War Crier v.1
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War Crier
Level | Proficiency Bonus |
Conviction Limit |
Doctrine Levels |
Features |
---|---|---|---|---|
1st | +2 | 2 | 1 | Conviction, Strong Willed |
2nd | +2 | 2 | 1 | Fighting Style |
3rd | +2 | 3 | 1 | Herald, Stand Firm (one use) |
4th | +2 | 3 | 1 | Ability Score Improvement |
5th | +3 | 3 | 2 | Extra Attack |
6th | +3 | 4 | 2 | Herald Feature |
7th | +3 | 4 | 2 | Doctrine Range Improvement |
8th | +3 | 4 | 2 | Ability Score Improvement |
9th | +4 | 5 | 3 | Herald Feature |
10th | +4 | 5 | 3 | Stand Firm (two use) |
11th | +4 | 5 | 3 | Lasting Doctrines (one use) |
12th | +4 | 6 | 3 | Ability Score Improvement |
13th | +5 | 6 | 4 | Herald Feature |
14th | +5 | 6 | 4 | Doctrine Range Improvement |
15th | +5 | 7 | 4 | Steeled Will |
16th | +5 | 7 | 4 | Ability Score Improvement |
17th | +6 | 7 | 5 | Herald Feature |
18th | +6 | 8 | 5 | Immutable Doctrines |
19th | +6 | 8 | 5 | Ability Score Improvement |
20th | +6 | 8 | 5 | Eternal Doctrines |
Class Features
As a War Crier, you gain the following class features
Hit Points
- Hit Dice: 1d8 per War Crier level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per War Crier level after 1st
Starting Proficiencies
- Armor: light armor, medium armor.
- Weapons: simple weapons, longswords, rapiers, shortswords, or scimitars
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Deception, Investigation, Performance, Persuasion, or Intimidation.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple melee weapon, or (b) a martial weapon (if proficient).
- (a) a shortbow and 20 arrows
- (a) leather armor, or (b) scale mail, or (c) chain mail.
- (a) a scholar's pack or (b) an explorer's pack
Conviction
Starting at 1st level, when you deal damage with a ranged or melee action to an enemey in Combat, generate (1) Conviction. The maximum amount of Convictions that can be stored is based on War Crier's levels. Check the Conviction Limit per level in the War Crier chart.
Convictions last up to 1 minute or until they are used.
Doctrines
Starting at 1st level, you can prepare up to 5 Doctrines. Doctrines are Bonus actions unless otherwise stated and spend Conviction to create areas of influence around the War Crier. Creatures must be able to see you and hear your Doctrines to be effected.
You can change your list of prepared Doctrines when you finish a short or Long Rest.
Doctrines have a base DC of 8 + your Proficiency Bonus + your Charisma modifier.
Influence Range
When using a Doctrine, first roll 1d6 to determine the range of influence. Starting at level 1, your maximum influence range is 25-foot-radius sphere, and increases by 5ft at 7th level, and again at 11th level.
Doctrine Influence Range
Roll 1d6 |
Base Range |
7th level |
11th level |
---|---|---|---|
1 | Self | +5ft | +5ft |
2 | 5-foot-radius sphere | +5ft | +5ft |
3 | 10-foot-radius sphere | +5ft | +5ft |
4 | 15-foot-radius sphere | +5ft | +5ft |
5 | 20-foot-radius sphere | +5ft | +5ft |
6 | 25-foot-radius sphere | +5ft | +5ft |
Strong Willed
Starting at 1st level, your hardened beliefs and self confidence give you +2 to Wisdom and Charisma saving throws.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose a Fighting Style from this list of optional features.
Archery
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
War Crier Specialization
At 3rd level, you pick the archetype of War Crier you embody, choosing from Herald of Battle, Herald of Madness, or Herald of Lies, each of which are are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 9th, 13th, and 17th.
Stand Firm
Starting at 3rd level, you learn to stand firm in your convictions. As an action, before your movement phase, you dig your feet into the ground, your movement speed becomes 0 and you cannot be physically moved, pushed or pulled.
Additionally, you generate (1) Conviction, and get the maximum Doctrine range on your bonus action this turn.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 10th level, you can use it twice before a rest, but only once on the same turn.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Lasting Doctrines
When you reach 11th level, your words echo in the minds and hearts of creatures around you. For 1 minute your doctrines last two rounds of combat.
Once you use this feature twice, you must finish a short or Long Rest before you can use it again.
Steeled Will
At 15th level, with an unwavering steeled will you gain +1 ac and have advantage on Wisdom and Charisma saving throws.
Immutable Doctrines
At 18th level, you become immune to silence.
Eternal Doctrines
At 20th level, your voice bellows with conviction and you are always under the Lasting Doctrines effect. While in battle, all of your doctrines last for two rounds of combat, permanently.
War Criers Doctrines
First Level
Doctrine of the Tactician
Prerequisite: 1st level War Crier - (2) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you can take the disengage action at no cost.
Once you use this Doctrine, you must finish a short or Long Rest before you can use it again.
Doctrine of the Marching Soldier
Prerequisite: 1st level War Crier - (1) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you add an additional 5ft to their next movement phase.
Doctrine of Defense
Prerequisite: 1st level War Crier - (2) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you add +1 ac bonus versus non-magical weapons.
Doctrine of Practice
Prerequisite: 1st level War Crier - (2) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you gain +1 to hit when taking the attack action.
Doctrine of the Marsh
Prerequisite: 1st level War Crier - (2) Conviction
Until your next turn, all enemy creatures in your area of influence that can hear and see you must succeed on a Wisdom saving throw vs your Doctrine DC or have their movement speed halved.
Second Level
Doctrine of Mercy
Prerequisite: 5th level War Crier - (3) Conviction
All friendly creatures in your area of influence who can hear and see you restore 1d8 + your Wisdom modifier health.
Once you use this Doctrine, you must finish a short or Long Rest before you can use it again.
Doctrine of the Medicine Woman
Prerequisite: 5th level War Crier - (2) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you gain advantage on saving throws against poison or disease conditions.
Doctrine of Weighted Chains
Prerequisite: 5th level War Crier - (4) Conviction
Until your next turn, all enemy creatures in your area of influence that can hear and see you must succeed on a Wisdom saving throw vs your Doctrine DC or they can no longer attack more than once per turn.
Once you use this Doctrine, you must wait 10 minutes before using it again.
Doctrine of Heavy Hearts
Prerequisite: 5th level War Crier - (4) Conviction
Until your next turn, all enemy creatures in your area of influence that can hear and see you must succeed on a Wisdom saving throw vs your Doctrine DC or have disadvantage on Wisdom and Charisma saving throws.
Doctrine of Kept Blades
Prerequisite: 5th level War Crier - (3) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you gain 1d4 Force damage with slashing and piercing weapons.
Third Level
Doctrine of Exposed Weakness
Prerequisite: 9th level War Crier - (5) Conviction
Until your next turn, all enemy creatures in your area of influence that can hear and see you must succeed on a Wisdom saving throw vs your Doctrine DC or have their AC reduced by 1d4.
Doctrine of Winter
Prerequisite: 9th level War Crier - (4) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you gain resistance to Cold and Necrotic damage.
Doctrine of Summer
Prerequisite: 9th level War Crier - (4) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you gain resistance to Fire and Radiant damage.
Doctrine of Dipped-Blades
Prerequisite: 9th level War Crier - (5) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you add 1d6 poison damage to their next attack action.
Once you use this Doctrine, you must finish a short or Long Rest before you can use it again.
Doctrine of the Tempest
Prerequisite: 9th level War Crier - (4) Conviction
Until your next turn, all enemy creatures in your area of influence that can hear and see you must succeed on a Wisdom saving throw vs your Doctrine DC or be pushed 10ft.
Once you use this Doctrine, you must wait 10 minutes before using it again.
Fourth Level
Doctrine of Phalanx
Prerequisite: 13th level War Crier - (6) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you and are within 5ft of an allied creature gains +1 AC per creature up to +5.
Once you use this Doctrine, you must wait 10 minutes before using it again.
Doctrine of Cleansing
Prerequisite: 13th level War Crier - (6) Conviction
All friendly creatures in your area of influence who can hear and see you remove all negative conditions and effects.
Once you use this Doctrine, you must finish a short or Long Rest before you can use it again.
Doctrine of Shattered Defense
Prerequisite: 13th level War Crier - (7) Conviction
Until your next turn, all enemy creatures in your area of influence that can hear and see you must succeed on a Wisdom saving throw vs your Doctrine DC or allied attackers gain advantage to their attack roll.
Once you use this Doctrine, you must finish a short Rest before you can use it again.
Doctrine of Luck
Prerequisite: 13th level War Crier - (7) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you and are within 5 ft of an allied creature can re-roll one failed save or attack roll.
Once you use this Doctrine, you must finish a long Rest before you can use it again.
Doctrine of Blind Faith
Prerequisite: 13th level War Crier - (7) Conviction
Until your next turn, all enemy creatures in your area of influence that can hear and see you must succeed on a Wisdom saving throw vs your Doctrine DC or become blinded.
Fifth Level
Doctrine of Shattered Magic
Prerequisite: 17th level War Crier - (8) Conviction
Until your next turn, all enemy creatures in your area of influence that can hear and see you must succeed on a Wisdom saving throw vs your Doctrine DC or subtract 1d4 from spell attack rolls or DCs.
Once you use this Doctrine, you must finish a long Rest before you can use it again.
Doctrine of Magical Respite
Prerequisite: 17th level War Crier - (7) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you and are within 5ft of an allied creature can restores one spell slot. Roll 1d6 to determine the spell slot level.
Once you use this Doctrine, you must finish a long Rest before you can use it again.
Doctrine of Expeditious Retreat
Prerequisite: 17th level War Crier - (7) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you can take the dash action as a bonus action.
Once you use this Doctrine, you must finish a long Rest before you can use it again.
Doctrine of the Barbed Beast
Prerequisite: 17th level War Crier - (8) Conviction
Until your next turn, all friendly creatures in your area of influence who can hear and see you grow large barbed spikes from their skin. Attackers take 1d12 + your Wisdom modifier on successful hits.
Doctrine of Torture
Prerequisite: 17th level War Crier - (8) Conviction
Until your next turn, all enemy creatures in your area of influence that can hear and see you must succeed on a Wisdom saving throw vs your Doctrine DC or become Paralyzed with fear.
Once you use this Doctrine, you must finish a long Rest before you can use it again.
Heralds
Herald of Battle
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Battle Bred
Starting at level 3, when you choose this path, you gain Proficiencies in (a) Shields and (b) Great Weapons and you gain +1 to Persuasion and Intimidation checks.
Additionally, Doctrines that effect allied creatures AC or To Hit bonus cost (1) less conviction to a minimum of 1 Conviction.
Lust for Battle
Starting at 6th level, you gain 5ft of movement when heading toward an enemy creature, and lose 5ft of movement when retreating away from an enemy creature.
Additionally, you gain (1) Conviction per turn when taking damage from an enemy creature.
Battle Tempest
Beginning at 9th level, when using the Stand Firm ability, your movement speed is halved instead of reduced to 0. Further, Doctrine of the Tempest can be used to Push or Pull enemy creatures and the DC is changed to 10+ your Proficiency bonus + your Charisma modifier.
Million Mile Stare
At 13th level, you've seen the horrors of war and are immune to fear and cannot be Frightened.
Beacon of Battle
At 17th level, as an action you become a shining beacon of battle. For 1 minute you can cast (2) Doctrines per bonus action. Additionally, You gain +2 Conviction whenever you damage an enemy.
Once you use this Feature, you must finish a long Rest before you can use it again.
Herald of Madness
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Babbling Fool
Starting at 3rd level, when you choose this path, you lose your Proficiency in Medium armor, and martial weapons and you gain +2 to Persuasion checks and may use Wisdom instead of Charisma for Doctrines DC checks.
Additionally, Doctrines that require DC checks cost (1) less Conviction, and the DC for all Doctrines becomes 10 + your Proficiency + your Charisma or Wisdom bonus (you choose).
Ramblings of a Mad Man
Starting at the 6th level, you may spend (1) Conviction to use a Doctrine one level higher than your current ability. Roll 1d10, on a 5 or higher you successfully use the Doctrine and expend all available Conviction. On a 4 or lower, you take 1d6 Psychic damage and expend all available Conviction.
Lunatics Clarity
Starting at 9th level, as a bonus action you take 1d8 psychic damage and gain half as much Conviction.
Additionally, if you gain at least (1) Conviction in this way, you may cast a Doctrine as an additional bonus action.
Peer into Madness
Beginning at 13th level, As a bonus action all enemy creatures in your area of influence that can hear and see you must succeed on a Wisdom saving throw vs your Doctrine DC or become stunned, until your next turn.
Once you use this Feature, you must finish a long Rest before you can use it again.
Beacon of Madness
At 17th level, as an action you become a beacon of madness. For 1 minute whenever you take damage, attackers who can see and hear you Peer into Madness and must succeed on a Wisdom saving throw vs a modified Doctrine DC (12 + your Proficiency Bonus + your Charimsa modifier) or become stunned, until your next turn.
Once you use this Feature, you must finish a long Rest before you can use it again.
Art Credits
- Pia Nalaar - Magic the Gathering (Wizards of the Coast).
- Resolute Blademaster - Magic the Gathering (Wizards of the Coast).
- Sanctifier of Souls - Magic the Gathering (Wizards of the Coast).
- Timberwatch Elf - Magic the Gathering (Wizards of the Coast).
Fan Content Policy
Content is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Herald of Lies
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Treacherous Approach
Starting at level 3, when you choose this path, as a Bonus action you can spend (1) Conviction to add 1d4 Poison damage to your attacks. On a successful hit, enemies must succeed on a Dexterity saving throw (DC equal to 8 + your Proficiency Bonus + your Dexterity modifier) or become Poisoned.
Additionally, you gain +2 to Deception checks and can use Intelligence instead of Charisma for Doctrines DC checks.
False Confidence
Starting at the 6th level, as an Action you gain (3) Conviction, but cannot generate Conviction for (2) rounds of combat.
Fabricated Visions
Starting at 9th level, as an Action you can spend (3) Conviction to Blink to any allied creature within 30ft, leaving behind a Silent Image.
Additionally, as a Bonus action you can choose to use a Doctrine originating from your silent image, or yourself.
Once you use this Feature twice, you must finish a short Rest before you can use it again.
Nefarious Propaganda
Beginning at 13th level, As a bonus action all enemy creatures in your area of influence that can hear and see you must succeed on a Wisdom saving throw vs your Doctrine DC or become confused.
Once you use this Feature, you must finish a long Rest before you can use it again.
Tower of Lies
At 17th level, as an action you become a master of lies. For 1 minute whenever you take damage, attackers who can see and hear your lies must succeed on a Wisdom saving throw vs your Doctrine DC or fall under the effects of the Command spell.
Once you use this Feature, you must finish a long Rest before you can use it again.