https://www.dandwiki.com/wiki/Lord_(Fire_Emblem)_(5e_Class)
The Royal Heir to the throne of Nokitor
hit dice:
1d8 per Lord Level
hit points at 1st level:
8 + Constitution modifier
hit points at higher levels:
1d8 (or 5) + Constitution modifier per Lord level after 1st
armor proficiencies:
Light armor, medium armor, shields
weapon proficiencies:
Longsword, rapier, scimitar, shortsword, spears, javelins, lance, pike, glaive, halberd, handaxe, battleaxe, greataxe, warhammer, light hammer, shortbows, longbows
tools:
None
saving throws:
Dex, Charisma
skills:
Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) A longsword or (b) a shortbow and 20 arrows or (c) a battleaxe or (d) a spear
(a) Leather armor or (b) chain shirt
(a) A shield or (b) a set 5 handaxes or (c) a set 5 javelins
An explorer's kit, a healer's kit, and a cape
If you are using starting wealth, you have 4d4 in funds.
spellcasting:
class features:
Pair Up
Starting at 1st level, you can fight alongside your allies, forming a cohesive unit. As an action, you can designate a creature as a pair. While the pair is within 5 feet of you, whenever you move, you can cause your pair to move. Doing so costs the pair own movement on its next turn.
In addition, you gain the following benefits:
Support
You can use your bonus action to take the Help action to help your pair.
Strike
Whenever you take the Attack action, you can use your bonus action to command your pair within 5 feet to make a melee attack, using its reaction.
Guard
You can use your bonus action to guard your pair. Until the start of your next turn, any attack made against the guarded creature can be made against you instead, using your reaction, while that creature remains within 5 feet.
Shove
Also at 1st level, you can use a bonus action to push one willing creature of medium size or lower within 5 feet of you 5 feet back.
Continue
At 2nd level, whenever you roll a 20 on an attack roll, you can make one additional attack with the same weapon, against the same target. This increases by 1 for each level your proficiency bonus increases in 1, becoming a 19-20 at 5th level, a 18-20 at 9th level, at 17-20 at 13th level and a 16-20 at 17th level.
Subdue
At 2nd level, when you make an attack, you can choose to gain advantage on that attack. When you hit a creature that benefits from subdue, if your damage would reduce the creature to 0 hit points, it falls to 1 hit point instead.
In addition, you can't benefit from your Continue feature when subduing an opponent.
Lordly Discipline
At 3rd level, you choose a Lordly Discipline. Choose between Knight Lord, Prince, Great Lord, Blade Lord, Lodestar, High Lord, Armored Lord, and Wyvern Master, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at levels 7, 10, 15, 18.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 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.
Improved Dual Strike
Beginning at 5th level, whenever you take the Attack action and make a weapon attack, you can command a creature within 5 feet of you to also make an attack using its reaction without using a bonus action.
Charm
At 6th level, you emanate an aura of inspiration and resolve that embolden your allies. All friendly creatures in a 5-foot radius gain a bonus equal to your Charisma modifier to their damage rolls and Dexterity saving throws.
Resistance
When you reach the 9th level, whenever you finish a long rest, you gain an amount of resistance points. Resistance points work as temporary hit points but are cumulative with regular temporary hit points.
Whenever you take damage, you can use your reaction to cause damage to your resistance instead. You have an amount of resistance equal to twice your Lord level. You regain all your resistance when you finish a long rest. You can also roll a hit die using an action and regain resistance equal to the amount rolled.
Aether
At 17th level, whenever you make an attack, if you roll a 19 or 20 on the attack roll you trigger this feature. When you do so, you can make two special attacks: Sol and Luna. You can't benefit from this feature if you have used subdue. The attacks are made on this order and have the following benefits:
Sol
You regain a number of hit points equal to half the damage dealt on the attack.
Luna
You make this attack with advantage. On a hit, you treat the target as if it were vulnerable to your attack.
Knight Lord
Though usually mounted like their fellow knights, they lead from the front and protect their allies, they can even aid their allies with their positioning.
Bonus Proficiency
When you choose this discipline at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
You also gain proficiency with heavy armor, and with a lance.
Lordly Mount
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Lancefaire
When you choose this archetype at 3rd level, you add your Charisma modifier to the damage rolls of your attacks with the quarterstaff, spear, halberd, glaive and lance.
Canto
Starting at 7th level, you can take the Dash action using your bonus action. While on top of a controlled mount, this take up the mount bonus action, instead of your own.
Terrain Resistance
At 7th level, whenever you take damage from an effect that affects an area on the ground, you reduce the damage taken by half. In addition, you ignore difficult terrain caused by those effects.
Aegis
At 11th level, you are resistant to damage taken from ranged attacks and effects that require a Dexterity saving throw.
Sol
At 15th level, whenever you score a critical hit with a melee weapon attack against a hostile creature, you regain a number of hit points equal to half the damage caused.
Defender
At 18th level, while your pair is within 5 feet of you, it gains a bonus equal to half your Charisma modifier (rounded down, minimum of +1) to all its attack rolls, ability checks and saving throws.
Great Lord
Noble and strong these lords can survive more than most lords and are strong attackers.
Lancefaire
When you choose this archetype at 3rd level, you add your Charisma modifier to the damage rolls of your attacks with the quarterstaff, spear, halberd, glaive and lance.
Paraselene
At 7th level, whenever you take the Attack action and make an attack with one of your Lancefaire weapons, you can move 5 feet without provoking opportunity attacks. This movement is made after all the attacks are made, and doesn't count against your movement on your turn;
Dual Striker
At 11th level, when you use your strike feature with your pair, both add 1d8 to the damage of the attack on a hit.
Rightful King
At 15th level, you gain the following benefits:
Improved Continue
Continue now triggers on a 16-20. This increases to 15-20 at 17th level.
Improved Aether
At 17th level, aether triggers on a 18-20.
Awakening
When you reach the 18th level, whenever you are under half your maximum hit points, you gain the following benefits:
You gain a bonus equal to your Charisma modifier to your attack rolls, AC and Dexterity saving throws.
You ignore additional damage from critical hits.
You score critical hits on a roll of 19-20.
Blade Lord
Quick beyond compare, these lords are fast enough to produce afterimages of movements that can also make attacks.
Swordfaire
When you choose this archetype at 3rd level, you add your Charisma modifier to the damage rolls of your attacks with the shortsword, longsword, scimitar and rapier.
Improved Critical
Also at 3rd level, you score a critical hit on a roll of 19-20 with your weapon attacks.
Sword Critical
At 7th level, when using your Swordfaire weapons, you score a critical hit on a roll of 18-20.
Astra
At 11th level, you can use your action to make five consecutive attacks against the same target. Each attack causes half damage on a hit. None of these attacks can be a critical hit. Once you use this feature, you can not use it again until you finish a short or long rest.
Duelist's Blow
At 15th level, once per turn when you make an attack against a creature, all attacks made by that target against you until the start of your next turn are made at disadvantage.
Vantage
At 18th level, whenever you are under half your maximum of hit points and a hostile creature makes an attack against you, you can use your reaction to make an attack with a weapon against that creature.
Lodestar
Fast and Strong, this lord can survive by Draining their opponents with each attack.
Dancing Blade
Starting at 3rd level, when you take the Attack action, you can choose to make one additional attack as a bonus action. If you do so, all attacks made against you until the end of your next turn are made at advantage.
At 11th level, you can make two attacks, instead of one, when using dancing blade.
Dual Guardsman+
At 7th level, whenever you use your Guard, your pair gain a bonus to its AC equal to your Charisma modifier while it remains within 5 feet of you.
Speedtaker
At 15th level, whenever you reduce a creature to 0 hit points, you can use your reaction and make one attack against a creature within reach.
Flashing Blade
Starting at 18th level, once in each of your turns when you have advantage on an attack, you can forgo the advantage to make one additional melee weapon attack.
High Lord
The Redeemed Lord persists through everything even the demons they cannot fight.
Lancefaire
When you choose this archetype at 3rd level, you add your Charisma modifier to the damage rolls of your attacks with the quarterstaff, spear, halberd, glaive and lance.
Commander
Starting at 7th level, you are immune to effects that kill you instantly. In addition, you can't be moved against your will.
Finally, you gain resistance to the damage of spells.
Commander Improvement
At 11th level, you become immune to the following conditions: charmed, frightened, poisoned, stunned, blinded and deafened. You also don't suffer negative effects of exhaustion. You still die after 6 levels of exhaustion gained.
You also don't become incapacitated or unconscious when reduced to 0 hit points, but still die after failing 3 death saving throws.
Finally, you can never have your ability scores or maximum hit points reduced by spells or effects.
Superior Charm
At 15th level, your Charm feature has a radius of 30 feet.
Pomp and Circunstance
Starting at 18th level, your Charisma increases by 2, up to a maximum of 22.
In addition, whenever you roll a number below your Charisma modifier on a ability check, attack roll or saving throw, you can reroll that die. You must use the new result.
Armored Lord
This lord is proud and strong, they can take damage and dish out even more.
Bonus Proficiency and Dual Guard
At level 3, you gain proficiency in all martial weapons and heavy armor. Additionally you may use Dual Guard. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Axefaire
When you choose this archetype at 3rd level, you add your Charisma modifier to the damage rolls of your attacks with the greataxe, battleaxe and handaxe.
Anima Magic
Starting at 7th level, you gain the ability to use anima magic to cast simple spells. When wielding an Axefaire weapon, you may cast
Pavise
At 15th level, as a reaction against an attack hit you, you can make a Constitution saving throw versus a DC equal to the attack roll. On a success, the attack misses and you take no damage.
Pomp and Circumstance
Starting at 18th level, your Charisma increases by 2, up to a maximum of 22.
In addition, whenever you roll a number below your Charisma modifier on a ability check, attack roll or saving throw, you can reroll that die. You must use the new result.
Wyvern Lord
The Shining lord rides atop his wyvern and strikes down enemies with their bow.
Bonus Proficiency
When you choose this Discipline at 3rd level, you gain proficiency in all ranged weapons and one skill of your choice. Additionally, you may add double your proficiency bonus when interacting with dragons.
Wyvern Rider
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. If you fall off while flying and you fall more than 15 feet you may whistle and call your wyvern underneath you.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Bowfaire
At level 7, You deal an extra 5 damage when using ranged weaponry or any attack from more than 5 feet.
Pomp, Circumstance, and Canto
At level 10, you gain a +2 to your Charisma score and have a single luck point to be used as per the lucky feat. Additionally, your mount may move its movement speed after you attack.
Wind God
At level 15, When you are on your mount you may fire using a ranged weapons longest range you no longer have disadvantage, and deal extra damage equal to your dexterity score in d6's.
Failnaught
At level 18 you may use the ability Fallen Star. You make an attack with a bonus 10 damage if you successfully hit. If the target is Flying or a Dragon you instead deal an extra 20. Additionally, you have a bonus to your AC equal to your Dexterity modifier and may add your Dexterity modifier to your saving throws. You may use this ability a number of times equal to your Dexterity modifier, and you regain all use of this feature when you finish a long rest.
subclass options: