Skip to content
← Back to Warlord
Warlord

Psychological Warfare

A pen truly is mightier than the sword in the hands of a Psychological Warfare Warlord. They see assassinations as a waste of effort as any who come across them commit social suicide and wish they were dead. While other Warlords are fighting a battle, the Psychological Warfare Warlord is laying the groundwork to overthrow the nation.

Disinform You can target a creature within 30 ft of you and blast them with rapid and confusing information. By expending three Tactical Dice you can force the target to make a WIS saving throw DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus and on a failed save the creature can only take the Dodge or Disengage action as they become unsure of their standing.
Biting ThreatYou can expend a Tactical Die and threaten a creature within 30 ft of you and the creature takes Psychic damage equal to the result and has a penalty to their next attack or ability check equal to half the result rounded down or until one minute passes.
Destroy CharacterYou can expend two Tactical Dice and target a creature within 30 ft of you and assassinate their character. Each creature that can hear you must make a WIS saving throw DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus and on a failed save each creature affected uses a bonus action on their next turn to attack their character and they take 1D4 Psychic damage for each character attack (Maximum of XD4 where X is twice your INT modifier (Minimum 1)). If the target succeeds the saving throw they are Immune to this feature for 24 hours.
Target Degree of Success
Individual1-5: The target has a 1D4 penalty to all CHA based checks. 6-10: The target becomes a suspect to law enforcement. 11-15: The target gains one level of Exhaustion from worry. 16+: The target is faced with mild acts of discontent and violence from those around them.
Institution1-5: The target loses 5% of proceeds daily. 6-10: The target becomes ridiculed and a competitor gains advantage. 11-15: The target becomes the subject of an investigation. 16+: The target faces dire threats and faces closure.
Belief1-5: The target becomes suspect and less popular. 6-10: The target loses 10% of their followers. 11-15: The target becomes taboo and is looked down upon. 16+: The target becomes illegal and practitioners can be tried as criminals.
Technique Effect
HumiliationYou cast the spell Tasha’s Hideous Laughter without extending a spell slot.
IsolationYou cast the spell Banishment without expending a spell slot.
PainYou cast the spell Inflict Wounds as a second level spell without expending a spell slot.
Sensory DeprivationYou cast the spell Blindness/Deafness without expending a spell slot.
Sleep DeprivationThe target gains one level of Exhaustion.

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

Cutting Psychologist

Your intellect has become your primary weapon through diligent study. You have proficiency with Deception and Intimidation. You also become proficient with the modified Torturer’s Kit with non harmful options such as feathers, a broken music box, ect.

Biting Words

In place of a melee attack you can deliver a scathing verbal attack on a creature within 60 ft of you. You make an attack roll using your INT modifier as the attack modifier. The “AC” of this attack is the total INT score of the creature. The attack deals 1D4 + INT modifier (Minimum 1) Psychic damage. The creature is aware that they were attacked but depending on the situation as determined by your DM they may choose to believe they just took your words too personally and not react as if they were attacked.

Lv 7

Psychological Attack

When you succeed an Intimidation or Persuasion check you weave seeds of discontent in the subconscious of the target. You can use a reaction to cause the target to cause one of the following effects as long as no more than one minute has passed since the successful check

Undermine: The target has disadvantage on their next ability check.

Unease: The target becomes nervous and has disadvantage on their next attack roll.

Beliger: The next instance of Psychic damage within the next minute deals an additional 2D6 damage.

A creature can only be Psychologically Attacked once per long rest.

Harsh Biting Words

Your honed tongue and intellect has increased the damaging factor of your words. The attack deals 1D6 + INT modifier (Minimum 1) Psychic damage.

Lv 10

Propaganda

You have perfected the art of spreading propaganda to fulfill your agenda. You can spend a minimum of 24 hours working to promote and spread your propaganda and each successive 12 hours spent will give you a +1 bonus to your eventual Investigation check (Maximum of + 10) to determine your degree of success. You can focus on an individual, an institution, or a belief to undermine.

The effect remains until they spend an equal amount of days debunking the propaganda.

Brutal Biting Words

You learn to sling even more brutal insults and vitriol. Your Biting Words attack deals 1D8 + INT modifier (Minimum 1) Psychic damage.

Lv 15

Advanced Torture Techniques

You have gained new ways to non lethally torture others in pursuit of your goals. You can use a technique as an action and if it has a saving throw, the DC is equal to 8 + your INT modifier (Minimum 1) + your Proficiency Bonus. You can use any combination of Techniques times per long rest equal to your INT modifier (Minimum 1).

Ruthless Biting Words

You work in personal insults that you seem to pull straight out of their mind. Your Biting Words attack deals 1D10 + INT modifier (Minimum 1) Psychic damage.

Lv 18

Shock and Awe

You have concocted a masterful device that can be used to overwhelm and demoralize enemy forces. Once per long rest you can ignite the device as an action. The device has a range of 120 ft, forcing each creature within a 30 ft diameter to make a DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus CON saving throw and on a failure take 3D6 Thunder and 3D6 Psychic damage and are Stunned until the end of their next turn. On a success they take half as much damage and can only move, take an action, or a bonus action on their next turn.

You can regain the use of this feature by expending ten Tactical Dice (No action required).

Cruel Biting Words

Even the hardiest person would flinch at the vile rebuke you throw at them. Your Biting Words attack deals 1D12 + INT modifier (Minimum 1) Psychic damage.