Warlord

Medium humanoid (any species)
Challenge

STR
5
DEX
3
CON
4
INT
1
WIS
1
CHA
4

229
27d8+108
19
Soak
3
Fort
+7
Ref
+7
Will
+2
Defense note plate

Speed 5 m.
Skills Athletics +8 (19), Brawn +8 (19), Intimidation +7 (18), Perception +4 (15), Persuasion +7 (18)
Languages any two languages

Indomitable (3/day). If the warlord fails a saving throw, it can choose to reroll it.

Maneuvers. The warlord uses maneuvers (maneuver save Difficulty 17). It has 23 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: advance, disorient, hamstring, lead the attack, parry, rally, slice through, spring attack, trip, whirling blade

2 stamina dice: commander’s strike, frenzy, guided strike, inspire

3 stamina dice: battle cry, battle leader

Survivor. The warlord regains 10 health at the start of its turn if it has at least 1 health but less than half its maximum health.

Actions (2)

Greatsword. Melee Weapon Attack: +8 to hit. Hit: 11 (1d12 + 5) slashing damage.

Shortsword. Melee Weapon Attack: +8 to hit. Hit: 8 (1d6 + 5) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 1 m. or range 3/10 m. Hit: 7 (1d4 + 5) piercing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 10/100 m. Hit: 6 (1d6 + 3) piercing damage.

Legendary actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.

Command Ally. The warlord targets one ally it can see within 5 meters of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and has advantage on the attack.

Frighten Foe (Costs 2 actions). The warlord targets one enemy it can see within 5 meters of it. If the target can see and hear it, the target must succeed on a Difficulty 16 Will saving throw or be frightened until the end of warlord’s next turn.

Weapon Attack. The warlord makes a weapon attack.

Urbanvgtm

Maneuvers

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a melee weapon attack that deals slashing damage to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.

On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can rally an ally to push on. A creature of your choice other than you within 5 meters who can see or hear you gains temporary health equal to your maneuver ability.

Enhance

You can increase the temporary health for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack, opening a moment of opportunity for a creature within 5 meters who can see or hear you. That creature can immediately use its reaction to make one weapon attack against the target of your attack.

Enhance

You can add the stamina die to the attack’s damage (add half if it miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you use when a creature you can see within 5 meters of you attacks a creature you can see, you can grant that creature advantage on attacks until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

As a reaction, which you use when a creature other than you within 10 meters who can see or hear you makes an attack or saving throw roll, you can inspire it. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Enhance

You can inspire one additional creature for each additional stamina die expended. The creatures must be within 5 meters of each other.

As an action, you unleash a zealous battle cry. Each creature of your choice within 10 meters of you that can hear you gains advantage on its next attack or Will saving throw made before the end of your next turn.

1 minute/stamina die

As an action, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration or until you are incapacitated. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals 1d4 extra damage when it hits with a weapon attack.