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Punti Ferita

Dadi Vita 1d10 per livello

Competenze

STR , CON

Caratteristiche di Classe

Livello 1

Warlord's Favor
Warlord Archetype

Livello 10

Warlord Archetype feature

Livello 11

Banner of Command
Mind of a Leader

Livello 12

Ability Score Improvement
Proficiency Versatility

Livello 13

Lead by Example (2)
Leadership Expert (2)

Livello 14

Ability Score Improvement
Proficiency Versatility

Livello 15

Warlord Archetype feature

Livello 16

Ability Score Improvement
Proficiency Versatility

Livello 17

Lead by Example (No Reaction)
Leadership Expert (3)

Livello 18

Warlord Archetype feature

Livello 19

Ability Score Improvement
Proficiency Versatility

Livello 2

Commanding Presence
Fighting Style
Maneuver Versatility
Martial Versatility

Livello 20

Perfect Front

Livello 3

Warlord Archetype feature

Livello 4

Ability Score Improvement
Proficiency Versatility
Martial Versatility

Livello 5

Extra Attack
Victory Surge

Livello 6

Ability Score Improvement
Proficiency Versatility

Livello 7

Battle Ready
Warlord Archetype feature

Livello 8

Ability Score Improvement
Proficiency Versatility

Livello 9

Lead by Example
Leadership Expert

Competenze

Armor

light

medium

heavy

shield

Weapons

simple

martial

Skills

Equipaggiamento Iniziale

In alternativa, puoi iniziare con: 5d4 × 10|5d4 × 10|Starting Gold

Caratteristiche di Classe

Warlord's Favor (Level 1)

1st-level warlord feature

As a bonus action, you can call out to an ally within 60 feet of you and offer words of inspiration, warning, or tactical guidance. If the target can hear and understand you, it regains hit points equal to your leadership ability modifier + your warlord level (minimum of 1). An ally that is unconscious at 0 hit points can also benefit from this feature if it would be able to hear you while conscious.

You can use this feature a number of times equal to your leadership ability modifier (a minimum of once), as defined below. You regain any expended uses when you finish a long rest.

Leadership Ability

Your leadership ability is listed in the description of your Warlord Archetype. You primarily use this ability to calculate the uses and effects of your Warlord's Favor, but some of your other warlord features might reference it as well.

Warlord Archetype (Level 1)

1st-level warlord feature

You take on an archetype that you strive to emulate in your leadership style. Choose Knight Commander, Pragmatist, or Tactician, all detailed at the end of the class description. The archetype you choose grants you features at 1st level and again at 3rd, 7th, 10th, 15th, and 18th level.

Commanding Presence (Level 2)

2nd-level warlord feature

Allies within 10 feet of you that can see or hear you gain a bonus to weapon damage rolls equal to your leadership ability modifier (minimum of +1) made against targets you can see. This ability doesn't function while you are incapacitated.

The range of this ability increases by 5 feet whenever you gain a level in this class.

Fighting Style (Level 2)

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.

Maneuver Versatility (Level 2)

2nd-level optional feature (enhances Maneuvers)

If you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.

Martial Versatility (Level 2)

2nd-level optional feature (enhances Fighting Style)

Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Warlord Archetype feature (Level 3)

At 3rd level, you gain a feature granted by your Warlord Archetype.

Ability Score Improvement (Level 4)

4th-level and higher warlord feature

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.

Proficiency Versatility (Level 4)

4th-level optional feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Martial Versatility (Level 4)

4th-level and higher warlord optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to warlords.

  • If you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver you know with a different maneuver.

Extra Attack (Level 5)

5th-level warlord feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Victory Surge (Level 5)

5th-level warlord feature

You regain all of your expended uses of Warlord's Favor when you finish a short or long rest.

Additionally, you can target yourself with your Warlord's Favor feature, but doing so doesn't grant you any benefits from the 1st-level feature of your Warlord Archetype.

Ability Score Improvement (Level 6)

When you reach 6th 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.

Proficiency Versatility (Level 6)

6th-level optional feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Battle Ready (Level 7)

7th-level warlord feature

Your combat experience has granted you an edge on initiative rolls. When you roll initiative, you can grant yourself and any number of creatures of your choice within range of your Commanding Presence a bonus to the roll equal to your leadership ability modifier (minimum of +1). This feature doesn't function while you are incapacitated.

Warlord Archetype feature (Level 7)

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

Proficiency Versatility (Level 8)

8th-level optional feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Lead by Example (Level 9)

9th-level warlord feature

When you make a weapon attack, you can also choose one ally that is in range of your Commanding Presence. If the target can see or hear you, it can immediately use its reaction to make one weapon attack.

Once you use this feature, you can't use it again until you finish a short or long rest.

Starting at 13th level, you can target two allies with this feature, rather than one.

Starting at 17th level, making an attack granted by this feature doesn't require an ally to expend their reaction.

Leadership Expert (Level 9)

9th-level and higher warlord optional feature

Your experiences as a warlord have improved your proficiency in certain leadership activities. Choose one of the following benefits, and then choose another one at 13th and 17th level.

Astute Leader

You can add half your proficiency bonus (round up) to any Intelligence, Wisdom, or Charisma check you make that doesn't already use your proficiency bonus.

You can also speak, read, and write two additional languages of your choice.

Press Onwards

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

In addition, whenever you finish a short rest, you can decrease the exhaustion level, if any, of yourself or one ally of your choice by 1.

Skill Training

Choose one skill. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.

In addition, you gain proficiency in one tool of your choice.

Warlord Archetype feature (Level 10)

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

Banner of Command (Level 11)

11th-level warlord feature

You also benefit from the damage bonus of your Commanding Presence feature. Additionally, when an ally makes an attack that benefits from your Commanding Presence, that ally can roll a d4 and add the number rolled to the attack roll.

Mind of a Leader (Level 11)

11th-level warlord feature

You gain proficiency in saving throws using your leadership ability.

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.

Proficiency Versatility (Level 12)

12th-level optional feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Lead by Example (2) (Level 13)

Starting at 13th level, you can target two allies with your Lead by Example feature, rather than one.

Leadership Expert (2) (Level 13)

At 13th level, you can choose a second benefit from the Leadership Expert feature.

Ability Score Improvement (Level 14)

When you reach 14th 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.

Proficiency Versatility (Level 14)

14th-level optional feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Warlord Archetype feature (Level 15)

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

Proficiency Versatility (Level 16)

16th-level optional feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Lead by Example (No Reaction) (Level 17)

Starting at 17th level, making an attack granted by your Lead by Example feature doesn't require an ally to expend their reaction.

Leadership Expert (3) (Level 17)

At 17th level, you gain the remaining benefit from the Leadership Expert feature.

Warlord Archetype feature (Level 18)

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

Proficiency Versatility (Level 19)

19th-level optional feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Perfect Front (Level 20)

20th-level warlord feature

You have mastered the use of your Warlord's Favor. When you use your Warlord's Favor feature, you can choose to target up to five allies within range, rather than just one.

Once you use this ability, you can't use it again until you finish a short or long rest.

Multiclasse

Requisiti Multiclasse

  • CHA: 13 o INT: 13 o WIS: 13

Competenze Ottenute

Armor light , medium , shield
Skills Choose Scegli 1 da Athletics, Acrobatics, Sleight Of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion
Weapons simple , martial

Sottoclassi

Knight Commander
B:W
Pragmatist
B:W
Tactician
B:W

Caratteristiche Sottoclasse

Knight Commander

Knight Commander (Level 1)

A knight commander leads by exhortation, encouragement, and inspiration. They prefer to lead through deeds, rather than just through words. As a knight commander spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Leadership Ability

Your leadership ability is Charisma, as you use your force of personality to help your allies find new surges of courage and endurance within themselves.

Inspiring Word

1st-level Knight Commander feature

When you use your Warlord's Favor on an ally, that ally also gains temporary hit points equal to half the amount of normal hit points regained. These temporary hit points last for 1 minute.

Relentless Assault (Level 3)

3rd-level Knight Commander feature

Your encouragement allow your allies to strike true. When an ally that is benefiting from your Commanding Presence misses with an attack, you can use your reaction to allow the ally to repeat the attack against the same target.

Tough as Nails (Level 7)

7th-level Knight Commander feature

Your combat experience has hardened your resolve and bolstered your ability to stay in the fight. You gain advantage on saving throws against being charmed, exhausted, frightened, and incapacitated.

Break Their Nerve (Level 10)

10th-level Knight Commander feature

You dominate the field of battle to the extent that enemies find your mere presence overwhelming. Once per turn when you hit a creature within 30 feet of you with a weapon attack, if the attack had advantage on the attack roll or is a critical hit, you can force the target to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target is frightened of you until the end of your next turn.

If the creature succeeds on its saving throw or the effect ends for it, you can't use this feature on that creature again for 24 hours.

Defensive Rally (Level 15)

15th-level Knight Commander feature

Any ally that is benefiting from your Commanding Presence also has advantage on saving throws against being charmed, frightened, or incapacitated.

Stand Invincible (Level 18)

18th-level Knight Commander feature

When you take the Attack action, you can grant an unwavering sense of perseverance to yourself and each ally within range of your Commanding Presence. Until the end of your next turn, each target has advantage on all attack rolls, ability checks, and saving throws.

Once you use this ability, you can't use it again until you finish a long rest.

Pragmatist

Pragmatist (Level 1)

A pragmatic warlord doesn't limit themself to a particular combat style - they adapt to the mistakes and openings their enemies provide and endeavor to create opportunities that can be taken advantage of. They lead through a diverse selection of shouted commands, ongoing stratagems, formations, and flexible plans - any resource that they have is available for use.

Leadership Ability

Your leadership ability is Wisdom, as you use your intuition and awareness to guide your decisions in any given combat scenario.

Word of Warning

1st-level Pragmatist feature

When you use your Warlord's Favor on an ally, attack rolls against that ally also have disadvantage until the end of your next turn.

Danger Sense (Level 3)

3rd-level Pragmatist feature

You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Insightful Gaze (Level 7)

7th-level Pragmatist feature

Your attention to detail allow you to excel in social situations. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its personality traits and characteristics. The DM tells you one of the following pieces of information about the target of your choice:

  • One of its personality traits

  • Which of the following abilities it is highest in: Intelligence, Wisdom, or Charisma

  • The skill or skills it excels most in

  • A one-word summary of its current emotional state, such as happy, confused, afraid, or focused

Instant Planning (Level 10)

10th-level Pragmatist feature

Your instinctive reaction to a situation can turn the tides in your favor. When you or another creature you can see within range of your Commanding Presence makes an ability check or a saving throw, you can use your reaction to add your Wisdom modifier to the roll.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Hold the Line (Level 15)

15th-level Pragmatist feature

Any ally that is benefiting from your Commanding Presence also gain the benefits of your Danger Sense feature. Such a creature also has advantage on ability checks and saving throws made to avoid being forcibly moved or knocked prone.

Adaptive Stratagem (Level 18)

18th-level Pragmatist feature

You easily adapt to any situation that might arise, causing attackers to rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Tactician

Tactician (Level 1)

Tacticians lead by using their keen intellect to come up with strategies before and during battle. By using superior positioning and tactics, a tactician can overcome threats that brute force alone could not hope to defeat.

Leadership Ability

Your leadership ability is Intelligence, as you use your knowledge of war and combat to come up with strategies that will ensure the victory of you and your allies.

Repositioning Shift

1st-level Pragmatist feature

When you use your Warlord's Favor on an ally, that ally can also use its reaction to move up to half its speed. This movement doesn't provoke opportunity attacks.

Tactical Focus (Level 3)

3rd-level Tactician feature

Your tactical acumen allows you to study an area of a battlefield and provide direction to your allies that can tilt a battle in your favor.

When you take the Attack action, you can select an area on the ground that measures 15 feet on each side that you can see within 120 feet of you. This area is your tactical focus. It remains your tactical focus until you are blinded, incapacitated, or can't speak, or until you use this ability again.

When you select an area as your tactical focus, you choose one of the following tactics to apply to that area:

  • Allies in the area gain a +2 bonus to attack rolls.

  • Allies don't provoke opportunity attacks when they move into or within the area.

  • Allies in the area that aren't incapacitated gain half cover.

The side length of your tactical focus increases to 20 feet when you reach 7th level, to 25 feet at 11th level, and to 30 feet at 15th level.

Strategic Insight (Level 7)

7th-level Tactician feature

You can take the Help, Search, or Use an Object action as a bonus action on each of your turns.

In addition, any ally that starts its turn in your Tactical Focus can use its bonus action to take the Dash, Search, or Use an Object action during that turn.

Tactical Maneuvers (Level 10)

10th-level Tactician feature

You can provide leadership that allows your allies to move in perfect harmony.

In place of moving, you can instead allow up to three allies that are benefiting from your Commanding Presence or Tactical Focus to move up to half their speed (no reaction required). The chosen allies mustn't be incapacitated in order to move in this manner. This movement is considered normal movement for the purpose of provoking opportunity attacks.

Own the Battlefield (Level 15)

15th-level Tactician feature

You can use your superior cunning to position your enemies exactly where you want them. As a bonus action, you can target a hostile creature that you can see within 90 feet of you. If the target can see or hear you and isn't incapacitated, you make an Intelligence check contested by the target's Intelligence or Wisdom check (its choice). If you succeed, the target must move up to half its speed to an unoccupied space of your choice (no reaction required).

The space you choose must have at least one path to it that isn't obviously harmful for the target to follow. This movement doesn't provoke opportunity attacks, and the target controls the specific path it takes to get to the destination you chose.

Superior Tactics (Level 18)

18th-level Tactician feature

You have mastered the use of tactics to control the battlefield. When you use your Tactical Focus feature, you can select two areas on the ground within range, instead of one. The areas can't overlap, and you can choose the tactics that apply to each area separately.