Armiger Warlord
Hit Points
Hit Dice: d10 per Armiger Warlord level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per armiger level after 1st.
Proficiences
Armor: All armour, shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidate, Insight, Perception, Survival and History.
Overview & Creation
Some of them rise from their cot before dawn, dismantle the camp together with hundreds of fellow soldiers and prepare for the umpteenth day of the march that will bring them closer to the battlefield, walking in ranks behind their commander. Others organize themselves to patrol the city walls, their thoughts divided between the threats that must be kept out at all costs and those that instead have made their lair within the ramparts, between the infamous taverns and the alleys of the port. Others walk the streets of Vesteria under the banner of any gentleman who pays them a piece of bread and a stable to rest, and some even fight in the arena, at times by choice and others by force, bathing in crowds and blood every day. Whether they are loyal and valiant, petty and cunning or simply thirsty for glory or wealth, all these individuals are armigers, and have made weapons their profession.
Skilled, strong, resistant and often highly specialized, armigers are versatile and confident that their training, combined with a pinch of opportunism, will help them get out of any trouble.— Armiger, Historia Dark Fantasy Renaissance Setting for 5e
The warlord knows that victory will always be a little closer if the party fights like a single individual and is ready to be the instrument of this cohesion by guiding, inspiring or whipping their companions towards success. This is a fighter who, depending on their temperament, oscillates between supportive and altruistic, or tyrannical and inflexible, but in any case, ready to lead by example. Despite fighting with no holds barred, they will never lose sight of the conditions of the group, because for a leader, the death of one soldier is already half a defeat, whether for the money spent to arm and train them or for the loss of a life.— Warlord War Archetype, Historia Dark Fantasy Renaissance Setting for 5e
Class Features
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. You gain an additional fighting style at 10th level.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your armiger level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Dice
Starting at 2nd level, you have higher control over their actions in combat. You have 4 d6 action dice available . When making an attack, you may spend an action die, rolling it and adding it to the attack roll. You may decide to spend the action die even after making the attack.
In addition, you can spend an action die to increase the damage of all attacks made with your attack action, by rolling the die and adding it to the damage of each attack.
You gain another action die at 10th level and another at 20th level.
At 7th level, your action dice becomes d8. At 13th level they become d10 and at 17th level they become d12.
Starting Equipment
You start with the following equipment, in addition to that provided by your venture:
- (a) a chain mail or (b) gambeson, a bent bow and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two axes
- (a) a dungeoneer's pack or (b) an explorer's pack
Spellcasting
None
Subclass Options
War Archetype Warlord
Battlecry
Starting from 3rd level, when you use second wind and regain hit points, your allies recover half of the same amount.
Level | Proficiency Bonus | Features | Action Dice |
---|
1 | +2 | Fighting Style, Second Wind | - |
2 | +2 | Action Dice (d6, 4) | 4 |
3 | +2 | Warlord Feature | 4 |