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Warlord

Guerilla Warfare

Victory for a cause, using the bare minimum to the fullest effect, and eliminating enemies by any means. These are the tenets of the Guerilla Warfare Warlord. Poison, traps, underhanded tactics are all their purview. Chaotic and wily there are no tactics beneath them as they seek to right a wrong and overthrow oppressors.

Press the Advantage Whenever you or an ally within 30 ft of you makes an attack, saving throw, or ability check with advantage, you can expend any number of Tactical Die and increase the Critical Success range by 1 for each expended for a maximum 2-20.
Conceal ApproachYou can expend any number of Tactical Die and each creature you target within 30 ft of you adds the result of at least one Tactical Die to their next Stealth check.
Bewildering TacticsYou can expend two Tactical Dice for each willing creature you target within 30 ft of you. Each target makes a Performance check and adds the highest result of the Tactical Die to the check against Insight checks to creatures that can see them. On a failed check, the enemy creatures have disadvantage on their next attack and your allies have advantage on their next attack. A creature that succeeds their Insight check is Immune to this feature for 24 hours.

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

Guerilla Tactics

Through diligent study you have picked up…. Dubious skills for combat. You have proficiency with the Poisoner’s Kit, Thief’s Tools, and Stealth.

Versatile Brawler

To achieve your goal you must be ready to fight at all times and have trained and studied accordingly. You can get the Tavern Brawler or Grappler Feats.

Lv 7

Trap Expert

You have studied hard to understand trap detection and trap setting. You can detect non magical traps within 30 ft of you but not their exact position or nature. You can set pressure sensitive and tripwire traps with a DC to perceive and disarm equal to 8 + your INT modifier (Minimum 1) + your DEX modifier (Minimum 1). A trap can cause a simple action such as pulling a crossbow trigger or a disguised pitfall.

The damage for your traps are equal to your Tactical Die value.

Lv 10

Ambusher

You have learned the art of stealth and surprise that takes the shape of an aura of ambush. Creatures within 30 ft of you have advantage on initiative rolls. On a surprise round, creatures you designate within your aura have an additional to hit bonus equal to your INT modifier (Minimum 1).

Lv 15

Terrain Advantage

You have learned the art of using your surroundings to win a fight. Once per long or short rest you can cause one of the following effects to appear centered on you in a 60 ft diameter as an action. The effect lasts for minutes equal to your INT modifier (Minimum 1).

Shadowed Cover: You and creatures you designate have advantage on Stealth checks and can take the Hide action as a bonus action.

Treacherous Terrain: Creatures you designate take 1D4 damage for every 5 ft of movement they use and the area is considered Difficult Terrain.

Unstable Footing: Creatures you designate must make a DEX saving throw at the end of their turns or they fall Prone.

Trap Master

You tinker and perfect your traps. The damage from your traps is equal to two Tactical Dice.

Lv 18

Saboteur

A victory is a victory and the victor writes history. You have learned to artfully sabotage your opponents during a fight. As a bonus action and by expending a Tactical Die you can choose one of the following for a creature you can see within 30 ft of you.

Impersonate Order: As long as there are more than one foe that are acting as allies you can make a Performance check and add the result of your Tactical Die against a contested Insight check. On a success you can give a reasonable command or relay information no longer than twelve words in a believable impersonation of their ally. They follow it to the best of their ability as long as it does not lead to direct harm such as: Walk into fire or off a cliff, ect. On a failure the target is Immune to your Impersonate Order feature for 24 hours.

Damage Equipment: You make a Sleight of Hand check and add the result of your Tactical Die and on a success against a contested Athletics check, the creature’s armor or weapon is damaged and becomes a minus two weapon or they lose two AC. This cannot affect natural weapons such as claws or a carapace and lasts for one minute. A creature cannot have the effect stacked on the same armor or equipment.

Harass: You sling a slew of verbal or physical abuse at an enemy. The creature must make a DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus WIS saving throw with a penalty to their save equal to the result of your Tactical Die. On a failure they have disadvantage on all attacks, ability checks, and saving throws until the start of their next turn. On a success they are Immune to your Harass feature for 24 hours.

Create Chaos: The you designate within range must make a DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus INT saving throw with a penalty equal to your Tactical Die result and on a failure the creature must make roll 1D4 and do the following action.

1- Use their turn to Dash.

2- Use their turn to Disengage.

3- Use their turn to Dodge.

4- Attack the nearest creature within 10 ft of them.

You can use Create Chaos once per long rest.