War Crier

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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


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.

 

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