+4 | Strength |
+2 | Dexterity |
+5 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
+4 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+4 | Athletics |
+4 | Deception |
+0 | History |
+2 | Insight |
+6 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+0 | Perception |
+4 | Performance |
+6 | Persuasion |
+0 | Religion |
+2 | Sleight of Hands |
+4 | Stealth |
+0 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
COMMANDING MARK 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 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. BLIND FIGHTING Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. INSPIRING WORDS 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. SPELLCASTING 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
COMMANDING MARK 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 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. FIGHTING STYLE Blind Fighting Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you INSPIRING WORDS 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. WAR PATH 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. SPELL CASTING 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 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 Through training at 5th level, you now have the ability to attack twice per full action. BATTLE MASTER 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 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. Superiority Dice 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 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 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 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 At 8th level, your Inspiring Word affects two allies. At 13th level, your Inspiring Word affects three allies. CHARMING LINGUIST 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 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 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 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 When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12. COMMANDING PRESENCE 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 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 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 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 At 17th level, your Inspiring Word affects all allies that can hear you. CRESCENDO OF VIOLENCE At 20th level, you gain an extra action, and bonus action.
lead the attack 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 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 That ally has advantage on the next attack roll he or she makes before the end of your next turn. Damage That ally deals 1d6 extra on the next attack he or she makes before the end of your next turn. Movement 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 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 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 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 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 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 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.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. Alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. Alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. Size: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice. Source: SCAG, page 116
0-level (Cantrip) Evocation
You create up to four torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Statblocks for companions, followers and other allies.
People in the silver wings 1: Ulle Hummondshir, a Goliath Wizard with a soft spot for kids. 2: Pliae Mournstone, a Human Ranger who hates people in general. 3: Mimo Geezo, a Gnome Barbarian with a fear of long things. 4: Thunder Storm, a Human Fighter who thinks he's an incarnation of justice. 5: T4K-45H1, a Warforged Warlock with a big ass sword.
Statblocks for your spells.
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
0-level (Cantrip) Abjuration
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
1-level Enchantment
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
1-level Abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
1-level Evocation
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Statblocks for your Trinkets, businesses, building, castles, empires.