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Warlord (3.5e Class)

901 bytes added, 13:49, 18 April 2019
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|1st||class="left" | +1 || +2 || +0 || +2
| class="left" | [[#Kiai Smite|Kiai Smite]] 2/day, [[#Weapon Focus|Weapon Focus]], [[#Stand Still|Stand Still]], [[#Fast Movement|Fast Movement +10]]
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|2nd||class="left" | +2 || +3 || +0 || +3
| class="left" | [[#Shield Block|Shield Block +2]], [[#Uncanny Dodge|Uncanny Dodge]], [[#EnduranceStand Still|EnduranceStand Still]],
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|3rd||class="left" | +3 || +3 || +1 || +3
| class="left" | [[#Aura of Courage|Aura of Courage]], [[#Bulwark|Bulwark]], [[#Bonus FeatEndurance|Bonus FeatEndurance]]
|-
|4th||class="left" | +4 || +4 || +1 || +4
| class="left" | [[#Armor Mastery|Armor Mastery (Medium)]], [[#Mettle|Mettle]], [[#Bonus Feat|Bonus Feat]]
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|5th||class="left" | +5 || +4 || +1 || +4
| class="left" | [[#Vigilant DefenderImproved Uncanny Dodge|Vigilant DefenderImproved Uncanny Dodge]], Smite 4/day,
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|6th||class="left" | +6/+1 || +5 || +2 || +5
| class="left" | [[#Improved Uncanny DodgeEvade Critical|Improved Uncanny DodgeEvade Critical]], Bonus Feat
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|7th||class="left" | +7/+2 || +5 || +2 || +5
| class="left" | [[#Weakening CriticalDamage Reduction|Weakening CriticalDamage Reduction]]1/−, [[#Improved Flanking|Improved Flanking]]
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|8th||class="left" | +8/+3 || +6 || +2 || +6
| class="left" | [[#Armor Mastery|Armor Mastery (Heavy)]], Bonus Feat
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|9th||class="left" | +9/+4 || +6 || +3 || +6
| class="left" | [[#Skillful Recovery|Skillful Recovery]], Shield Block +4, Bonus Feat3
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|10th||class="left" | +10/+5 || +7 || +3 || +7
| class="left" | [[#Evade Critical|Evade Critical]]Damage Reduction 2/−, Smite 6/day,
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|11th||class="left" | +11/+6/+1 || +7 || +3 || +7
| class="left" | [[#Skillful RecoveryWeakening Critical|Skillful RecoveryWeakening Critical]]
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|12th||class="left" | +12/+7/+2 || +8 || +4 || +8
| class="left" | [[Defensive Roll|Defensive Roll]], Bonus Feat
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|13th||class="left" | +13/+8/+3 || +8 || +4 || +8
| class="left" | [[#Opportunist|Opportunist]]Damage Reduction 3/−
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|14th||class="left" | +14/+9/+4 || +9 || +4 || +9
|-
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9
| class="left" | [[#Improved Mettle|Improved Mettle]], Smite 8/day, Bonus Feat
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|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10
| class="left" | [[#Improved Mettle|Improved Mettle]]Damage Reduction 4/−, Bonus Feat
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|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10
| class="left" | [[#Impetuous EnduranceOpportunist|Impetuous EnduranceOpportunist]]
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|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11
| class="left" | Bonus Feat[[#Impetuous Endurance|Impetuous Endurance]]
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|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11
| class="left" | Damage Reduction 5/−, Shield Block +64
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|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12
| class="left" | [[#Overlord|Overlord]], Smite 10/day, Bonus Feat
|- class="noalt"
| colspan="42" class="skill" |
'''Weapon and Armor Proficiency:''' Warlords are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
'''{{Anchor|Kiai Smite}} {{Ex}}:''' Twice per day a Warlord may attempt to Smite an opponent with one normal give a great cry during combat that invigorates him. When a Warlord should (free action), on his next melee attack. He he adds his Constitution bonus (if any) to his attack roll and deals 1 extra point of damage per class level. For example a 10th level Warlord wielding a longsword would deal 1d8 + 10 points of damage, plus any additional bonuses for high Strength or magical effects that would normally apply. At 5th level and every 5 levels there after a Warlord may Smite smite an opponent another 2 times per day.
'''{{Anchor|Weapon Focus}} {{Ex}}:''' A Warlord gains [[SRD:Weapon_Focus|Weapon Focus]] as a bonus feat at first level and may take the feat with any weapon which he is proficient. Also, from 1st level forward a Warlord's levels also counts as, and stacks with, fighter levels for the purpose of qualifying for weapon related feats such as weapon specialization and others. If he already has Weapon Focus from another source he may choose any other feat for which he does meet the prerequisites.
 
'''{{Anchor|Stand Still}} {{Ex}}:''' At 1st level, a Warlord gains the [[SRD:Stand_Still|Stand Still]] feat as a bonus feat even if he doesn't meet the prerequisites. If he already has Stand Still from another source he may choose any other feat for which he does meet the prerequisites.
'''{{Anchor|Fast Movement}} {{Ex}}:''' A Warlords land speed is faster than the norm for his race by +10 feet. While wearing medium or heavy armor his speed is still reduced as normal. For example, a human Warlord has a speed of 40 rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a heavy load, his speed drops to 30 feet. After receiving the Armor Mastery (medium) ability at 4th level, his speed would only drop back down to 30 feet for carrying a heavy load, but would otherwise remain 40 feet even in the medium armor. A Halfling Warlord has a speed of 30 feet rather than 20 feet in light or no armor. When wearing medium armor or carrying a heavy load his speed drops to 20 feet. After receiving the Armor Mastery (medium) ability at 4th level, his speed would only drop back down to 20 feet for carrying a heavy load, but would otherwise remain 30 feet in the medium armor. The same applies to heavy armor at 8th level.
If a Warlord already has Uncanny Dodge from another class (such as a Warlord with 2 levels of Barbarian, for example), he automatically gains Improved Uncanny Dodge (see below) instead.
'''{{Anchor|EnduranceStand Still}} {{Ex}}:''' Starting at 2nd At 1st level , a Warlord gains the [[SRD:EnduranceStand_Still|EnduranceStand Still]] feat as a bonus feat, even if he doesn't meet the prerequisites. If he already has Endurance Stand Still from another source he may choose any other feat for which he does meet the prerequisites.
'''{{Anchor|Aura of Courage}} {{Ex}}:''' Beginning at 3rd level, a Warlord is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Warlord is conscious, but not while he is unconscious or dead.
'''{{Anchor|BulwarkVigilant Defender}} {{Ex}}:''' When a Warlord reaches 3rd level, any time an opponent begins its square in one of his threatened squares, that opponent treats all squares that the Warlord threatens as difficult terrain. His strict vigilance and active defensive maneuvers force his opponents to move with care. Also, if an opponent attempts to use the [[SRD:Tumble_Skill|Tumble]] skill to move through your threatened area or space without provoking an attack of opportunity, the Tumble check DC to avoid the Warlord's attack of opportunity is increased by an amount equal to the Warlord's class level.
'''{{Anchor|Bonus FeatEndurance}} {{Ex}}:''' At 3rd Starting at 2nd level and every 3 levels thereafter (6th, 9th, 12th, 15th, and 18th), a Warlord gains [[SRD:Endurance|Endurance]] as a bonus feat which must be a Fighter bonus feat, or at DM discretion at least a combat related even if he doesn't meet the prerequisites. If he already has Endurance from another source he may choose any other featfor which he does meet the prerequisites.
'''{{Anchor|Armor Mastery}} (Medium/Heavy) {{Ex}}:''' Starting at 4th level a Warlord wears his armor like a second skin and ignores the standard speed reduction for wearing any medium armors and reduces the armor check penalty for all armors and shields by −1 (minimum of 0) and increases the maximum Dexterity allowance for all medium armors by +1. Starting at 8th level, he ignores the speed reduction imposed by any heavy armors as well and reduces the armor check penalty for all armors and shields by −2 (minimum of 0) and increases the maximum Dexterity of any armor by +2.
'''{{Anchor|Mettle}} {{Ex}}:''' At 4th level and higher a Warlord can resist magical and unusual attacks with great willpower or fortitude. If me makes a successful Will or Fortitude save against an attack that would normally have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Warlord does not gain the benefit of Mettle.
'''{{Anchor|Vigilant Defender}} {{ExBonus Feat}}:''' Starting at 5th At 4th level and every 4 levels thereafter (8th, 12th, 16th, and 20th), a Warlord stands his ground against all enemiesgains a bonus feat which must be a Fighter bonus feat, warding the spot where he makes his stand to prevent foes from slipping past and attacking his allies. If an opponent attempts to use the [[SRD:Tumble_Skill|Tumble]] skill to move through your threatened area or space without provoking an attack of opportunity, the Tumble check DC to avoid the Warlord's attack of opportunity is increased by an amount equal to the Warlord's class levelat DM discretion at least a combat related feat.
'''{{Anchor|Improved Uncanny Dodge}} {{Ex}}:''' At 5th level and higher, a Warlord can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the Warlord by flanking him, unless the attacker has 4 more rogue levels than the target has Warlord levels. If a character already has Uncanny Dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from classes that grant uncanny dodge stack to determine the minumum level a rogue must be to get sneak attack by flanking the character.
'''{{Anchor|Weakening Evade Critical}} {{Ex}}:''' A Although often more skilled than his opponents, a Warlord of 7th has seen too many battles won by one lucky blow from a falchion. At 6th level or higher who scores a critical hit against Warlord becomes able to turn even the luckiest blow into a creature also deals 2 points grazing strike. A number of Strength damage times per day equal to his Dexterity modifier (minimum of 1/day) a Warlord can make a Reflex saving throw (DC = 20 + the creature. Creatures immune enhancement bonus if any possessed by the weapon) to turn a critical hits are immune hit dealt upon him into a normal hit. The Warlord must be aware of the attack and not flat-footed, and he must declare his attempt to this reduce the effectof the critical hit '''before''' the damage from the hit is rolled.
'''{{Anchor|Improved Flanking}} {{Ex}}:''' A Warlord of 7th level or higher becomes an expert of taking advantage of a distracted opponent. Any time the Warlord is flanking an opponent he gains a +4 bonus on all attack rolls against his target instead of the normal +2 on attacks. (Other characters flanking with the Warlord do not gain this bonus). This ability also allows for the Warlord to use other abilities that require a distracted target such as sneak attack or similar abilities on targets with Improved Uncanny Dodge as well, although he still gains no flanking bonus on his attack rolls.
'''{{Anchor|Evade CriticalSkillful Recovery}} {{Ex}}:''' Although often more skilled than his opponents, a Warlord has seen too many battles won by one lucky blow from a falchion. At 10th level a Warlord becomes able to turn even the luckiest blow into a grazing strike. A number of times per day equal to his Dexterity Constitution modifier (minimum of 1/day) , a Warlord can make a Reflex of 9th level or higher may reroll any failed attack roll, skill check, ability check or saving throw (DC = 20 + the enhancement bonus if any possessed by the weapon) to turn a critical hit dealt upon him into a normal hit. The Warlord He must be aware take the results of the attack and not flat-footedreroll, and he must declare his attempt to reduce the effect of the critical hit '''before''' the damage from even if its worse than the hit is rolledoriginal.
'''{{Anchor|Skillful RecoveryWeakening Critical}} {{Ex}}:''' A number of times per day equal to his Constitution modifier, a Warlord of 11th level or higher may reroll any failed attack roll, skill check, ability check or saving throw. He must take the results who scores a critical hit against a creature also deals 2 points of Strength damage to the reroll, even if its worse than the originalcreature. Creatures immune to critical hits are immune to this effect.
'''{{Anchor|OpportunistDefensive Roll}} {{Ex}}:''' The Warlord can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per round day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Warlord can make an attack of opportunity against an opponent who as just been struck for attempt to roll with the damage. To use this ability, the Warlord must attempt a Reflex saving throw (DC=damage in melee by another characterdealt). This attack counts as If the save succeeds, he takes only half damage from the Warlords attack blow; if it fails, he takes full damage. He must be aware of opportunity for that round. Even a Warlord with the [[SRD:Combat Reflexes|Combat Reflexes]] feat cannot attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability more than once per round. However Since this effect would not normally allow a Warlord can choose character to use this attack in conjunction with his [[SRD:Stand_Still|Stand Still]] feat make a Reflex save for half damage, if the Warlord’s has the evasion ability from another source, it does not apply to take away an opponents movement preemptively for this roundthe defensive roll.
'''{{Anchor|Wounding Critical}} {{Ex}}:''' A Warlord of 14th level or higher who scores a critical hit against a creature also deals 2 points of constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the Warlords weakening critical class feature). Creatures immune to critical hits are immune to this effect.
'''{{Anchor|Improved Mettle}} {{Ex}}:''' A Warlord of 16th level gains the Improved Mettle ability. This functions exactly as Mettle, except that if the Warlord fails on a Will partial or Fortitude partial saving throw, he still only takes the partial effect instead.
'''{{Anchor|Opportunist}} {{Ex}}:''' Once per round a Warlord can make an attack of opportunity against an opponent who as just been struck for damage in melee by another character. This attack counts as the Warlords attack of opportunity for that round. Even a Warlord with the [[SRD:Combat Reflexes|Combat Reflexes]] feat cannot use this ability more than once per round. However a Warlord can choose to use this attack in conjunction with his [[SRD:Stand_Still|Stand Still]] feat to take away an opponents movement preemptively for this round. '''{{Anchor|Impetuous Endurance}} {{Ex}}:''' Starting at 17th 18th level a Warlords fighting spirit enables him to push his body beyond its normal limits of endurance. He no longer automatically fail any saving throw on a roll of 1. He can still fail a saving throw if his result fails to equal or beat the DC of the check. In addition he gains [[SRD:Diehard|Diehard]] as a bonus feat even if he doesn't meet the prerequisites. If he already has Die Hard from another source he may choose any other feat for which he does meet the prerequisites.
'''{{Anchor|Overlord}} {{Ex}}:''' When a Warlord gains 20th level he gains great notoriety and becomes known as an Overlord. Other Warlords of the same alignment revere him and even those of different alignments treat him with some measure of respect. If the Overlord has an NPC master, this master likely assigns the Overlord more responsibility and authority within his domain (perhaps giving him a castle, monastery or military school). If the Overlord serves a specific deity, that deity may take a personal interest in giving the Overlord more responsibility, perhaps contacting the Overlord directly or through intermediaries and making the deity's wishes known.
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