Chieftain (3.5e Class)

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Chieftain[edit]

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The Chieftain is a natural-born leader, a warrior who commands respect and loyalty from their followers through sheer presence and powerful battle cries. Often rising from among the ranks of the fiercest fighters or the wisest counselors, the Chieftain inspires, directs, and leads with an unmatched charisma. Whether as the guardian of a wild tribe or the head of a disciplined warband, the Chieftain’s voice carries authority, guiding allies to victory and rallying them against even the most daunting foes.

Every Chieftain stands at a crossroads: one path leads toward the customs of civilization, fostering unity and discipline within an organized army; the other path embraces the primal call of the wild, unlocking a savagery that can bolster both strength and resilience in battle.

Making a Chieftain[edit]

Abilities: Chieftain's above all require charisma in order to inspire their troops, lead their people, and to foster a community. A Chieftain also benefits from a high constitution, as they can often be found on the battlefield among their warriors. Being a martial class the Chieftain also benefits from either having a good strength or dexterity score.

Races: Any race can become a chieftain, but hardy and wild races tend to lean towards this class.

Alignment: A Chieftain can be of any alignment, though those who align with the wilds often lean towards chaotic tendencies, embracing freedom and primal instinct. Civilized Chieftains may incline towards lawful behavior, enforcing order within their ranks.

Starting Gold: 6d4x10 gp (150 gp).

Starting Age: Moderate


Table: The Chieftain

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Battle Cries Known Commandments: Power Words Known Commandment Uses
Fort Ref Will
1st +1 +2 +0 +2 Authority, Battle Prescence, Battle Cries 2
2nd +2 +3 +0 +3 Fighting Style, Commandments 2 3 2
3rd +3 +3 +1 +3 Dominion, Scholar, Saint, Soldier 3 3 2
4th +4 +4 +1 +4 Bonus Feat 3 4 2
5th +5 +4 +1 +4 Self-Discipline, Resilience 4 4 2
6th +6/+1 +5 +2 +5 <-any class features gained at this level-> 4 5 3
7th +7/+2 +5 +2 +5 <-any class features gained at this level->
8th +8/+3 +6 +2 +6 <-any class features gained at this level->
9th +9/+4 +6 +3 +6 <-any class features gained at this level->
10th +10/+5 +7 +3 +7 <-any class features gained at this level->
11th +11/+6/+1 +7 +3 +7 <-any class features gained at this level->
12th +12/+7/+2 +8 +4 +8 <-any class features gained at this level->
13th +13/+8/+3 +8 +4 +8 <-any class features gained at this level->
14th +14/+9/+4 +9 +4 +9 <-any class features gained at this level->
15th +15/+10/+5 +9 +5 +9 <-any class features gained at this level->
16th +16/+11/+6/+1 +10 +5 +10 <-any class features gained at this level->
17th +17/+12/+7/+2 +10 +5 +10 <-any class features gained at this level->
18th +18/+13/+8/+3 +11 +6 +11 <-any class features gained at this level->
19th +19/+14/+9/+4 +11 +6 +11 <-any class features gained at this level->
20th +20/+15/+10/+5 +12 +6 +12 <-any class features gained at this level->


Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Listen (Wis), Perform (Oratory) (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).


Class Features[edit]

All of the following are class features of the chieftain.

Weapon and Armor Proficiency:

A chieftain is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).


Authority

A chieftain is an equally skilled leader as he is a fighter. At 1st level, the chieftain may add his (Charisma modifier) to any skill check, a number of times per day equal to his (Charsima modifier) with a minimum of once per day. Upon gaining this class feature, he also gains a +2 competence bonus to his diplomacy and intimidation checks.


Battle Prescence

The chieftain has the ability to lead his troops into battle and inspire those around him by setting an example. He can order his troops to fight and push forward, or to stay defensive and hold out the assault. At 1st level the chieftain gains access to two battle maneuvers, Advance and Hold, and can gain more battle maneuvers as he levels up. To activate a battle maneuver requires a swift action, and any battle maneuver may be stopped as a free action. Each battle maneuver lasts an amount of rounds equal to 3 + (Constitution modifier), and starting a new battle maneuver ends the previous battle manuever. A chieftain can use this ability a number of times per day equal to his (Charisma modifier) with a minimum of once per day.

  • Advance: The chieftain orders his troops to press the attack. The chieftain and all allies within 25 ft. + 5 ft./level radius, gain (1 + 1/per four levels) morale bonus to attack and damage rolls and +10 bonus movement speed.
  • Hold: The chieftain orders his troops to hold the line. The chieftain and all allies within 25 ft. + 5 ft./level radius, gain a (1 + 1/per four levels) morale bonus to AC and will saves, and +2/per level temporary HP.


Battle Cries

At 1st level the chieftain is able to issue quick orders in the form of Battle Cries, in order to aid his allies or hinder his enemies. A list of battle cries is located at the end of the class features. A chieftain may use this ability a number of times equal to his (Charisma Modifier), with a minimum of one use, and regains his uses of this ability after a long or short rest. Each battle cry has an effective range of 60 ft. and can be used as a free action at anytime, but a battle cry may only be issued once per round. Your battle cries and commandments sometimes have a save DC, the save DC for these abilities is equal to (10 + Charisma Modifier + 1/3 of your chieftain level rounded down).


Fighting Style

At 2nd level the chieftain adopts a particular fighting style. You may choose one fighting style from the list of additional features below.

  • Two Handed Weapons: You've honed your style with two handed weapons. You gain the power attack feat, and as long as you are wielding a two handed weapon, you gain +2 to your checks when using the Trip and Bullrush Maneuvers.
  • Dual Weapons: You gain the two-weapon fighting feat. Additionally when you wield a weapon in each hand you gain +5 to your movement speed.
  • Skirmisher: You gain the weapon focus and weapon specialization feats for a one handed weapon. Additionally when you wield a one handed weapon you gain +2 to your checks when using the Feint and Disarm Maneuvers.
  • Shield Fighter: You gain the shield improved shield bash feat, and gain an additional +1 to your AC when wielding a shield.
  • Ranged Fighter: You gain the rapid shot feat, and all increment penalties are reduced by half.


Commandments

At 2nd level the chieftain learns powerful battle cries known as commandments. These commandments represent the chieftain and their ideals, and have the ability to turn the tides of battle. Commandments are built out of words of power, words that carry significant weight. A commandment is structured by combining 3 words of power together, and is structured as such, first word, second word, and third word.

Commandments can be activated by using 1 swift action, and then last for 1 minute after activation. Effective area of a commandment is equal to 25 ft. + 5 ft./per level. Commandments may be ended as a free action, and you may not activate another commandment while a commandment is active.

At 2nd level the chieftain may pick 3 of words of power. When you pick a word of power, you gain all three words within the set you choose. You may combine different sets of words, but you must follow the first, second, and third structure. You may not combine words of power in ways that break this structure, for example: first, first, second. Commandments grow stronger as the chieftain gains levels, adding additional bonuses every sixth level (ex: 8th, 14th, 20th). A list of Words of Power can be found at the end of the class features.


Dominion

At 3rd level the chieftain establishes his dominion, and comes to the crossroads of civilization and the savagery of the wilds. When this class feature is gained, the chieftain may choose between three paths, the Path of Nobility (Lord Commander), the Path of Spirits (Elder Chieftan), or the Path of Savagery (War Chieftan). You gain class features for each path at 7th, 10th, 13th, 16th, and 19th level. Each path offers a different benefit and is outlined after the class features section.


Scholar, Saint, Soldier

At 3rd level the chieftain knows that in order to lead one must hone their skills and open their mind to broader horizons. You may pick one of the additional features below.

  • Scholar: The scope of the world is massive, and in order to lead you must first be able to understand its people. When you gain this feature, you learn 2 + intelligence modifier languages, and you may add two Knowledge Skills of your choice as class skills and gain a +2 miscellaneous modifier to them.
  • Saint: To lead is to know the people, to listen to their voices, to be unified in the face of an unrelenting world. When you gain this feature, you gain a +2 miscellaneous modifier to your Diplomacy, Handle Animal, Listen, Sense Motive, Spot skills. Once per day you may reroll any charisma-based skill check, but you must take the second result regardless of if it is higher or lower.
  • Soldier: I represent the strength of our people, I am the shield that shall not falter, I am the sword that shall not bend. When you gain this feature, you may gain a bonus feat as a fighter, and you gain a +2 miscellaneous modifier to your Intimidate. In addition, whenever you activate a battle cry you gain temporary HP equal to half your chieftain level rounded up.


Self-Discipline

You understand that in order for others to follow your command, you must be able to relinquish control and follow orders as well. Starting at 5th level you may target yourself in addition to the other target when you use a Battle Cry.


Resilience

Through combat, and hardship, your body has become conditioned and is able to weather even the fiercest of blows. Starting at 5th level, if you would need to make a reflex save, instead you may use your fortitude save. In addition, if you make a successful fortitude saving throw against an attack that normally deals half damage on a successful save, you instead take no damage.

Battle Cries[edit]

Back in Formation

You know that positioning in battle is one of the most important pieces of the puzzle. Choose a friendly creature within range. That creature may immediately move up to half its speed without provoking opportunity attacks.

Watch Your Flank

You are attuned with your allies actions on the battlefield as well as your enemies. When a creature attempts to attack one of your allies during combat, you may call to your ally of the impending danger, and give them a bonus to their AC equal to your Charisma Modifier against that attack. You may use this ability after seeing the roll but not after the result.

Cut Them Down

You know when to press the attack. Choose a friendly creature within range, they may immediately attack a creature within their range.

Fire at Will

While some are adept at fighting at close range, a well-timed projectile can cause more damage sometimes than a flurry of strikes. Choose a friendly creature within your battle cries range, they may immediately make one ranged attack against a creature within their range.

Ready Up

Sometimes the setup is more important than the final blow itself. Choose a friendly creature within range, they may ready an action.

Back on Your Feet

Your voice on the battlefield carries more weight than most. Choose a friendly creature within range. That creature may immediately reroll a save against an ongoing effect with a +1 morale bonus.

Face Me

Your words cloud the judgement of any enemy forcing them to move towards you. Choose one enemy within range, that creature must make a Will save. On a failed save, they must move to within 5 feet of you, or as close as the next time they use a movement action.

Run Cur

Your presence in battle causes the enemy to turn to cowardice and run away from you. Choose one enemy within range, that creature must make a Will save. On a failed save, they must use their next movement action to run their maximum distance as far away from you as possible.

Don't Die on Me

You call out to an ally who is on death's door. The next time they would make a death saving throw, they roll twice, and take the better result. If they are successful, they regain consciousness and return to 1 HP instead of 0.


Dominion[edit]

The Path of Nobility

While the wilds call to most chieftains, your vision expands beyond that of nature to something more glorious. You focus on leadership, tactical prowess, and inspiring allies rallying them to your call. You gain the title of Lord Commander, and under a unified banner, under your rule, your people will flourish and become the pinnacle of civilization.

  • 3rd Level - Noble Command
When using Battle Cries you may target an additional creature, and you may use a different Battle Cry for each of them. Using a Battle Cry in this way counts as a single use of your Battle Cry. (Example: You may target a creature to do an extra attack, and you may target a creature to gain a bonus to their AC.)
  • 7th Level - Commanding Presence
Through rigorous training and through self-discipline, you have become a beacon of command for your allies. Whenever you use a Commandment, allies gain a bonus to will saves equal to your Charisma modifier and gain temporary hit points equal to your Chieftain level. Additionally, you gain access to the battle maneuver: Dauntless Charge.
  • Dauntless Charge: The chieftain orders his troops to rush forward and carve a path. Whenever the chieftain and all allies within 25 ft. + 5 ft./level radius make a successful charge attack, the damage dealt is doubled. Additionally those within the radius gain an additional +10 movement speed.
  • 10th Level - Unified Banner


The Path of Spirits

While conquest fuels those that seek power, belief is what drives you and your people. The land is sacred, and you understand the balance of nature and your role that you play within it. You gain the title of Elder Chieftain, and through your connection with the spirits, you will restore balance to the great harmony.

  • 3rd Level - Spirit Whisperer
Your connection with the land deepens. You gain the ability to use detect magic, detect spirts, and speak with animals at will as a spell-like ability. Your caster level equals your Chieftain level.
  • 7th Level - Ancestral Harmony
Your faith in the land, in nature, in all life has been noticed by the great ancestor spirits. You gain the service of a spirit archon, a great ethereal creature that acts at your behest. This creature functions like the Druid's animal companion and in addition has the incorporeal subtype.


The Path of Savagery

  • 3rd Level - Witness Carnage
You thrive in battle, when chaos ensues you feel empowered. Whenever a creature in battle reaches 0 hit points within 60 ft. you, you make take an immediate extra action (movement, standard, swift). This action does not count towards your normal usage of actions. In addition you also gain the rage ability as a barbarian.

Words of Power[edit]

Table: Words of Power
First Power Word Second Power Word Third Power Word
Fury: Allies gain +1 to critical hit confirmation rolls (scales to +2, +3, etc.). Strike: Allies’ melee attacks push enemies back 5 feet (scales to 10 feet, 15 feet, etc.) Ferocity: Adds +1d4 bleed damage per critical hit (scales to +1d6, +1d8, etc.)
Honor: Allies gain +1 bonus to all saving throws (scales by +1 every 6 levels). Defend: Allies can shield one ally within 5 feet, sharing half the damage they take (range scales by 5 feet). Shield: Allies gain temporary HP equal to 1d6 per level (scales by +1d6 every 6 levels).
Focus: Allies gain +2 on all skill checks (scales to +4, +6, etc.) Sight: Allies gain the ability to see invisible creatures (range scales from 10 feet by 5 feet every 6 levels). Precision: Allies ignore up to 2 points of enemy DR (scales to 4, 6, etc.).
Thunder: Enemies within 10 feet must make a Fort save or be deafened for 1 round (scales by +5-foot radius and +1 round). Sunder: Allies’ attacks reduce enemy armor AC by 1 per hit (scales to -2, -3, etc.). Break: Allies’ attacks can break non-magical armor, dealing 50% of the damage dealt to an enemy to their armor. (scales to magical armor at higher levels).
Valor: Allies gain +2 to all attack rolls when outnumbered (scales by +2 every 6 levels). Health: Allies regenerate 1 HP per round (scales to 2, 3, etc.). Resolve: Allies gain immunity to charm and fear effects.
Will: Allies gain a +2 bonus on Will saves (scales to +3, +4, etc.). Courage: Allies gain immunity to morale penalties (scales to include immunity to mind-affecting spells). Fortitude: Allies gain resistance 2 to all elemental damage (scales to DR 5 vs. elements).
Earth: Allies gain tremorsense 10 feet (scales by +10 feet). Endure: Allies take -2 damage from all bludgeoning damage (scales by +1 damage reduction). Stalwart: Allies cannot be knocked prone or moved by force effects.
Glory: Allies gain +1 bonus on Charisma-based skill checks (scales to +2, +3, etc.). Inspire: Allies within 10 feet gain a +2 bonus to Charisma-based skills (range scales by 10 feet). Majesty: Enemies attacking allies must succeed on a Will save (DC 10 + Chieftain’s level + Chieftain's Charisma Modifier) or be shaken for 1 round.
Charge: Allies gain +10 ft. movement on charge (scales by +5 feet). Speed: Allies gain +5 feet to base movement speed (scales by +5 feet). Momentum: Charging allies gain +1d6 damage per 20 feet of movement (scales by +1d6 every 6 levels).
Clarity: Allies gain +2 on saving throws vs. charm and fear effects. Guard: Allies gain a +1 AC bonus when adjacent to an ally (scales by +1). Watch: Allies cannot be flanked.
Flame: Allies’ attacks deal +1 fire damage (scales by +1). Burn: Enemies hit by melee attacks must make a Fort save or suffer an additional +1 damage from fire-based attacks (scales by +1). Scorch: Allies’ melee attacks ignite enemies, dealing 1d3 fire damage each turn (scales to 1d6, 1d8, etc.).
Stealth: Allies gain +2 to Hide and Move Silently checks (scales by +2). Shadow: Allies gain concealment (20% miss chance in dim light). Veil: Allies gain a 10% miss chance in all lighting conditions.
Frost: Allies’ attacks reduce enemy movement by 5 feet per hit (scales by 5 feet). Chill: Enemies hit suffer a -1 penalty to AC (scales by -1). Freeze: Enemies struck must make a Reflex save or be immobilized for 1 round.
Spirit: Allies gain +1d6 extra damage against incorporeal foes (scales by +1d6). Soul: Allies gain +2 to Wisdom-based skill checks (scales by +1). Purity: Allies are immune to disease for the duration of the Commandment.
Stone: Allies gain +1 AC while stationary (scales by +1) Solid: Allies are immune to Bull Rush and Trip attempts. Wall: Allies within 10 feet form a “wall,” giving +1 AC to all participants.
Sky: Allies gain resistance to wind-based effects. Wind: Allies gain a bonus to jump and climbing checks equal to their Dexterity modifier. Gale: Allies can make a special 10-foot jump as a free action once per round.
Claw: Allies’ unarmed strikes deal lethal damage. Rend: Allies’ natural attacks deal an additional +2 to damage rolls. Ravage: Allies’ critical hits with natural attacks deal an extra 1d6 damage.
Resolve: Allies can reroll a failed saving throw once during the Commandment’s effect. Endurance: Allies can continue to fight for 1 round after being reduced to 0 HP. Invincible: Allies gain resistance to non-magical weapons (DR 3/—).
Sight: Allies gain blindsense 10 feet. Hunter: Allies gain a +2 to Survival and tracking-related checks. Predator: Allies deal an additional 1d6 damage when flanking.
War: Allies gain +1 to all attacks and damage rolls. Battle: Allies are immune to being demoralized. Rampage: Allies gain +1 temporary HP for each enemy defeated during the Commandment’s duration.
Light: Allies gain +1 to resist darkness-based effects (scales by +1 every 6 levels). Radiant: Allies emit dim light, revealing hidden foes within 5 feet (range increases by 5 feet). Beacon: Allies gain +1 to attack rolls against undead and fiends (scales by +1).
Veil: Allies gain a +2 bonus on saves against illusion magic (scales by +1 every 6 levels). Obscure: Allies can move silently without penalty. Mist: Allies gain 20% concealment if they move no more than 5 feet per round (scales to 30%).
Bond: Allies gain +1 to Will saves while within 10 feet of another ally (range scales by 5 feet). Union: Allies within 10 feet can share HP, redistributing up to 5 points (range and points scale). Unity: Allies gain resistance 2 to charm effects.
Void: Allies gain immunity to energy drain (scales to include immunity to other life-draining effects). Silence: Enemies within 20 feet have -2 to spellcasting checks. Quell: Enemies in the area have a 25% chance to fail any concentration check.
Steel: Allies’ weapons gain +1 to hardness (scales by +1). Arm: Allies’ weapons cannot be disarmed (scales to include immunity to sunder attempts). Fortify: Allies’ weapons are treated as magical for bypassing DR.
Storm: Allies gain +1 on ranged attacks in windy conditions (scales by +1 every 6 levels). Shock: Allies’ attacks deal +2 lightning damage (scales by +1). Tempest: Enemies hit by lightning-based attacks have -1 to Dexterity (scales by -1).
Mist: Allies gain the ability to move through natural fog without penalties. Fog: Allies gain +2 AC in fog or mist (scales by +1). Enshroud: Allies can attempt Stealth checks even in plain sight when within mist.
Blade: Allies’ slashing weapons gain +2 on attack rolls and damage (scales by +1). Cut: Allies’ slashing attacks ignore 2 point of DR (scales by 1 point every 6 levels). Sever: Allies’ slashing attacks impose a -2 penalty to enemy actions.
Faith: Allies gain resistance to necromancy effects, +1 on saves (scales by +1). Divine: Allies deal +2 damage against undead and fiends (scales by +1). Blessing: Allies regain 2 HP at the start of their turn if within the Commandment’s aura (scales to 4 HP).
Wave: Allies can move through water without speed penalties. Tide: Allies gain a +2 bonus on Swim checks (scales by +2). Torrent: Allies gain +2 on checks to resist being moved in water (scales by +2).
Chain: Allies’ grapple checks gain a +2 bonus (scales by +2). Hold: Enemies grappled by allies suffer a -2 penalty to escape (scales by -1). Bind: Allies’ grapples prevent enemies from moving (scales to impose disadvantage on escape attempts).
Phantom: Allies have a 50% chance to avoid attacks from incorporeal creatures. Haunt: Allies gain +2 against fear and necromancy spells (scales by +1). Wraith: Allies’ attacks disrupt incorporeal foes, dealing +1d4 extra damage (scales to +1d6).
Arrow: Allies’ ranged attacks ignore 2 point of DR (scales by +1 point every 6 levels). Pierce: Allies’ ranged attacks reduce target AC by 1 (scales by -1). Volley: Allies gain +1 to hit with ranged attacks when within 10 feet of another ally (scales by +1).
Beast: Allies’ natural attacks gain +1 to attack rolls (scales by +1). Wild: Allies gain +1 AC when outdoors (scales by +1). Feral: Allies’ natural attacks deal +1d6 bonus damage (scales by +1d6).
Iron: Allies gain a +2 bonus against petrification effects (scales by +1 every 6 levels). Solid: Allies reduce incoming critical hit damage by 50%. Titan: Allies gain DR 2/— vs. non-magical attacks (scales by +1).
Iron: Allies gain a +2 bonus against petrification effects (scales by +1 every 6 levels). Solid: Allies reduce incoming critical hit damage by 50%. Titan: Allies gain DR 2/— vs. non-magical attacks (scales by +1).
Force: Allies’ attacks deal +1 force damage (scales by +1). Impact: Enemies hit must make a Reflex save or be staggered (DC scales with Chieftain’s level). Crush: Allies’ attacks can shatter non-magical barriers.
Cycle: Allies gain Fast Healing 1 when they successfully hit with an attack (scales by +1). Flow: Allies’ critical hits restore HP equal to half the damage dealt. Breathe: Allies within the commandments range gain immunity to effects that would cause them to be unable to breathe or suffocate.
Vehemence: Allies gain +1 to attack rolls but must always make an attack each round if able (cannot voluntarily hold action). Frenzy: Allies gain a +2 bonus to melee attack rolls, but they take -2 to AC until the start of their next turn. Wrath: Allies gain +2 to melee attack rolls and deal an additional +1d4 damage against foes of a higher CR than themselves.
Stillness: Allies within become immune to flanking. Focused: Allies gain a +2 bonus on Concentration checks and cannot be distracted while casting spells. Serenity: Allies within the commandment are unaffected by any confusion or mind-altering effects.




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