SIGNING IN

Livspoeng

Livsterninger 1d8 per niva

Kyndigheter

WIS , CHA

Warlord

Niva Dyktighetsbonus Egenskaper Exploits Known Exploit Die Exploit Dice
1 + 2 Academy of War Inspiring Word - - -
2 + 2 Academy of War Inspiring Word 2 d4 2
3 + 2 Academy of War Inspiring Word 3 d4 2
4 + 2 Academy of War Inspiring Word 3 d4 3
5 + 3 Academy of War Inspiring Word 4 d6 3
6 + 3 Academy of War Inspiring Word 4 d6 3
7 + 3 Academy of War Inspiring Word 5 d6 3
8 + 3 Academy of War Inspiring Word 5 d6 4
9 + 4 Academy of War Inspiring Word 6 d6 4
10 + 4 Academy of War Inspiring Word 6 d6 4
11 + 4 Academy of War Inspiring Word 7 d8 4
12 + 4 Academy of War Inspiring Word 7 d8 5
13 + 5 Academy of War Inspiring Word 8 d8 5
14 + 5 Academy of War Inspiring Word 8 d8 5
15 + 5 Academy of War Inspiring Word 9 d8 5
16 + 5 Academy of War Inspiring Word 9 d8 6
17 + 6 Academy of War Inspiring Word 10 d10 6
18 + 6 Academy of War Inspiring Word 10 d10 6
19 + 6 Academy of War Inspiring Word 10 d10 6
20 + 6 Academy of War Inspiring Word 10 d10 6

Klasseegenskaper

Niva 1

Academy of War
Inspiring Word

Niva 10

Unwavering Will

Niva 11

Steadfast Leadership

Niva 12

Ability Score Improvement

Niva 14

Academy Feature

Niva 15

Valiant Leader

Niva 16

Ability Score Improvement

Niva 18

Academy Feature

Niva 19

Ability Score Improvement

Niva 2

Fighting Style
Tactical Exploits

Niva 20

Warlord of Legend

Niva 3

Academy Feature

Niva 4

Ability Score Improvement

Niva 5

Extra Attack

Niva 6

Academy Feature

Niva 7

Rallying Word

Niva 8

Ability Score Improvement

Niva 9

Rested and Ready

Kyndigheter

Armor

light

medium

shield

Skills

Startutstyr

(a) a simple weapon, or (b) a longsword, or (c) a rapier
(a) light crossbow and 20 bolts or (b) a shields
Alternativt kan du starte med: 5d6 x 10| 5d4 x 10|Starting Gold

Klasseegenskaper

Academy of War (Level 1)

At 1st level, choose the Academy of War that best represents your training: the Academies of Chivalry, Ferocity, Schemes, Skalds, or Tactics, each detailed at the end of this class.

Your Academy of War determines the ability score you will use as your Leadership ability score, and grants you features at 1st level, and again at 3rd, 6th, 14th, and 18th level.

Inspiring Word (Level 1)

Your words rally your allies. Starting at 1st level, you can use your action to shout at a creature that can hear you within 30 feet. As a reaction, it can expend one of its Hit Dice to regain hit points equal to its Hit Die roll + your Leadership modifier.

When you reach 11th level in this class, you can use this feature as a bonus action, and its range increases to 60 feet.

Fighting Style (Level 2)

At 2nd level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.

Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.

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.

Classical Swordplay

While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dual Wielding

When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.

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.

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.

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.

Standard Bearer

When a creature within 5 feet of you makes an attack against a creature that you can see, you can grant it advantage on its attack roll as a reaction. You must be carrying a banner, flag, or standard in your hand 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.

Versatile Fighting

While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.

Tactical Exploits (Level 2)

Your study of war and experience in battle allow you to issue commands to those who follow you. At 2nd level, you learn to use Tactical Exploits that represent your leadership abilities.

  • Exploit Dice

    The Warlord table shows how many Exploit Dice you have to perform the Exploits you know. Some Exploits require you to expend these dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw. You regain all of your Exploit Dice when you finish a short or long rest.

    Your Exploit Dice begin as 1d4s, and increase in size as you gain levels in this class, as indicated in the Warlord table.

  • Exploits Known

    You know two Tactical Exploits of your choice from the list at the end of this class description. The Exploits Known column of the Warlord table shows when you learn more Exploits. To learn an Exploit you must meet any prerequisites it may have, like a minimum Ability Score or warlord level. Finally, each time you gain a level in this class, you can replace one Exploit you know with another Tactical Exploit of your choice.

  • Signature Exploits

    Each Academy of War has a list of Signature Exploits that all members of that Academy learn at the warlord levels noted in the Academy's description. These Signature Exploits do not count against your total number of Exploits Known and they can't be switched out when you gain a level. If you don't meet a Signature Exploit's prerequisites, you learn it regardless.

  • Saving Throws

    If one of your Tactical Exploits requires a creature to make a saving throw, your Exploit save DC is calculated as follows:

    Exploit

Academy Feature (Level 3)

At 3rd Level, you gain a feature from your Academy.

Ability Score Improvement (Level 4)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

Extra Attack (Level 5)

A good military leader knows how to hold their own in battle. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Academy Feature (Level 6)

At 6th Level, you gain a feature from your Academy.

Rallying Word (Level 7)

Beginning at 7th level, your words inspire your comrades to find success. As a reaction when a creature that can hear you within 30 feet makes an ability check or saving throw, you can add your Leadership modifier to the result of its roll.

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

At 11th level, the range of this feature becomes 60 feet.

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.

Rested and Ready (Level 9)

Like any commander worth their salt, you ensure that those who follow you are in top fighting condition. Beginning at 9th level creatures that spend a short rest with you and spend at least one Hit Die to regain hit points regain additional hit points equal to your Leadership modifier (minimum of 1).

Moreover, any creature that spends a short rest with you can expend a Hit Die to reduce its exhaustion level by 1.

Unwavering Will (Level 10)

You do not have the luxury of succumbing to your instincts. Starting at 10th level, you have advantage on saving throws you make to resist being charmed, frightened, or stunned.

Steadfast Leadership (Level 11)

Your ability to lead your allies in battle has advanced. At 11th level, the range of your Tactical Exploits becomes 60 feet.

Moreover, when you make an ability check that uses your Leadership ability, you can treat a roll of 9 or lower as a 10.

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.

Academy Feature (Level 14)

At 14th Level, you gain a feature from your Academy.

Valiant Leader (Level 15)

The presence of your allies inspires you to perform feats of heroism yourself. Beginning at 15th level, when you use a Tactical Exploit or issue an Order as part of your action, you can make one weapon attack as a bonus action on that turn.

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.

Academy Feature (Level 18)

At 18th Level, you gain a feature from your Academy.

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.

Warlord of Legend (Level 20)

You rival the heroic commanders and conquerors of legends, and those you command would follow you into any conflict. Upon reaching 20th level, when you begin your turn with no Exploit Dice remaining, you instantly regain one Exploit Die.

Also, when a creature that can see or hear you within 60 feet fails an ability check or saving throw, you can use your reaction to have the creature succeed on their roll instead.

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

Multiklassing

Multiklassekrav

  • DEX: 13 eller STR: 13
  • CHA: 13 eller INT: 13 eller WIS: 13

Oppnådde Kyndigheter

Armor light , medium , shield
Skills Choose Velg 1 fra Athletics, Deception, History, Insight, Intimidation, Investigation, Persuasion
Weapons simple

Underklasser

Academy of Battleminds
llwc
Academy of Chivalry
llwc
Academy of Dreadlords
llwc
Academy of Ferocity
llwc
Academy of Schemes
llwc
Academy of Skalds
llwc
Academy of Tactics
llwc

Underklasse-egenskaper

Academy of Battleminds

Academy of Battleminds (Level 1)

Only those who are determined to have inner psionic talent are trained as Battleminds. These mentally elite commanders use their wondrous minds to enhance their leadership skills.

Mystic Leadership

When you join this Academy at 1st level, your studies awaken the inner power of your mind. You gain proficiency in Insight, and Insight becomes an Intelligence-based skill for you.

As a psionic commander, you use your Intelligence when a warlord ability mentions your Leadership ability score, and use your Intelligence modifier for your Leadership modifier

Telepathy

When you join this Academy of War at 1st level, You learn to telepathically communicate with any creature you can see within 30 feet. You do not need to share a language, but the target must speak at least one language to respond. You can only communicate with one creature at a time.

Battlemind Exploits

You learn certain Exploits at the warlord levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Warlord LevelExploit

3rd

Scholar's Insight, Support Order

5th

Enlivening Order, Heroic Will

9th

Resilient Order

Psionics (Level 3)

At 3rd level, you awaken the psionic potential of your mind, and learn to manifest spells, much like a psion does.

  • Psi Points

    The potential of your mind is represented by a pool of psi points. The Battlemind Psionics table shows how many psi points you have to manifest your spells of 1st-level and higher. To manifest a psion spell, you must expend psi points equal to the spell's level (0 for cantrips). You regain all of your psi points when you finish a short or long rest.

    For example, as a 7th level warlord, you can manifest the spell detect thoughts at 2nd-level by spending 2 psi points.

  • Mental Limit

    Your warlord level limits the potency of spells you can manifest with your psionics. This limit is reflected in the Mental Limit column of the Psionics Table.

  • Spells Known of 1st-Level and Higher

    You learn two 1st-level spells of your choice from the psion spell list. The Spells Known column of the Psionics table shows when you learn more psion spells of 1st-level or higher. Any spell you learn must be of a level equal to your Mental Limit or lower.

    When you reach 7th level, for example, you learn a new psion spell of your choice, which can be 1st or 2nd-level.

    When you gain a level in this class, you can choose one of the psion spells you know and replace it with a psion spell of your choice, of a level equal to your Mental Limit or lower.

  • Spellcasting Focus

    Your mind itself is your spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you also must provide material components that are consumed by the spell or have a required gold cost. When you manifest a spell with your psionics, your body exhibits noticeable changes.

  • Spellcasting Ability

    You use your Intelligence when a psion spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for a psion spell you know.

    Spell
    Spell

Telepathic Command (Level 3)

You have learned to enhance your leadership ability with your psionic power. Also at 3rd level, when you use a warlord class feature or a Tactical Exploit that requires an allied creature to be able to hear you, you can do so using your Telepathy.

Psionic Strikes (Level 6)

You can enhance the power of your allies' attacks with your mind. Beginning at 6th level, when you, or a creature within 30 feet hits a target with an attack, you can use your reaction to expend Psi Points, causing the attack to deal additional psychic damage equal to 1d4 per Psi Point you expend.

The maximum amount of Psi Points that you can expend at one time is equal to your Intelligence modifier.

Thought Shield (Level 14)

The power of your mind it truly wondrous and difficult to penetrate. Starting at 14th level, your mind cannot be read unless you wish it to be, and when you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to the roll equal to your Intelligence modifier.

In addition, the range of your Telepathy becomes 60 feet.

Greater Thought Shield (Level 18)

Your mind is able to shield those who follow you from mental assaults. Beginning at 18th level, you can use your action to expend an Exploit Die and extend the benefits of Thought Shield to creatures of your choice within 30 feet.

This benefit lasts for 1 hour, and you must concentrate on your Thought Shield as if you were concentrating on a spell.

Academy of Chivalry

Academy of Chivalry (Level 1)

Warlords that select the Academy of Chivalry often hail from the ranks of the nobility and are most always formal knights. As leaders, they hold themselves and those who follow them to a lofty code of conduct. These knights stand as beacons of fair play, honor, and justice, both on and off the field of battle.

Chivalric Pursuits

When you join this Academy at 1st level, you are trained in the classical skills of knighthood. You gain proficiency with heavy armor, all martial weapons, one musical instrument of your choice, and in either Performance or Persuasion.

As a chivalric knight, you use your Charisma whenever a warlord ability mentions your Leadership ability score, and your Charisma modifier for your Leadership modifier.

Honorable Bearing

You carry yourself with a level of grace befitting of the most noble knights. Beginning at 1st level, whenever you make a Charisma (Performance) or Charisma (Persuasion) check, you can treat a roll of 7 or lower on the d20 as an 8.

Chivalric Exploits

You learn certain Exploits at the warlord levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Warlord LevelExploit

3rd

Attack Order, Commander's Presence

5th

Steadfast Order, Hold the Line

9th

Daring Rescue

Emboldening Presence (Level 3)

Your presence inspires your allies to fight through adversity. Starting at 3rd level, creatures of your choice within range of your Orders have advantage on saving throws to resist being charmed or frightened.

Moreover, when you succeed on a saving throw, you can use your reaction to choose one creature within 30 feet that can see or hear you, that was subjected to the same saving throw, to automatically succeed on their saving throw.

Noble Aspirations (Level 6)

Your words inspire others to acts of greatness. Beginning at 6th level, when you target an allied creature with an Exploit, you can expend an Exploit Die to instill one target with noble motivation. The next time it makes an ability check, attack roll, or saving throw it can add your Exploit Die to its roll.

Rallying Cry (Level 14)

Beginning at 14th level, you can let forth a rallying cry as an action. You, and a number of creatures of your choice equal to your Charisma modifier (minimum of one) that can hear you gain temporary hit points equal to your warlord level.

While these temporary hit points last, a creature cannot be charmed or frightened, and its speed increases by 10 feet.

Once you use this feature you must finish a short or long rest before you can use it again.

Paragon of Chivalry (Level 18)

You stand as a beacon of everything noble and chivalrous in the world. At 18th level you gain the following benefits:

  • You are immune to being charmed and frightened.

  • The range of Emboldening Presence becomes 60 feet.

  • Once per turn, you can use Noble Aspirations without expending one of your Exploit Dice, allowing the target creature to add a d6 to its roll in place of an Exploit Die.

Academy of Dreadlords

Academy of Dreadlords (Level 1)

Where most warlords have a sense of appreciation and care for those that follow them, those known as Dreadlords only care for one thing - victory. These ruthless captains make use of any possible advantage, often using their enemy's greatest fears against them to turn the tide of the battle. These dark captains are often found leading hordes of orcs and undead.

Dark Captain

When you join this Academy of War at 1st level, you learn to wield every weapon of war. You gain proficiency with heavy armor, all martial weapons, and in the Intimidation skill.

As you lead by fear, you use your Charisma whenever a warlord ability mentions your Leadership ability score, and your Charisma modifier for your Leadership modifier

Dread Bearing

You exude an aura of intimidation and fear that shakes all but the most stalwart heroes to their core. Beginning at 1st level, whenever you make a Charisma (Intimidation) check, you can treat a roll of 8 or lower on the d20 as a 8.

Dreadlord Exploits

You learn certain Exploits at the warlord levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Warlord LevelExploit

3rd

Commander's Presence, Menacing Shout

5th

Intimidating Command, Wild Charge

9th

War Cry

Ruthless Presence (Level 3)

Both friend and foe can sense your willingness to sacrifice anything, or anyone, for the sake of your victory. Beginning at 3rd level, when a creature that can see you within 30 feet is forced to make a saving throw to resist being frightened, you can use your reaction impose disadvantage on its roll.

Upon reaching 11th level the range increases to 60 feet.

Fearful Command (Level 6)

Those who follow you fear what will happen should they fail to achieve your goals. Starting at 6th level, when you target a creature with a Tactical Exploit, you can expend an Exploit Die to grant it temporary hit points equal your Exploit Die.

When a creature that has temporary hit points from you hits with a weapon attack, it can expend any amount of its temporary hit points, adding them to its damage roll.

Merciless Strikes (Level 14)

You command those who follow you to strike down the weak. Beginning at 14th level, both you, and allied creatures under the effects of your Exploits, have advantage on any attack roll they make against a creature that is currently frightened.

Bastion of Dread (Level 18)

You stand as a monument to all those who have tried, and failed, to stop your iron conquest. At 18th level, you gain the following benefits the reflect your intimidating presence:

  • You are immune to the frightened condition.

  • When you force a creature within your Order Range to make a saving throw to resist being frightened, it has disadvantage on its saving throw if it can see you.

  • Creatures that are frightened of you have their speed reduced to 0 so long as they can see you.

  • Once per turn, you can use your Fearful Command feature without expending an Exploit Die.

Academy of Ferocity

Academy of Ferocity (Level 1)

Warlords who hail from this Academy rarely come from formal schools of war. In place of using military theory, their tactics are based on the instincts of wild predators. These leaders are famous for their ruthless treatment of their foes, though they would lay down their life for any member of their pack.

Bestial Hunter

When you adopt this Academy at 3rd level, you gain proficiency with martial weapons and in either Intimidation or Survival.

As a primal hunter, you use your Wisdom whenever a warlord ability mentions your Leadership ability score, and your Wisdom modifier for your Leadership modifier.

Primal Instinct

Once you wound a foe there is little it can do to escape your grasp. Beginning at 1st level, whenever you make a Wisdom (Perception) or Wisdom (Survival) check to track a creature that is below its hit point maximum, you can treat a roll of 7 or lower on the d20 as an 8.

Ferocious Exploits

You learn certain Exploits at the warlord levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Warlord LevelExploit

3rd

Maneuvering Order, Survivalist's Craft

5th

Crescendo of Violence, Enlivening Order

9th

Pack Tactics

Thrill of the Hunt (Level 3)

You lead your allies as an alpha wolf leads its pack. Starting at 3rd level, you can use your bonus action to mark a creature that you can see within 30 feet. You, and any creatures under the effects of your Tactical Exploits, have advantage on your first attack against the marked creature each turn.

This mark lasts for 1 minute. It ends early if the creature is slain, you are incapacitated, or you mark another creature.

Once you mark a creature you must finish a short or long rest before you can do so again. When you have no uses left, you can expend an Exploit Die to mark another creature.

Savage Ambush (Level 6)

You lead your pack to hunt as efficiently as wild predators. Beginning at 6th level, both you and allied creatures of your choice within 30 feet of you, gain the following benefits:

  • You have advantage on your initiative rolls.

  • The first time you hit a creature that has not yet acted in combat, you deal bonus damage equal to your Exploit Die.

  • You travel normally at a stealthy pace and have advantage on Dexterity (Stealth) checks in natural environments.

Hunter's Frenzy (Level 14)

Beginning at 14th level, the thrill of a successful hunt drives you into a frenzy. As a reaction when the creature marked by Thrill of the Hunt is slain, you can grant yourself temporary hit points equal to your warlord level and immediately mark another creature without expending an Exploit Die.

Apex Predator (Level 18)

You lead your comrades as well as an apex predator leads its pack. Starting at 18th level, both you and creatures within range of Savage Ambush gain the following benefits:

  • Your movement speed increases by 10 feet.

  • Your weapon attacks score a critical hit on a roll of 19-20.

Academy of Schemes

Academy of Schemes (Level 1)

Warlords who join the Academy of Schemes are committed to securing victory at any cost. These leaders have no scruples about how they achieve their goals and are willing to cheat, deceive, and sacrifice whatever is necessary to find success. Often distrustful of strangers, these utilitarians always have a backup plan should things not work out as they predicted.

Cunning Ingenuity

When you join this Academy at 1st level, you learn to use any method necessary to achieve your aims. You gain proficiency with hand and heavy crossbows, Deception, and two of the following: Disguise kits, Poisoner's kits, or Thieves' Tools.

As a scheming mastermind, you use your Intelligence when a warlord ability mentions your Leadership ability score, and your Intelligence modifier for your Leadership modifier.

Deceitful Bearing

You are adept at hiding your true intentions and loyalties. Starting at 1st level, creatures have disadvantage on Wisdom (Insight) checks to discern your true intentions or feelings.

Also, you can choose to make Intelligence (Deception) checks in place of the normal Charisma (Deception) check.

Scheming Exploits

You learn certain Exploits at the warlord levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Warlord LevelExploit

3rd

Charlatan's Guile, Insightful Order

5th

Crescendo of Violence, Surprise Attack

9th

Warlord's Gambit

Cheap Shot (Level 3)

At 3rd level, you learn various tricks to ensure your victory, even when you are outmatched. Once per turn, when you hit a creature with a weapon attack, you can force it to make a Constitution saving throw in addition to the normal damage.

On a failure, it is blinded, deafened, silenced, or its speed is reduced by a number of feet equal to 5 times your proficiency bonus (your choice) until the beginning of your next turn.

Ruthless Focus (Level 6)

You instruct those that follow you to prey upon the weakest of your foes. Beginning at 6th level, you, and any creature under the effects of your Exploits, has advantage on its first attack against a creature suffering from the effects of Cheap Shot.

Also, creatures that fail their saving throw against Cheap Shot cannot take reactions until the start of your next turn.

Devious Tactics (Level 14)

You have no qualms about leaving allies in danger. Starting at 14th level, when you use an Exploit as part of your action, you can use the Dash or Disengage action as a bonus action.

Also, when a creature hits you with a melee attack, you can use your reaction to force the attacker to target a creature of your choice (other than itself) within its reach, instead of you.

Marked for Death (Level 18)

You are ruthless in pursuing the destruction of your enemies. Starting at 18th level, when a creature fails its saving throw against Cheap Shot, you can forgo the normal conditions and instead mark that creature for death. The first attack that hits a target marked in this way becomes an automatic critical hit.

Once you mark a creature in this way you must finish a short or long rest before you can use this mark again.

Academy of Skalds

Academy of Skalds (Level 1)

Warlords who join the Academy of Skalds are keenly aware of the power that music and song have to inspire soldiers. When they combine their bardic magic with their understanding of strategy, these commanders can turn even the most unskilled rabble into a heroic fighting force. The Skalds of legend were said to be able to turn the tide of the most desperate battles, fanning the flames of hope in all who heard their warsong.

Sword and Song

When you join this Academy at 1st level, you gain proficiency in martial weapons, a musical instrument, and Performance.

As a battlefield performer, you use your Charisma when a warlord ability mentions your Leadership ability score, and use your Charisma modifier for your Leadership modifier.

Warrior Poet

You utilize your martial skill to enhance your performances. Beginning at 1st level, you have advantage on any Charisma (Performance) check you make that uses a martial weapon.

Skaldic Exploits

You learn certain Exploits at the warlord levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Warlord LevelExploit

3rd

Charlatan's Guile, Support Order

5th

Enlivening Order, Rejuvenating Order

9th

Stand the Fallen

Spellcasting (Level 3)

At 3rd level, you learn how to shape reality with music and song, producing wondrous spells much as a bard does.

  • Cantrips

    You learn two cantrips from the bard spell list. You learn a third bard cantrip when you reach 10th level.

  • Spell Slots

    The Skald Spellcasting table shows how many spell slots you have to cast your bard spells of 1st-level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell heroism and have a 1st and a 2nd-level spell slot available, you can cast heroism using either slot.

  • Spells Known of 1st-Level and Higher

    You know three 1st-level spells of your choice from the bard spell list. The Spells Known column of the Skald Spellcasting table shows when you learn more spells of 1st-level or higher. Any spells you learn must be of a level for which you have spell slots.

    Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell of your choice from the bard spell list, which also must be of a level for which you have spell slots.

  • Spellcasting Focus

    You can use any musical instrument you are proficient in as a spellcasting focus for your spells.

  • Spellcasting Ability

    You use your Charisma modifier when setting the saving throw DC or making a spell attack roll for any bard spells you know through this feature.

    Spell
    Spell

Soothing Performance (Level 6)

Beginning at 6th level, your presence assuages the worries of your allies allowing them to rest. Any creature that spends a short rest with you has advantage on their Hit Die rolls.

Additionally, any creature that spends a short rest with you can regain an expended spell slot by expending a number of Hit Dice equal to twice level of the spell slot they recover.

Warsong (Level 6)

Also at 6th level, you can weave spells, Exploits, and attacks as one song in battle. Whenever you use your action to cast a bard spell, you can make a weapon attack as a bonus action.

Flames of Hope (Level 14)

You inspire your comrades to stand and fight against all odds. Starting at 14th level, when you target a creature with a spell of 1st-level or higher, or an Exploit, it has advantage on the first saving throw it makes before the start of your next turn.

Skald of Legend (Level 18)

The Skalds of legend were said to be able to turn the tide of the most desperate battles, fanning the flames of hope in all who heard their warsong. Beginning at 18th level, when you expend an Exploit Die to use one of your Tactical Exploits, the targets of that Exploit gain temporary hit points equal to your Charisma modifier (minimum of 1 temporary hit point).

Also, when you take the Attack action on your turn, you can cast a bard spell in place of one of your weapon attacks.

Academy of Tactics

Academy of Tactics (Level 1)

Warlords of this Academy often hail from formal organizations that serve the will of the ruling class. These commanders are highly educated, and most have spent time serving as military advisors and strategists. These tacticians are known for their dedication to those who follow them, and they work tirelessly to best utilize the strengths of each of their companions.

The Science of War

When you join this Academy at 1st level, your studies grant you insights into the strategy of war. You gain proficiency in History, Investigation, and two gaming sets of your choice.

As a strategic commander, you use your Intelligence when a warlord ability mentions your Leadership ability score, and use your Intelligence modifier for your Leadership modifier.

Tactical Mind

Your knowledge of warfare and strategy has its benefits both on and off the battlefield. Starting at 1st level, when you roll initiative, you can switch your place in initiative order with a willing creature, so long as neither of you is surprised.

You also add double your proficiency bonus to any ability check that uses your proficiency with gaming sets, or any Intelligence (History) or Intelligence (Investigation) check that has to do with the strategy, tactics, or history of war.

Strategic Exploits

You learn certain Exploits at the warlord levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.

Warlord LevelExploit

3rd

Keen Observation, Maneuvering Order

5th

Defensive Order, Surprise Attack

9th

Tactical Reposition

Calculated Preparations (Level 3)

You excel in adapting your tactics to best meet the challenge before you. At 3rd level, you gain the following benefits:

  • Each time you finish a short or long rest, you can replace one Exploit you know with another Exploit of your choice.

  • You and allied creatures of your choice within 30 feet gain a bonus to their initiative rolls equal to your Intelligence modifier (minimum of +1).

Brains over Brawn (Level 6)

You wield your comrades as others wield weapons. Starting at 6th level, when you use your action to use an Exploit, or use an Exploit in place of each attack you could make, you gain the following benefits until the start of your next turn:

  • You gain a bonus to your Armor Class equal to your Intelligence modifier (minimum of +1 Armor Class).

  • You can use an Exploit that can be used in place of an attack (such as defensive order) as a bonus action.

  • Your speed increases by 10 feet, and any opportunity attacks targeting you are made with disadvantage.

Gifted Strategist (Level 14)

Starting at 14th level, you cannot be surprised while you are conscious, and when you roll initiative, you gain a special action that you take at the start of combat before any other creature has a chance to act. This special action can only be used to use a Tactical Exploit or to take the Ready action.

Secret Gambit (Level 18)

Never to be outdone, you always have a plan for when things go south. Beginning at 18th level, you can reveal one of your previously undisclosed plans to your allies, making an ability check relevant to the plan to determine its effectiveness.

Once you use this feature you can't use it again for 7 days.

Tacticians & Secret Gambits

Secret Gambit is meant to reflect the tactician's supernatural talent for prediction. The DM sets the DC and chooses a relevant skill, but keep in mind that this feature is meant to rival 9th-level spells.

For example, a tactician may reveal that they arranged for a mercenary company to arrive with reinforcements at a pivotal moment. They make a Charisma (Persuasion) check to determine when and how many mercenaries will come to their aid.