Barbarian: Path of the Warlord
Those who take the path of the warlord are born to fight. They have an intrinsic understanding of battle and what is required to fight. They have a way of thinking differently, calculating each of their strikes even in their furious stupor. As the battle wears on, a warlord learns and becomes a stronger fighting force against their enemies.
These barbarians are always learning how to defeat new opponents, remembering, and striking at their opponents weaknesses where they can. This combined with their natural resilience and raging abilities makes them a frightening force on the battlefield.
In the world of Aetheria, half-orc's and orcs are well known for following this path.
Path of the Warlord Features
Barbarian Level | Feature |
---|---|
3rd | Battle Sense, Tactical Warfare |
6th | Combat Experience |
10th | Warlord's Inspiration |
14th | Conqueror's Resolve |
Battle Sense
When you choose this path at 3rd level, you are always ready to fight. You can give yourself a bonus to your initiative rolls equal to your Proficiency bonus.
Art: Matt Stewart
Tactical Warfare
Also at 3rd level, you study how your opponents fight allowing you to use this against them. You gain a series of states known as tactics, that you choose to activate on your turns.
As a bonus action on each of your turns while you are raging, you can choose one of your tactic options, which are detailed under "Tactics" below. You must meet the requirements when you choose the option in combat. You gain the benefits of that option until the end of your rage.
You can have a maximum of two tactics active at a time. This increases by one when you reach 5th level (3), 9th level (4), 13th level (5), and 17th level (6) in this class. You can choose to end any of your active tactics on your turn (no action required).
Combat Experience
Beginning at 6th level, your experience allows you to recall specific tactics. When you start raging, you can choose one of your tactics to gain the benefits from until the end of the rage.
Warlord's Inspiration
When you reach 10th level, you can temporarily share your knowledge with those around you. When an allied creature starts its turn within 10 feet of you, you can choose one of your active tactics. That creature gains the benefits of that active state until the beginning of their next turn.
Conqueror's Resolve
Starting at 14th level, when you fail a saving throw while raging, you can use your reaction to end one of your active tactics and succeed on the saving throw instead.
Tactics
The following tactics are presented in alphabetical order.
Battle Hardened. When you make a saving throw against an effect that would charm or frighten you, you can choose to do so with advantage.
Cleaving Whirlwind. When you miss a creature with a melee weapon attack, you can use your reaction to make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Clipped Wings. When you hit a creature with a weapon attack, they can't benefit from a flying speed until the beginning of your next turn.
Critical Threat. When you make an attack with advantage, your weapon attacks score a critical hit on a roll of 19 or 20.
Escapist. Opportunity attacks against you are made with disadvantage.
Fleet Footed. Your speed is increased by 10 feet.
Shield Break. When you hit a creature with a weapon attack, they can't benefit from a shield until the beginning of your next turn.
Sturdy Body. Your Armour Class increases by an amount equal to half your Proficiency bonus.
Ruptured Tendons. When you hit a creature with a weapon attack, their speed is halved until the beginning of your next turn.
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