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Warlord

Dreadlord

A Dreadlord Warlord has a haunted past. Cursed and exiled by the gods themselves to their own personal hell, a dread domain, they have spent untold centuries festering in the Shadowfell. This malice is unleashed upon the world by someone foolishly releasing the Dreadlord’s essence from their prison. They become blights upon the land, fueled by darkness, rage, and the wisdom of ages.

Extinguish Hope You can expend three Tactical Dice and Force each creature you choose within 30 ft of you to make a DC 8 + your INT modifier (Minimum 1) + Proficiency Bonus WIS save or have their movement speed reduced to zero until the end of their next turn as they lose the will to move. A creature is Immune to this effect for 24 hours upon succeeding the saving throw.
Manifest RageYou can expend one Tactical Die and unleash your latent rage. You gain temporary hit points equal to your INT modifier (Minimum 1). While you have these temporary hit points you exude Darkness for 10 ft and Dim Light for 10 ft, extinguishing non magical flames within your Darkness. You have advantage on Intimidation checks as long as the temporary hit points remain.
Unleash DarknessYou can expend two Tactical Dice and rip a small tear to the Shadowfell. For one minute the area within 30 ft of the tear is covered in a magical Darkness like the Darkness spell. Your senses are unaffected by this Darkness.

Subclass Features

Lv 3

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

Mold Darkness

While in Dim Light or Darkness you can use a bonus action to command the darkness to obey your whims. You can manifest one of the following

Shadow Blade: You cast the spell Shadow Blade without expending a spell slot.

Shadow Whip: You cast the cantrip Thorn Whip using your INT modifier as the spellcasting ability, the whip remains for one minute and you can use it once per turn. The whip deals Necrotic damage in place of Piercing damage.

Shadow Shield: You gain two AC for one minute.

You can use this feature three times per long rest.

Dark Existence

You have many abilities granted by prolonged experience to darkness. You have Darkvision 60 ft or have your Darkvision range doubled if you already have Darkvision. You can use the Hide action as a bonus action while in Darkness or Dim Light.

Lv 7

Empowered Darkness

You tap deep into your rage to empower your Mold Darkness and Unleash Darkness features.

While you are using your Manifest Rage feature your Shadow Blade and Shadow Whip deal additional Necrotic damage equal to your INT modifier (Minimum 1) or you gain an additional one AC while using your Shadow Shield.

While you are using your Unleash Darkness feature, each creature you choose takes 1D4 Psychic damage for every 5 ft of movement they travel within your Darkness.

Lv 10

Dreadlord’s Glare

You have the innate ability to pierce the souls of those you gaze upon. You can use your action to force one creature you can see to make a DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus WIS saving throw and on a failed save the target takes Psychic damage equal to your Warlord level and can only move, take an action, or bonus action and cannot take a reaction until the end of their next turn as you dominate their mind.

You can use this feature times per long rest equal to half your INT modifier (Minimum 1) rounded down.

Lv 15

Shadowfell’s Presence

You exude an aura of depression that radiates from you for 30 ft that contains the very soul sucking essence of the Shadowfell. Creatures you choose within your aura have a penalty to all ability checks and saving throws equal to your INT modifier (Minimum 1).

Lv 18

Shadow Army

You use the corpses as conduits for your legions of darkness. Wherever you reduce a creature to zero hit points you can use your reaction to summon a Shadow. The Shadow takes its turn in Initiative after you and remains for 24 hours or until reduced to zero hit points. They are under your command and take any actions you direct them to. If you fall Unconscious, any remaining Shadows take the Dodge action each turn. They are Immune to your Unleash Darkness’s darkness.

You can have Shadows under your control equal to your INT modifier (Minimum 1).