Academy of Schemes
Warlords of the Academy of Schemes will secure their victory at any cost. They do not care how they achieve their goals and they will cheat, deceive, and sacrifice whatever they believe is necessary to succeed. These ruthless utilitarians always have a backup plan should things not work out as they predicted.
You are not above dishonorable tricks to secure your victory. Once per turn when you hit a creature with a weapon attack, you can force it to make a Dexterity saving throw against your Exploit Save DC in addition to the damage of your attack. On a failure, the creature's speed is halved and it can't take reactions until the start of your next turn, and on its next turn it can only take one action or one bonus action, but not both.
You will use any method necessary to achieve your aims. You gain proficiency in Deception, Disguise Kits, and Poisoner's Kits. You can make Leadership Ability (Deception) checks in place of the normal Charisma (Deception) check.
You learn certain Exploits at the Warlord levels noted in the table below. They do not count against your number of Exploits Known and can't be switched upon gaining a level.
You encourage allies to prey upon the weak. Any creature you target with an Inspiring Word or a Tactical Exploit adds your Leadership modifier to the first attack roll it makes against a creature suffering from the effects of Cheap Shot before the start of your next turn. Also, whenever you use a Tactical Exploit as part of your action, you can take the Disengage or Hide action as a bonus action on that turn.
You have no qualms about leaving others in danger. When a creature you can see targets you with an attack, you can use your reaction to force another creature within 5 feet to make a Strength saving throw against your Exploit Save DC. On a failed save, you switch places with the creature and it becomes the target of the attack that triggered the reaction. A creature can willingly fail this saving throw.
Your thoughts and dreams cannot be read by magical means, unless you allow it. If a creature attempts to read your mind you can present false thoughts and motivations by making a Leadership Ability (Deception) check against the caster or manifester's spell save DC or psi save DC. If there is no save DC, this is done against a DC 20.
You relentlessly pursue the destruction of your foes. When a creature fails its saving throw against Cheap Shot, you can choose to mark the creature for death. The first attack to hit that creature before the beginning of your next turn becomes an automatic critical hit. Once you mark a creature for death you must complete a short or long rest before you can use this feature again.
Cheap Shot
3rd-level Warlord (Academy of Schemes) FeatureYou are not above dishonorable tricks to secure your victory. Once per turn when you hit a creature with a weapon attack, you can force it to make a Dexterity saving throw against your Exploit Save DC in addition to the damage of your attack. On a failure, the creature's speed is halved and it can't take reactions until the start of your next turn, and on its next turn it can only take one action or one bonus action, but not both.
Dastardly Talents
3rd-level Warlord (Academy of Schemes) FeatureYou will use any method necessary to achieve your aims. You gain proficiency in Deception, Disguise Kits, and Poisoner's Kits. You can make Leadership Ability (Deception) checks in place of the normal Charisma (Deception) check.
Scheming Exploits
3rd-level Warlord (Academy of Schemes) FeatureYou learn certain Exploits at the Warlord levels noted in the table below. They do not count against your number of Exploits Known and can't be switched upon gaining a level.
Warlord Level | Exploit |
---|---|
3rd | insightful order, subtle con |
5th | exposing strike, surprise attack |
9th | perilous gambit |
Ruthless Focus
6th-level Warlord (Academy of Schemes) FeatureYou encourage allies to prey upon the weak. Any creature you target with an Inspiring Word or a Tactical Exploit adds your Leadership modifier to the first attack roll it makes against a creature suffering from the effects of Cheap Shot before the start of your next turn. Also, whenever you use a Tactical Exploit as part of your action, you can take the Disengage or Hide action as a bonus action on that turn.
Devious Tactics
14th-level Warlord (Academy of Schemes) FeatureYou have no qualms about leaving others in danger. When a creature you can see targets you with an attack, you can use your reaction to force another creature within 5 feet to make a Strength saving throw against your Exploit Save DC. On a failed save, you switch places with the creature and it becomes the target of the attack that triggered the reaction. A creature can willingly fail this saving throw.
Inscrutable Mind
18th-level Warlord (Academy of Schemes) FeatureYour thoughts and dreams cannot be read by magical means, unless you allow it. If a creature attempts to read your mind you can present false thoughts and motivations by making a Leadership Ability (Deception) check against the caster or manifester's spell save DC or psi save DC. If there is no save DC, this is done against a DC 20.
Marked for Death
18th-level Warlord (Academy of Schemes) FeatureYou relentlessly pursue the destruction of your foes. When a creature fails its saving throw against Cheap Shot, you can choose to mark the creature for death. The first attack to hit that creature before the beginning of your next turn becomes an automatic critical hit. Once you mark a creature for death you must complete a short or long rest before you can use this feature again.
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