Political Warfare
War can be waged with words and none are as adept at verbal combat than the Political Warfare Warlord. They are adept at manipulating others to bring about their ideals. Some may be paragons of righteousness and others as vile as fiends but all are formidable on and off the battlefield.
| Rallying Mark | You bolster the efforts of up to two allies to converge upon a single target. You can expend one Tactical Die per target and give the targets within 30 ft of you advantage on their next ability check or attack on the enemy. |
|---|---|
| Boost/Drain Morale | You can choose a target within 30 ft of you and viciously attack their character or masterfully support them. You can expend any number of Tactical Dice to deal Psychic damage or give that many temporary hit points equal to the result. The target must be able to hear you in order to benefit or take damage. |
| Undermine Authority | You can expend two Tactical Die and target one creature within 30 ft of you, they must make a CHA save DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus with a penalty equal to the result of your Tactical Die. On a failed save the target cannot receive the Help or any benefits from their allies for one minute or until they succeed the saving throw at the end of their turn. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 11 (+0) | 15 (+2) | 13 (+1) | 14 (+2) |
| Reaction | Feature |
|---|---|
| Anxiety | On a failed save the target takes Psychic damage equal to your Warlord level. |
| Anger | On a failed save the target has disadvantage on WIS based skills and ability checks for one minute. Repeating the save at the end of each of their turns. |
| Boredom | On a failed save the target has a 1D6 penalty to attack rolls and saving throws for one minute. Repeating the save at the end of each of their turns. |
| Depression | On a failed save the target’s movement speed is halved for one minute. Repeating the save at the end of each of their turns. |
| Confidence | The target gains temporary hit points equal to your Warlord level. |
| Excitement | The target can make one extra attack when they use the attack action if they attack within the next minute. |
| Hope | The target has a 1D6 bonus to saving throws for one minute. |
| Serenity | The target is Immune to the Charmed and Frightened conditions. |
| Agenda | Effect |
|---|---|
| Preemptive Action | You can use this Agenda before a battle starts. The targets have a bonus to attack rolls equal to your INT modifier (Minimum 1). |
| Investigation | The targets have a bonus to Insight and Perception checks equal to your INT modifier (Minimum 1) and cannot be Surprised (This Agenda can last for one hour). |
| Reconciliation | Each target ends all current Conditions and regains hit points equal to your INT modifier (Minimum 1) + your Proficiency Bonus. |
| Retaliation | Each target can use their reaction to make a melee attack when they are dealt damage. |
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
Politically Savvy
You have studied and practiced the deadly dance of politics. You have proficiency with two of the following skills: Deception, Insight, Intimidation, or Perception.
Trusted Advisor
You have access to the mind of a brilliant advisor that has forged a psychic link with you. As long as you are on the same plane of existence as your advisor you have access to one additional language and skill. Once per long or short rest you can use your reaction to consult with your advisor and reroll an ability check and take the results of the new roll.
Political Candidate
You create a political puppet that you can act through. As an action, you can expend three Tactical Die to summon your Political Candidate. The puppet has the following characteristics
The puppet appears in an unoccupied space of your choice that you can see within 30 ft of you. Each creature within 10 ft of the spirit (Other than you) when it appears must succeed on an WIS saving throw DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus and an a failure they assume the puppet has been there the whole time and on a success they take 2D6 Psychic damage upon seeing its unsettling summoning.
The puppet is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Political Candidate stat block, which uses your Proficiency Bonus (PB) in several places. You determine the puppet’s appearance.
In combat, the puppet shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the puppet can take any action of its choice, not just Dodge.
Outside of combat the puppet follows its personality constraints and acts to the best of its abilities to follow your lead and achieve its goals. You choose the puppet’s Alignment, Personality Traits, Ideals, and Bonds and appearance. The puppet is indistinguishable from a living humanoid but can be detected using magic such as Identify and has any equivalent weapons you have and can be dressed in any attire you choose.
The puppet manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the puppet again, or until you die. You can expend one Tactical die to keep it around for one hour longer (No action required). The puppet lasts for 8 hours outside of combat. It costs an additional four Tactical Dice to resummon the puppet if it was dismissed or dissipated within the last 24 hours.
Political Candidate
Medium/Small Construct
Armor Class: 16 (natural armor)
Hit Points: 5 + five times your Warlord level
Speed: 30 ft
Damage Immunities: Psychic, Poison
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., passive Perception 11
Languages: Understands the languages you speak
Proficiency Bonus: Equals your bonus
Features: Expertise in any two skills you are proficient in. The puppet does not require food, sleep, air, or water to survive but can consume them as if they are alive.
Spellcasting: Spell save DC 10 + Proficiency Bonus.
Actions
Melee Attack: Two plus Proficiency Bonus to attack, range 5 ft unless specified, weapon’s damage die +2 damage.
Friend and Foe: Casts the cantrip Friends or Vicious Mockery.
Charming: Casts the spell Charm Person. This can be used four times per long rest.
Enchanting Presence: Casts the spell Calm Emotions or Gift of Gab. Can be used twice per long rest.
Bolstered Party
Through study and effort you have expanded the uses of your Trusted Advisor and Political Candidate features.
Trusted Advisor: Your Trusted Advisor can always watch over you. You cannot be Surprised. They also can lend you more of their knowledge and you learn an additional language and skill.
Political Candidate: Your puppet has an additional Expertise from among skills you are proficient with and can use an action to cast the spell Motivational Speech once per long rest. You can distribute four ability points among your puppet’s ability scores.
Press Conference
Once per long or short rest you or your Political Candidate can spend 10 minutes and hold a Press Conference. Any creatures that can hear you or your puppet have any two the following effects applied to them as you manipulate their minds and reactions. Any saving throw is a WIS saving throw DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus.
Agendas
You can use your intellect to bolster your allies in specific scenarios. You can bring up an Agenda as an action and the Agenda lasts for one minute. You can only have one Agenda active at a time and after bringing the first Agenda you can table the current Agenda and bring up a new one by expending two Tactical Dice. The Agenda affects all willing creatures within 30 ft of you when you bring the Agena up.