Noble's Presence

A Warlord with a Noble Presence is not inherently one that was born a Noble, though many are. A Noble Presence Warlord is one that serves drive their retainers and companions onto greater heights through sheer charisma, a shining beacon of what they are fighting for standing beside them.   Since time immemorial men have fought twice as hard on a battlefield when their leader takes the field to stand among them, driven to heights that would seem impossible in order to protect their liege - while an adventurer of this path may or may not be their liege, their charisma invokes the same fervor in their companions and retainers.   An adventurer on this path is not inherently of noble background, though many often are. A noble reared on the laws of the land is usually lawful, but extraordinary circumstances may have brought about a rebellious streak in one that now seeks to overthrow unfit rulers (or rulers that aren't them, anyway).  

Destined Leader

Starting at 1st level when you take this Presence you gain proficiency in the Persuasion skill. Additionally, you gain one extra Leadership Die added to your total at 3rd level, 9th level, and 15th level.  

Call to Arms

Starting at 1st level, when you roll initiative you can call your loyal retainers (allied creatures) within 60 feet a surge of inspiration. Effected creatures can add your Charisma modifier to their first attack roll made before the end of their turn.  

Strike them Down

Starting at 3rd level, whenever a creature is struck while under the effect of your Rallying Mark or Overwhelming Mark, they take additional damage equal to your Charisma modifier. Whenever you use Helpful Word, the allied creature you helped gains temporary hit points equal to your Charisma modifier.   Additionally, a creature with a CR of less than half your Warlord level (or with fewer class levels than you have Warlord levels if the creature does not have a CR) can choose to use your proficiency bonus + Charisma Modifier for their attack roll modifier on any Attack granted by Battlefield Presence.   Additionally, you can an spend Leadership Dice to cast command. The level of the spell is equal to the Leadership Dice spent.   The spell Save DC for these spells is 8 + your Proficiency modifier + your Charisma Modifier.  

Divine Right

Starting at 7th level, you can add your Charisma (maximum 2) to your AC so long as you are not wearing heavy armor or using a shield.  

Imperative Strike

Starting at 11th level, when you use your Battlefield Presence, the allied creature can use their reaction to make the additional weapon attack granted immediately.  

Redoubled Efforts

Additionally at 11th level, attacks made by allied creatures within 20 feet of you deal an additional 1d4 damage.  

Chosen Companions

Starting at 15th level, you can use Leadership Dice to cast bless or heroism without proving material components. The level of the spell is equal to the Leadership Dice spent.  

Grand Decree

Starting at 18th level, you can use this ability to cast command without expending a spell slot or Leadership Die. When you do so, the spell effects all creatures of you choice within range that could be effected by the spell.   Once you cast command using this ability, you cannot cast it using this ability again until you complete a long rest.

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