Lord of War (D20 Modern Class)

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Lord of Battle

Abilities: The Lord of War is not a brute, though they may fight like one. They depend more on their Wisdom then any physical attribute, but understand that they are still important to hone.

Alignment: Every alignment has its share of Lords of War, however more Lords of War are of Lawful alignment than of Chaotic Alignment.

Starting Gold: 6d6 x 10 gp (210 gp).

Starting Age: As Fighter.

Table: The Lord of Battle

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Evaluate
Fort Ref Will
1st +1 +2 +0 +0 Weapons Training, Evaluate Opponent +1
2nd +2 +3 +0 +0 Bonus Feat +1
3rd +3 +3 +1 +1 Armor Training +1
4th +4 +4 +1 +1 Bonus Feat +2
5th +5 +4 +1 +1 Active Assault, Path of War +2
6th +6/+1 +5 +2 +2 Bonus Feat +2
7th +7/+2 +5 +2 +2 Enhanced Forging +3
8th +8/+3 +6 +2 +2 Bonus Feat +3
9th +9/+4 +6 +3 +3 Foil Action +3
10th +10/+5/ +7 +3 +3 Bonus Feat +4
11th +11/+6/+1 +7 +3 +3 Lunging Attacks, Blessing of Heironeous +4
12th +12/+7/+2 +8 +4 +4 Bonus Feat +4
13th +13/+8/+3 +8 +4 +4 Combat Focus +5
14th +14/+9/+4 +9 +4 +4 Bonus Feat +5
15th +15/+10/+5 +9 +5 +5 Divine Toughness +5
16th +16/+11/+6/+1 +10 +5 +5 Bonus Feat +6
17th +17/+12/+7/+2 +10 +5 +5 Improved Foil Action +6
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat +6
19th +19/+14/+9/+4 +11 +6 +6 Supreme Combat Focus +7
20th +20/+15/+10/+5 +12 +6 +6 Bonus Feat +7

Class Skills (2 + Int modifier per level, ×4 at 1st level)
The Lord of Battle's class skills (and the key ability for each skill) are Climb (Str), SRD:Concentration |Concentration]] (Cha), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Class Features

All of the following are class features of the Lord of Battle.

Weapon and Armor Proficiency: Lords of War are proficient with all simple and martial weapons. Lords of War are proficient with light, medium, and heavy armor, and with shields and great shields.

Weapons Training (Ex): At 1st level the Lords of War is able to teach themselves the art of combat. With enough practice and effort he finds using a new weapon is of trivial difficulty. By practicing with a weapon he is not proficient with for a day, a Lords of War may permanently gain proficiency with that weapon by succeeding at an Wisdom check DC 15 (you may not take 10 or 20 on this check).



Evaluate Opponent: By spending 3 rounds studying an opponent's movement, the Lord of Battle learns how to fight him. The character must make a Sense Motive check (DC equals 10 + foe's base attack bonus) to activate this ability (the Lord of Battle may spend another 3 rounds observing and make another check if the first fails). Once the Lord of Battle successfully evaluates a foe, he may add his evaluate bonus to attack and damage rolls against that foe. One one opponent can be evaluated at a time, as he must focus absolutely on the movements and fighting styles of that foe.

The Lord of Battle may not attack any other target than the one he is trying to evaluate during the 3 rounds of observation. If distracted he must make a concentration check to maintain his evaluation. During the evaluation he is able to move and attack as normal.

Bonus Feat: The Lord of Battle gets a Combat feat every even-numbered class level.

Armor Training (Ex): At 3rd level and every three level afterwards the Lord of Battle knows how to maneuver better in his armor. He increases the maximum dexterity bonus to all armors he wears by 1 and reduces the armor check penalty by 1. Additionally he is not affected by the movement penalty for wearing armor.


Active Assault (Ex):A 5th level Lord of Battle can flawlessly place himself where he is most needed in combat. He may take a 5 foot step as an immediate action. This is in addition to any other movement he takes during his turn, even another 5 foot step.

Path Path of War (Ex):At 5th level the Lord of War begins his warpath. This is how he fights and how he conquers his enemies. He must pick a path below.

Armor Lord: The Lord of War uses his armor in such ways that his opponents believe him to be invincible. When wearing medium or heavy armor and forced to make a reflex save for half damage due to a spell or effect, the Lord of War may use his fortitude save instead. If he wears heavy armor the damage is automatically halved, and instead he makes a fortitude save for no damage. If he wears light or medium armor he doubles the AC bonus normally received and now counts as a dodge bonus. Additionally, he increases his movement by 30’ in light armor and may make an additional 5’ step each round.


Bow Lord: When wielding a ranged weapon the Lord of War is proficient with, he may use it in melee. Doing so provokes no attack of opportunity and he does not take a penalty for doing so. He has a threat of 5ft as if wielding a melee weapon and he may make attacks of opportunity against an opponent that he threatens with a ranged weapon. Additionally, he doubles the effective range of ranged weapons he is proficient with.


Duel Lord: When wielding a single weapon, the Lord of War adds his wisdom to his AC as an insight bonus and adds his dexterity in addition to his strength to attack and damage rolls. These bonuses do not apply if he has a shield or weapon in his off hand, but he can still hold small objects such as a potion or a scroll. Whenever an opponent fails to hit the Lord of War's AC by a margin greater than 10, he may make an attack of opportunity against the attacker. The Lord of War may use this ability however many times as he can make attacks of opportunity in a round.


Shield Lord: The Lord of War focuses on his use of shields to increase his survivability. He may wield two shields in combat and retain the AC bonus even during a shield bash. He still uses the higher AC value when calculating AC. When using a shield, he may instead grant the shield bonus as DR X/- where X is equal to the shield bonus. Only one shield can be applied as DR at a time. If wielding two shields he can have one grant a shield bonus and the other damage reduction.


Titan Lord: The Lord of War is a master of weapons a normal man is unable to wield. He may wield any weapon one size category higher than his size would permit. He takes no penalty when wielding oversized weapons one size category higher than himself. When he uses an oversized melee weapon his reach increases by 5ft and the critical threat of his weapon increases by 1. This effect can be further increased by keen effects. If wielding two oversized weapons at once, increase the two-weapon fighting penalty by 4.


Enhanced Forging (Ex): A 7th level Lord of Battle can produce weapons and armor with his Lord of Battle level in place of his craft score. This also allows the Lord of Battle to create arms and armor with an enhancement bonus up to +5. When crafting a masterwork item, for every 5 by which the Lord of Battle beats the DC the enhancement bonus is increased by 1.

Foil Action (Ex):: A 9th level Lord of Battle may attempt to cancel any action an opponent is taking. The Lord of Battle may throw sand into a beholder's eye, bat aside a key spell component, or strike his opponent with a well placed pummel, but the result is the same - the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. A Lord of Battle must be within melee range of his opponent to use this ability, and must hit against his target's touch AC. Using Foil Action is an Immediate action, but costs a standard action on his next turn. A Lord of Battle may not wait until an action is partially completed before deciding to attempt to foil the action, but must instead attempt to foil an action as it is declared. Note that this means that a Lord of Battle may not foil a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range.

A Lord of Battle may use this feature a number of times equal to his WIS modifier plus half his Lord of Battle class level per day. At 17th level, Foil Action may be used at up to 30 feet using a ranged attack.

Blessing of Heironeous:

Increase all damage from proficient weapons by one step (d6 to d8, d8 to d10, etc.). Immune to fear effects


Combat Focus (Ex): At 13th level the Lord of War has learned to stay calm in tense situations. If a Lord of Battle is in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a swift action to gain Combat Focus. While Combat Focus is active he is able to 10 on all skill checks applicable. He may end his Combat Focus at any time to reroll any die roll he makes, and if not used it ends on its own after a number of rounds equal to his Lord of War level.


Divine Toughness (Ex): A 15th level Lord of Battle gains an inhuman toughness. He gains 2 HP for each character level he possesses and 2 HP each time he gains a Hit Die (such as by gaining a level). If you lose a Hit Die (such as by losing a level), you lose 2 hit points permanently.

Lunging Attacks (Ex): The battlefield is an extremely dangerous place, and 11th level Lords of War are expected to hold off multiple opponents. Lords of War of this level may add 5 feet to the reach of any of their weapons.

Supreme Combat Focus(Ex): A 19th level Lord of Battle may expend his Combat Focus as a non-action to take 20 on any die roll. He must elect to use Supreme Combat Focus before rolling the die.


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