Chieftain
A lord of a horde of wild warriors that ride into battle and use simplistic yet effective tactics to brutally claim victory. A Chieftain prioritizes brute strength and ambushes to overwhelm the enemy. They excel at inspiring their allies to fight harder.
| Lead the Charge | You can expend two Tactical Dice for each ally you choose within 60 ft of you and yourself. Each target takes the Dash action and does not provoke opportunity attacks. They each make an attack and add the higher result of the Tactical Dice to hit and the lower result to damage. |
|---|---|
| Overwhelm | Expend one Tactical Die and lower the target’s AC by the result until the end of their next turn. The target must be surrounded by three or more allies. |
| Warcry | At the beginning of combat you can expend one Tactical Die per ally and you may include yourself. Their next turn they gain a bonus to attack and damage equal to the result. |
| Clan | Sigil |
|---|---|
| Thundering Skullcrushers | A gold hammer smashing down with yellow sparks flying out. |
| Frigid Heartpiercers | A silver spear piercing through an icy heart. |
| Blazing Limbhackers | A bronze axe leaving a blazing arc of flame. |
Subclass Features
Specific Tactics
Your Warlord Method opens a world of new tactics to crush your opponents and aid your allies. You can choose from the following Tactics in addition to previous ones.
Tactics
Clan
Choose your Clan that you form that represents the way of combat that speaks to your heart and mind.
Thundering Skullcrushers: Trained on steep mountain ranges and deep gorges, the Thundering Skullcrushers turn all before them to dust with their brutal tactics. Creatures you choose within 10 ft of you deal an additional 2 Thunder damage when melee attacks.
Frigid Heartpiercers: Trained in the harsh tundra and taiga forests, the Frigid Heartpiercers track down prey and kill them swiftly. Creatures you choose within 10 ft of you deal an additional two Cold damage.
Blazing Limbhackers: Trained in the scorching desert and volcanic islands, the Blazing Limbhackers mercilessly maul their enemies to deal. Creatures you choose within 10 ft of you deal an additional two Fire damage.
Covert Clan Sigil
Through ancient arts passed through your Clan you can mark yourself and willing creatures with your Clan Sigil. You are proficient with Calligrapher’s Tools.
You can mark a willing creature or yourself during the course of a long rest as long as you have your Calligrapher’s Tools on your person. The Sigil is only visible if the creature wills it to appear. Each creature with your Clan Sigil can cast the Message cantrip to another bearer of your Clan Sigil. You can have creatures bearing your Clan sigil up to twice your INT modifier (Minimum ). If you exceed your limit the oldest Sigil that is not your own vanishes.
Clan Champion
You are the apex of the way your Clan fights. You gain a corresponding Feat.
Thundering Skullcrushers: You gain the Crusher Feat.
Frigid Heart Piercers: You gain the Piercer Feat.
Blazing Limbhackers: You gain the Slasher Feat.
Clan Banner
You can raise the banner of your Clan as an action to inspire your clan. Your banner is a 20 ft by 20 ft ethereal banner that floats 60 ft above you bearing your Clan Sigil that remains for one turn. Each member of your Clan that can see it can either end one Condition on themselves as a bonus action or can make an attack as a reaction. You can use this feature once per long or short rest.
Clan Tactics
Your cohesive tactics have born fruit and created a devastating tactic.
Thundering Skullcrushers: Creatures you choose within 10 ft of you have an additional +2 to hit.
Frigid Heart Piercers: Creatures you choose within 10 ft of you that land a critical hit reduce the target’s movement speed to 0 ft until the start of their next turn.
Blazing Limbhackers: Creatures you choose within 10 ft of you have an increased critical hit range of two.
Improved Clan Banner
When you raise your Clan Banner those that can see gain the following additional effects as their devotion has deepened in addition to the first effect. Each member that sees the Banner can regain 2D6 + half your Warlord level hit points rounded down or gain Resistance to all damage for two rounds.
You can raise your Clan Banner twice per long rest.
Clan Ancestor
The progenitor of the Clan has taken notice of your efforts to uphold their traditions. As an action you can summon the avatar of your Ancestor cloaked in their favored element to aid you. They take on the stats of an Elemental Myrmidon and last for one hour and take your turn in initiative, acting after you. You can use this feature once per long rest. They are friendly to those in your clan and can be dismissed as a bonus action or leave if you die.
While the Ancestor is present your Clan is invigorated and their melee and unarmed attacks deal an additional four damage of your Clan Ancestor’s elemental affinity.
Thundering Skullcrushers: Earth Myrmidon (Thunder).
Frigid Heart Piercers: Water Myrmidon (Cold).
Blazing Limbhackers: Fire Myrmidon (Fire).