Warlord, 2nd Variant (5e Class)

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Contents

[edit]

Warlord[edit]

Creating a Warlord[edit]

A human warlord ready and proud, Source

As a Warlord, your highest skills should be Intelligence and Constitution, additionally place points into Strength and Charisma. As far as items to start with you can have relatively anything though depending on your archetype you might want to carefully consider your starting gear.

Class Features

As a Warlord you gain the following class features.

Hit Points

Hit Dice: 1d10 per Warlord level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Warlord level after 1st

Proficiencies

Armor: All armor, shields
Weapons: All weapons
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose three skills from Animal Handling, History, Insight, Intimidation, Investigation, Medicine, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) five javelins
  • (a) chain mail or (b) scale mail
  • (a) diplomat's pack or (b) explorer’s pack

Table: The Warlord

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Commanding Mark, Seasoned
2nd +2 Inspiring Words, Fighting Style 2
3rd +2 Spellcasting, War Path 3
4th +2 Ability Score Improvement, Inspiring Words (2/short rest) 3
5th +3 Extra Attack, Martial Archetype: Battle Master, Student of War 4 2
6th +3 War Path feature 4 2
7th +3 Improved Inspiring Words, Study Your Enemy, +2 Maneuvers 4 3
8th +3 Ability Score Improvement, (Contagious Charisma, 2 targets), Charming Linguist, Master Manipulator 4 3
9th +4 Heroic Resolve (1/long rest), Shock and Awe 4 3 2
10th +4 War Path feature, +2 Maneuvers, Improved Combat Superiority d10 4 3 2
11th +4 Commanding Presence 4 3 3
12th +4 Ability Score Improvement, Charming Linguist, Shock and Awe (d10) 4 3 3
13th +5 Inspiring Fervor, (Contagious Charisma, 3 targets) 4 3 3 1
14th +5 Relentless, Inspiring Words (3/short rest) 4 3 3 1
15th +5 Heroic Resolve (2/long rest), Shock and Awe, Superiority Dice (6/rest), +2 Maneuvers 4 3 3 2
16th +5 Ability Score Improvement, Supreme Leader 4 3 3 2
17th +6 Mass Inspiration 4 3 3 3 1
18th +6 War Path feature, Improved Combat Superiority d12 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Crescendo of Violence 4 3 3 3 2


Fighting Style[edit]

You started adopting at a young age in a specific style of combat. Choose one of the following options. You can't take a Fighting Style option more then once, even if you later 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 +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. 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 o f 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.

Commanding Mark[edit]

Your allies hear your words of command, and they will attack wherever you think there is weakness. You can spend a bonus action to verbally speak or signal an order to an ally to attack a target of your choice, any ally that chooses to attack the target gains an advantage in doing so. You can change the target of your mark by simply spending a bonus action to mark another target, however, you can mark only one target at a time.

Seasoned[edit]

You grow to know your allies and make up for their weaknesses by inspiring them to work past them, for every negative modifier point your allies have on a score such as dexterity, strength, constitution, give yourself one score in your total charisma score. You may not use this feature to grow past 20 charisma.

Inspiring Words[edit]

You can spend your bonus action to allow an ally who can hear you to expend a number of hit dice up to half your Warlord level. That ally also gains a number of temporary hit points equal to half your Warlord level. Once you use this feature, you must finish a short or long rest before you can use it again. At 4th level, you have 2 uses of Inspiring Words before taking a rest. At 7th level, the number of temporary hit points gained equals 5 + half your Warlord level. At 14th level, the number of temporary hit points gained equals 8 + half your Warlord level, and you can use this feature thrice before a short rest or long rest.

Call of Courage[edit]

At 2nd level, you or any ally within 10 ft. of you gain an advantage on Wisdom save throws against being frightened. At 10th level the range increases to 20 ft and at 15th level increases to 30th ft.

War Path[edit]

At 3rd level, you choose an archetype that emulates the your leadership style. Your style grants features at 3rd level, and again at 6th, 10th, and 18th levels. Choose 1 from: Icon of Victory, Guerrilla Commando, Bravura Chieftain, White Raven Warblade, Fated King, or Bael Turathi Champion.

Spellcasting[edit]

When you reach 2nd level, you learn to harness your charisma with magic to cast spells as Bards and Paladins do. See chapter 10 for the general rules of spellcasting.

Cantrips. You learn two cantrips of your choice from the Bard's spell list. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots. The Warlord Spellcasting table shows how many spell slots you have to cast your spells of 1st level and 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Warlord spells of your choice, two of which you must choose from the abjuration and enchantment spells on the Bard and Paladin spell list.
The Spells Known column of the Warlord Spellcasting table shows when you learn more Bard and Paladin spells of 1st level or higher. Each of these spells must be an abjuration and enchantment spell of your choice. At the 5th level, choose a number of Bard and Paladin spells equal to your Charisma modifier + half your Warlord level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you have four 1st-level and three 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination.
The spells you learn at 5th, 8th, 11th, 14th, 17th and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the warlord spells you know with another spell of your choice from the Bard and Paladin spell list with exception when leveling to the 5th, 8th, 11th, 14th, 17th and 20th level where you can replace two of your warlord spells. The new spell must be of a level for which you have spell slots, and it must be a abjuration and enchantment spell, unless you’re replacing the spell you gained at 5th, 8th, 11th, 14th, 17th and 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your warlord spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlord spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Extra attack[edit]

Through training at 5th level, you now have the ability to attack twice per full action.

Battle Master[edit]

At the 5th level, you have mastered the art of controlling the battlefield. You specialize in combat maneuvers that distract, goad, and manipulate their enemies with deadly precision.

Maneuvers[edit]

You learn three maneuvers of your choice, which are detailed pg 74 in the Players Handbook under Maneuvers, and Disarming Strike. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Disarming Strike: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. That item flies 15 feet from the creature in a random direction.

Superiority Dice[edit]

You gain 5d8 superiority dice for manuevers. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 15th level.

Saving Throws[edit]

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War[edit]

At the 5th level, you study the art of war not only in battle but out of it grants you a proficiency in an artisan tool of your choice and you may choose one skill to gain proficiency in. Skills you can gain proficiency in are Animal Handling, History, Insight, Intimidation, Investigation, Medicine, Persuasion, and Religion.

Study Your Enemy[edit]

When you reach 7th level, you can spend 1 minute watching your enemy in or out of combat. Doing so gives you information about their abilities. The DM can then tell you if the following enemy abilities are your equal to, stronger, or weaker than your own:

-Strength ability score -Dexterity ability score -Constitution ability score -Wisdom ability score -Charisma ability score -AC -Current HP -Total levels (if any) -Fighter levels (if any)

Contagious Charisma[edit]

At 8th level, your Inspiring Word affects two allies. At 13th level, your Inspiring Word affects three allies.

Charming Linguist[edit]

At 8th level, you have been practicing, and learning a new language from books, scrolls, comrades, and people you meet. You become half proficient at a new language. Whenever you speak, read, or write in your new language, roll a saving throw d20. If you roll 11-20 you are successful at speaking, reading, or writing. For example, if you chose to learn orc, the orc you are speaking to understands what you are saying. If you roll 6-10, you fail at speaking, reading, or writing, and the target you are speaking to does not understand you and you do not understand them. If you roll 1-5, you critical fail speaking, reading, or writing. The DM may decide the outcome of you messing up the language. An example would be if you were trying to persuade a target you instead insult them.

At 12th level, you have become proficient in your new language and no longer need to roll a saving throw.

Master Manipulator[edit]

At the 8th level, you have become so clever with your words even the most wise fail to resist your charms.

• When you cast a spell that makes a target or targets roll a intelligence or wisdom saving throw you may spend your bonus action so that the target(s) has disadvantage on their spell saving throw. You may use this ability once per short rest. At 13th level you may use this feature twice.

Your control over others refuses any defiance they might pose. When you inflict the Charmed condition on a creature that shares a language with you, you gain the following benefits: • You gain proficiency in Intimidation or Persuasion. If you already have proficiency in Intimidation or Persuasion, you may add double your proficiency bonus instead of your normal proficiency bonus.

• A charmed creature will much more easily rationalize extreme instructions you give (i.e. giving you all its possessions, coming to your defense in combat, moving into dangerous terrain, etc). It may accept an order that would bring certain death if you word the request calmly and casually enough that it disregards any apparent dangers of doing so, making a Persuasion check as if you were having a normal conversation.

• A charmed creature that takes damage and rolls a saving throw to end the Charm effect rolls with disadvantage, and takes a penalty equal to your Spellcasting Ability modifier.

• After the effect expires, the creature has no memory of being charmed by you, and assumes all choices made over the duration it was charmed were made of its own volition.

Heroic Resolve[edit]

At 9th level, you can use this feature to provide one of the following effects. You can use this feature twice then you must complete a short or a long rest before you can use it again.

Keep Going! When an ally that can see and hear would suffer a level of exhaustion, you can spend your reaction to delay your ally from suffering that level of exhaustion for 1 hour.

Only Thing to Fear... When ally that can see and hear you fails a saving throw against being frightened, you can spend your reaction to allow that ally to reroll that saving throw. All allies that can see and hear you have advantage on saving throws against the frightened condition for 1 minute.

Snap Out of It! When ally that can see and hear you fails a saving throw against being charmed, you can spend your reaction to allow that ally to reroll that saving throw. All allies that can see and hear you have advantage on saving throws against the charmed condition for 1 minute.

Stay With Me! When ally within 5 feet of you fails a death saving throw, you can spend your reaction to allow that ally to reroll that saving throw. For up to 1 minute, that ally has advantage on death saving throws as long as you remain within 5 feet of him or her.

At 15th level, you may use this feature thrice before completing a short or a long rest.

Shock and Awe[edit]

At 9th level, your attacks score a critical hit on a roll of 19-20. If it is already 19-20, then it is 18-20. When you score a critical hit or when a creature critical fails a saving throw for your spells or attacks, you inspire your allies and yourself to battle on. Choose a creature that can see or hear you. That creature gains temporary hit points equal to 1d10 + your charisma ability modifier. Starting at the 12th level the creature regains 2d10 + your charisma ability modifier. At 15th level, the creature regains 3d10 + your charisma ability modifier.

At 15th level, you turn your ferocity with your attacks into shocking or awing your target. In addition to healing a creature, when you score a critical hit on an enemy or when a creature critical fails a saving throw for your spells or attacks, choose one creature that can see or hear you and choose shock or awe. The creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened (if you chose shock) or be charmed (if you chose awe). A creature that succeeds on this saving throw is immune to Shock and Awe for 1 minute.

Improved Combat Superiority[edit]

When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.

Commanding Presence[edit]

At 11th level, you may use your bonus action to command an ally to make a single attack against a creature you've attacked this round and that ally can move up to 10 feet before making the attack. In addition, when you use your Inspiring Word, you may command one ally affected by your Inspiring Word to make a single attack against a creature you've attacked this round and that ally can move up to 10 feet before making the attack.

Inspiring Fervor[edit]

At 13th level, if you have no uses of your Inspiring Word you may gain 1 use of Inspiring Word back: when you roll for initiative, when an ally's health is reduced to zero, when you roll a critical attack roll and when a creature critical fails a saving throw for your spells or attacks.

Relentless[edit]

Starting at level 14, when you have zero superiority dice you may gain 1 superiority die back: when you roll for initiative, when an ally's health is reduced to zero, when you roll a critical attack roll and when a creature critical fails a saving throw for your spells or attacks..

Supreme Leader[edit]

Starting at level 16, your commands are issued with godlike authority. You gain advantage when you charm or intimidation a target. If the target is resistant to charms or intimidation then the resistance is cancelled so neither you nor your target have advantage or disadvantage. If the target is immune to charms or intimidation, they have an advantage on the saving roll.

Mass Inspiration[edit]

At 17th level, your Inspiring Word affects all allies that can hear you.

Crescendo of Violence[edit]

At 20th level, you gain an extra action, and bonus action.

War Path[edit]

Icon of Victory[edit]

Inspirational Surge[edit]

At 3rd level, add your Charisma modifier to the number of temporary hit points granted by your Inspiring Word.

Indomitable Inspiration[edit]

At 6th level, the target of your Inspiring Word gains advantage on all saving throws until the end of your next turn.

Bastion of Defense[edit]

At 10th level, all allies who can see and hear you gain a +2 bonus to AC and saving throws.

White Knight[edit]

At 10th level, when an ally is the target for an attack you may use your reaction to change the target of the attack to yourself. If the attack hits, you gain temporary hit points equal to your Charisma modifier.

Stand Invincible[edit]

At 18th level, when an ally who can see and hear you and is reduced to 0 hit points and not killed outright, you can spend your reaction to allow that ally to drop to 1 hit point instead. Once you use this feature, you must take a short or long rest before you can use it again.

Guerrilla Commando[edit]

Brutal Ambush[edit]

At 3rd level, you and your allies gain a +2 bonus to damage rolls against creatures that haven't acted in the encounter yet. In addition, when you roll initiative, enemies have disadvantage on attacks of opportunity against you and your allies until the end of your next turn.

Coordinated Ambush[edit]

At 6th level, you gain proficiency in the Dexterity (Stealth) checks. Whenever your allies make a Dexterity (Stealth) check, they may use the better of their result or yours.

Covering Fire[edit]

At 6th level, when you hit a creature with an attack, one ally who can see and hear you can move up to 10 feet. This movement doesn't provoke attacks of opportunity.

Press the Advantage[edit]

At 10th level, when an ally hits a creature that has not yet acted in the encounter, you can spend your reaction to make a single weapon attack against that creature. If you hit, all attacks made against that creature until the end of the triggering ally's next turn deal 1d6 extra damage.

Paint the Bulls-Eye[edit]

At 18th level, when you use your Commanding Presence on ally, that ally deals 1d8 extra damage on the granted attack.

Bravura Chieftain[edit]

Reckless Inspiration[edit]

At 3rd level, your inspiring word can whip allies into a frenzy. When you use your inspiring word on an ally, that ally can forego gaining temporary hit points to instead deal and equal amount of extra damage on the next attack he or she makes before the end of his or her next turn.

Brash Assault[edit]

At 6th level, when you grant your Warlord's Favor to an ally, you can choose for that ally to also deal extra damage equal to your Charisma modifier if he or she hits with his or her next attack. If you do so, the enemy you hit has advantage on attacks rolls against you until the end of your next turn.

Forced Respect[edit]

At 10th level, when an enemy within 5 feet of you starts its turn, you may spend your reaction to give that enemy disadvantage to any attack roll that targets anyone but you until the end of its turn. If it chooses to attack you this turn, it has advantage on the attack roll, and all of your allies have advantage on attack rolls against it until the end of its next turn.

Bravura Warcry[edit]

At 18th level, when you roll initiative, every enemy that can hear you must make a Charisma saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. If it fails, it is frightened for 1 round. Every ally that can hear you gains 15 temporary hit points.

White Raven Warblade[edit]

Lead the Attack[edit]

At 3rd level, when you hit an enemy with an attack, all allies that hit the target deal extra damage equal to half your proficiency bonus until the start of your next turn. At 10th level, you gain the bonus in your own damage rolls as well.

Tactical Inspiration[edit]

At 6th level, when you use your inspiring word on an ally, you can also apply two of the following effects to that ally:

Advantage[edit]

That ally has advantage on the next attack roll he or she makes before the end of your next turn.

Damage[edit]

That ally deals 1d6 extra on the next attack he or she makes before the end of your next turn.

Movement[edit]

That ally can move up to 10 feet. This movement does not provoke attacks of opportunity. The ally can move during your bonus action or during their turn.

Duelist[edit]

When your ally succeeds on an attack roll against an enemy, the enemy must succeed in a Dexterity saving throw or have disadvantage on the next attack roll it makes before the end of its next turn. The enemy must make a Dexterity saving throw above DC of 8 + your ally's Proficiency Modifier + your ally's Strength or Dexterity modifier (their choice). Your ally has this enchantment until the end of your next turn.

Evasion[edit]

That ally may spend their reaction to use the Dodge action. Attack roll made against the ally has disadvantage if the ally can see the attacker, and the ally make Dexterity saving throws with advantage till the start of their next turn.

Overwhelming Odds[edit]

At 6th level, when you attack or you cast a spell against an enemy that was hit by two or more previous attacks or a spells by your allies after your last turn or the same round, you gain +1 to your attack roll and the enemy must make a spell saving throw of your spell saving DC or be knocked prone.

Wolf Pack Tactics[edit]

At 10th level, when you're within 10 feet of an enemy, allies have advantage on attack rolls against those enemies. Your ally affected by Commanding Mark deals an addition 1d4 damage + half your Charisma Modifier (Rounded Up).

Warlord's Gambit[edit]

At 10th level, you may expend a use of Inspiring word and make a weapon attack. Roll a 1d4 and add the number rolled to the attack roll. If the attack hits, you can immediately command your allies to attack targets within their attack range. When you do so, choose a number of allies within 30 feet of you equal to your Charisma modifier (a minimum of 1). The chosen creatures can each use their reaction to make one weapon attack against their targets. At 16th level, roll a 1d6 instead to add to the attack roll.

White Raven Tactics[edit]

At 18th level, you may grant an ally an action, and a bonus action as a bonus action. Once you use this feature, you must take a short or extended rest before you can use it again.

Fated King[edit]

This Land is My Land[edit]

At 3rd level, space within 5 feet of you is difficult terrain for enemies.

Destined to Rule[edit]

At 3rd level, you are fated to rule a realm. Work with your DM to decide which realm you are destined to rule. You are nowhere near ruling your realm yet, but even now the fates are working on your destiny. People in your realm are predisposed to like you. NPCs in your realm are more likely to be friendly towards you and your allies.

Royal Decree[edit]

At 6th level, you can spend your action to use one of the following effects: You can cast Command on each enemy in your This Land is My Land feature. All creatures are affected by the same command. You can cast Heroism on each ally in your This Land is My Land feature. You can cast Compelled Duel. Your spellcasting ability for these spells is Charisma. Once you use this feature, you must take a short or extended rest before you can use it again. In addition, the aura of difficult terrain created by your This Land is My Land feature increases to 10 feet.

Your Reputation Precedes You[edit]

At 6th level, news of your exploits seems to reach and spread around your realm supernaturally fast. Most people in your realm are aware of who you are and what you've accomplished.

Kneel Before Thy King[edit]

At 10th level, you can spend an action for force any creature in your This Land is My Land aura to make a Charisma saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus, or fall prone. Creatures that are immune to being charmed are immune to this effect. Once a creature succeeds on this saving throw, it can't be affected again for 24 hours. Once you use this feature, you must complete a short or long rest before you can use it again. In addition, the aura of difficult terrain created by your This Land is My Land feature increases to 15 feet.

People's Champion[edit]

At 10th level, if you are attempting to become a just ruler of your realm, you have advantage on Persuasion checks made against citizens of your realm. If you are on the path to becoming a tyrant, you have advantage on Intimidate checks made against citizens of your realm.

Living Legend[edit]

At 18th level, three times per day, when you would fail a saving throw, you can choose to automatically succeed on that saving throw. In addition, the aura of difficult terrain created by your This Land is My Land feature increases to 20 feet.

The True King[edit]

At 18th level, the people of your realm have come to see you as their true ruler. If you are trying to be a just ruler and are already in power, the people embrace your rule. If you are not in power, they see you as the true king and will help to overthrow the current regime. If you are trying to be a tyrant, the people are too intimidated by you to plan open rebellion.

Bael Turathi Champion[edit]

Infernal Power[edit]

The following table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of your 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. Your spellcasting ability is Charisma. In addition, you may use your Warlord's Favor ability when an enemy fails a saving throw against one of your spells, in addition to when you hit with an attack. You know the following spells:

Cantrips - Firebolt, Friends[edit]
1st - Burning Hands, Command, Hellish Rebuke[edit]
2nd - Darkness, Flame Blade, Scorching Ray, Suggestion[edit]
3rd - Fear, Fireball[edit]
4th - Fire Shield, Wall of Fire[edit]
5th - Immolation, Steel Wind Strike[edit]

We Are Legion[edit]

At 6th level, you and your allies gain resistance to damage from spells cast by you.

Silver Tongue[edit]

At 6th level, when you use your Inspiring Word feature, one creature that can hear you must make a Charisma saving throw, with a DC equal to 8 + your Charisma modifier + your proficiency bonus. If it fails, it is either charmed or frightened for 1 round.

Hellfire Assault[edit]

At 10th level, once per round, when you deal fire damage to a creature with a spell of at least 1st level, an ally who can see and hear you can make an attack against a creature that took that damage.

Infernal Command[edit]

At 18th level, you may spend your bonus action to force one creature who can hear you to succeed on a Charisma saving throw, with a DC equal to 8 + your Charisma modifier + your proficiency bonus, or make an attack against a creature of your choice.

Path of the Reaver[edit]

The following table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of your 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. Your spellcasting ability is Charisma. In addition, you may use your Warlord's Favor ability when an enemy fails a saving throw against one of your spells, in addition to when you hit with an attack. You know the following spells:

Cantrips - Firebolt, Produce Flame[edit]
1st - Burning Hands, Command[edit]
2nd - Enthrall, Flame Blade, Suggestion[edit]
3rd - Fireball[edit]
4th - Dominate Beast, Banishment[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites:

Proficiencies. When you multiclass into the class, you gain the following proficiencies:


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