader (Level 11)

10th-level Conqueror feature

Beginning at 10th level you gain the following advanced order:

Thank you Sir May I have Another

As a reaction after taking damage, you can shrug off your opponent's blow to inspire your allies. You and each other friendly creature gains the benefits of your Inciting Word feature.

The attacking creature must make a Wisdom saving throw against your order DC. If they fail they have disadvantage on attack rolls until the end of their next turn.

Frontman's Gamble (Level 15)

15th-level Conqueror feature

At 15th level you gain the following master order:

Callout Gambit

As a bonus action, choose a hostile creature with 2 or more Intelligence that can hear you. The creature must make a Wisdom saving throw. A creature has disadvantage on this check if you have attacked it within the last round.

If the creature fails it has advantage on attack rolls against you for the next minute and other friendly creatures have advantage on attack rolls against the hostile creature for the same minute.

Whenever the hostile creature deals damage to you another friendly creature within a number of feet equal to your Charisma score of you or the hostile creature can use its reaction to immediately make a weapon attack against the hostile creature.

People's Champion (Level 18)

18th-level Conqueror feature

At 18th level, after an ally gains the benefit of any of your orders they have advantage on the next attack roll or saving throw they make.

Skirmisher

Skirmisher (Level 3)

The Skirmisher is a leader who favors adopting a flexible approach to the battlefield. They espouse the values of engaging the enemy at a distance and controlling the battlefield with keen positioning and use of terrain. The Skirmisher leads by example, moving easily over wilderness and ordering well-timed ranged barrages.

Guerrilla

3rd-level Skirmisher feature

Beginning at 3rd level when you select this archetype you gain proficiency in the Stealth skill.

Skirmish Tactics

3rd-level Skirmisher feature

Additionally at 3rd level the first time you give an order each turn your movement speed increases by your Intelligence score until the end of your turn.

You also gain the following order:

Hit and Fade

As an action choose another friendly creature. That creature can spend its reaction to immediately perform two of the three options listed below:

  • Make a weapon attack.

  • Move up to half their speed.

  • Take the Hide action.

Mobile Incitement (Level 6)

6th-level Skirmisher feature

At 6th level whenever a creature gains the benefits of your Inciting Word feature it can move up to half its speed.

Seeker's Cunning (Level 7)

7th-level Skirmisher feature

At 7th level, you gain proficiency in the Survival skill or the Nature skill. When you are traveling overland your group can move at normal travel pace and still make Stealth checks.

Rain of Thorns (Level 11)

10th-level Skirmisher feature

At 10th level you gain the following advanced order:

Volley! (2 uses)

As an action, choose a number of creatures equal to your Intelligence modifier (minimum 2). Each of those creatures can use their reaction to immediately make a ranged weapon attack.

You can choose to increase the number of uses this order takes. If you do for each additional use spent choose another creature to benefit from this order.

Overwhelming Barrage (Level 15)

15th-level Skirmisher feature

At 15th level you gain the following master order:

Fill the Sky! (3 uses)

As an action, you and each friendly creature can make 2 ranged weapon attacks or cast a cantrip that makes a ranged spell attack. Each creature hit by an attack from this order must make a Dexterity saving throw or be knocked prone.

Skirmish Leader (Level 18)

15th-level Skirmisher feature

At 18th level the first time each turn you make a weapon attack you can perform an Inciting Word without requiring an action.