Terrorist
A Warlord that uses terror to strike fear and demand change as they threaten anyone who does not fold to their cause. They are single minded and determined in their pursuit and if someone or something does not contribute to their goal, it becomes an acceptable loss. A Terrorist Warlord uses hostages, threats, and anything else they can think of to overcome obstacles and force their ideals for their own “greater good”.
| Spread Fear | You know the power fear can hold over others. You can expend one Tactical Die and 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 failure become Frightened of you for one minute. |
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| Make Demand | You use your mental pressure to exert control over others. You can expend one Tactical Die to cast the spell Command without expending a spell slot the DC is 8 + your INT modifier (Minimum 1) + your Proficiency Bonus. |
| Escalate the Situation | You know that desperate people make mistakes and can cause those very situations that drive people to the brink. You can expend three Tactical Dice to force a situation to become dire. Each creature within 30 ft of you including you becomes Vulnerable to all damage and has disadvantage on all saving throws for one minute. You can use this feature once per long rest. |
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
The Art of Fear
You know that fear is a powerful ally and can be used to control others and bend them to your whims. You have advantage on all Charisma based checks on creatures that are Frightened and are Immune to the Frightened condition.
When a creature ends the Frightened condition on itself within 30 ft of you, you can use a final mental jab to keep them from recovering, using your reaction to inflict Psychic damage equal to half your Warlord level rounded down to the target. You can use this feature times per long rest equal to your INT modifier (Minimum 1).
Agent of Chaos
You have learned to take advantage of the element of chaos and have embraced it. You can use a bonus action to activate an aura of chaos that lasts for one minute. Creatures within your aura roll 1D4 before making an attack or ability check, on an odd the creature subtracts the result and on an even result the creature adds the result.
You can use your reaction to change the result of the D4 by one. You can use this before knowing the result of the outcome and can only use this effect times per long rest equal to your INT modifier (Minimum 1).
Take Hostage
You know that everyone has someone they don’t want to lose and have developed a way to take advantage of it. As an action you force on target you can see to make a WIS saving throw DC DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus and on a failed save you create a convincing Illusion of someone they do not want to die.
The Illusion can be found out with a successful DC 10 + your INT modifier (Minimum 1) + your Proficiency Bonus Insight check or if anyone but you interacts with the Illusion physically. The Illusion acts as though its life is in danger if the target does not heed your demands. The target will answer one demand such as giving up all its wealth, willingly being Restrained or a similar action but will not do damage to itself or allies.
You can use this feature once per long rest.
Weapon of Mass Destruction
You learned that an unknown, powerful threat is a boon to your cause and have taken the time and effort to learn ways of causing massive collateral damage in order to further your cause. During the course of a long rest you can create a Weapon of Mass Destruction. The Weapon is Medium sized, has an AC of 16 and Hit points equal to your Warlord level + your INT modifier (Minimum 1). You can set the trigger to be a key word, an action from a linked object such as a button, or the death of a target. The trigger has a range of one mile as long as it remains on the same plane of existence.
You can imbue your Weapon of Mass Destruction with one of the following spells cast at 7th level with ten times the range of the spell’s normal range: Erupting Earth, Fireball, or Cloudkill.
You can only have one active Weapon of Mass Destruction active at a time, if you create a new one, the old one turns to dust.
Hijack Weapon
You know that the strongest weapon you could hope to use against your opponent is their very own. You can use an action to force your will upon an opponent’s weapon. You must choose which weapon if they have multiple weapons and natural weapons such as fangs and claws are Immune to this effect but an effect that leaves the opponent’s body to reach a target such as a Spined Devil’s Barbs or a Dragon’s breath are fair targets. The target is unaware of your meddling until they use the targeted weapon for an attack.
When the targeted weapon is used the wielder must make a DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus CON saving throw or the weapon deals damage equal to the maximum amount of damage the weapon can deal as Force damage to the wielder the next time it is used or half as much damage on a successful save. The wielder then becomes leery of the weapon and has disadvantage on attack throws or if the weapon involves a saving throw, the DC it is reduced by ten for one minute. FI the target succeeds the saving throw it becomes Immune to this feature for 24 hours.
You can use this feature once per long rest or you can regain the use of this feature by expending ten Tactical Dice (No action required).