The Warlord
Level Proficiency Bonus Max Insight Features
1st +2 2d6 Battlefield Insight, Shouts, Student of Banners
2nd +2 2d6 Expose Weaknesses, Warlord Presence
3rd +2 2d6 Strategist Tradition
4th +2 3d6 Ability Score Improvement
5th +3 3d6 Extra Attack
6th +3 3d6 Veteran Poise
7th +3 4d6 Continued Education, Advanced Signals
8th +3 4d6 Ability Score Improvement
9th +4 4d6 Tradition feature
10th +4 5d6 Ability Score Improvement
11th +4 5d6 Seasoned Instructor
12th +4 5d6 Ability Score Improvement
13th +5 6d6 Tradition feature
14th +5 6d6 Continued Education, Improved Insight
15th +5 6d6 Tempered Body
16th +5 7d6 Ability Score Improvement
17th +6 7d6 Tradition feature
18th +6 7d6 Ultimate Awareness
19th +6 8d6 Ability Score Improvement
20th +6 10d6 Peerless Insight

Warlord V4

Insert warlordy fluff here

Class Features

As a Warlord, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per warlord level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warlord level after 1st

Proficiencies


  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple weapons, longsword, pike, shortsword, warhammer
  • Tools: Choose one from Calligrapher's supplies, Cartographer's tools, Herbalism kit, Navigator's tools or one musical instrument

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose three from Animal Handling, Athletics, History, Insight, Intimidate, Medecine, Nature and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a longword and a shield, (b) two simple weapons, or (c) a pike
  • (a) five javelins or (b) a shortbow and a quiver of 20 arrows
  • (a) a diplomat's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • (a) scale mail or (b) leather armor and a shield
  • One tool or instrument you are proficient with

Battlefield Insight

Begining at first level, you have an incredible talent for grasping the implication of every changes on the battlefield.

Be it a weakness in the opponent's defenses or the opportunity afforded to your allies based on their positioning, you know how to make the best of every situation. The most basic way in which you take advantage of this insight is by improving your allies attacks with short verbal cues.

This insight takes the form of a pool of d6s. Whenever you roll for initiative, your Insight Pool is automatically set to 1d6. Everytime you take the Attack Action, you can add 1d6 to the Insight Pool, up to the maximum for your level in accordance with the Max Insight collumn of the warlord class table. At level 1, your maximum is 2d6. Starting at level 1, you can use your Insight in the following ways:

Improve Damage: When a willing creature within 15 feet of you inflicts damage to one or more creature(s), you can use your reaction to increase the damage dealt to one of those creature by an ammount equal to your Insight Pool.

Improve Precision: When a willing creature within 15 feet of you makes an attack roll, you can use your reaction and remove 2d6 from your insight pool to grant that attack advantage.

Shouts

Sometimes, your allies have an opportunity open to them that they do not fully grasp, or maybe they are themselves showing a weakness that an opponent could exploit, or are simply losing the will to fight. In those situation, your best course of action is to signal to them with a loud shout. Shouts require the use of your voice and will reveal your position if you are trying to hide, and your allies must be able to hear you to benefit from your Shout.

Begining at 1st level, once per turn, when you take the attack action, you can forego one of your attacks to use one of the following shouts instead:

MOVE! : Select one creature within 30 feet of you. That creature may spend their reaction to move half their speed. If they do so, they gain a bonus to their AC equal to your Wisdom modifier (minimum +1) until the end of that movement.

RISE UP! : Select one creature within 30 feet of you. That creature can make a saving throw to end a condition that can be ended by saving throw, adding your Charisma modifier (minimum +1) to their saving throw. Alternatively, that creature can spend its reaction to stand up from prone, or attempt to escape a grab.

STRIKE! : Select one creature within 30 feet of you. On that creature's next turn, if they take the attack action, they may make an additional attack. Futhermore, that creature may add your Intelligence modifier (minimum +1) to one of their damage rolls for that turn.

Student of Banners

At 1st level you already know more about the ways of war than the common man. You gain advantage on all ability checks to identify weapons, the heraldry or uniforms of armies or mercenary companies, as well as famous military figures and their famous tactics.

Expose Weaknesses

Starting at 2nd level, you've begun to hone your battlefield insight in new ways, allowing you to focus on a particular enemy to uncover more devastating weaknesses. You can then share what you have discovered with your allies through the use of special signals using subtle body movement you have previously discussed.

This focus, however, usually comes at the cost of your overall awareness of the battlefield being diminished for a short while.

As a bonus action, you can select one creature within 30 feet to focus on by removing 2d6 or more from your Insight Pool. The creature must then succeed on a Charisma (Deception) check against a DC equal to 8 + your proficiency bonus + the number of d6 removed from your insight pool. If they fail the check, you can apply one of the following effects to that creature until the start of your next turn:

Distracted: The creature cannot make opportunity attacks against you or any of your allies that can see you.

Favored Leg: If you or an ally inflicts damage to the creature, its speed is reduced in half and it can't take the disengage action until the end of its next turn.

Unbalanced: If you or an ally attempts to shove the creature, you may add 2d6 to your Strength check, or treat the creature as 1 size smaller.

Wrong Angle: The creature's next damage roll on you, or one of your allies that can see you, is reduced by an ammount equal to a roll of the d6 removed from your Insight Pool to expose this weakness

Allies

For the purpose of this ability, an ally is anyone you have spent time sharing your secret signals with. You need to spend 20 minutes teaching a creature, or group of creatures, your signals for them to be considered allies.

Warlord Presence

The way you react when steel is drawn and battle is rejoined can help your allies in various ways. Knowing you are on their side can instill confidence in anyone. At 2nd level, you choose one of the following option.

Analytical Presence: When you roll for initiative, and you are not surprised, you and all creatures of your choice that can see you within 30 feet of you gain a bonus to initiative equal to your Intelligence modifier. Furthermore, if you use the STRIKE! shout, the target creature adds your intelligence modifier to all their damage rolls of that turn instead of just one.

Inspiring Presence: When you roll for initiative, and you are not surprised, you and all creatures of your choice that can see you within 30 feet of you gain temporary hit points equal to your level plus your Charisma modifier. Furthermore, if you use the RISE UP! shout, the creature you target gains temporary hit points equal to your level plus your Charisma modifier.

Perceptive Presence: When you roll for initiative, and you are not surprised, you and a number of creatures, that are within 30 feet of you and that can see you, equal to your wisdom modifier gain advantage on their first attack roll. Furthermore, if you use the MOVE! shout, the creature you target now gains a bonus to AC equal to twice your Wisdom modifier.

Strategist Tradition

[Insert usual spiel about subclasses]

Your tradition grants you features at 3rd level and then again 9th, 13th and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, an 19th level, you can increase one ability score by 2, or you can increase 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 with this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Furthermore, taking the Attack action now allows you to add 2d6 to your Insight Pool instead of 1.

Veteran Poise

You begin to hold yourself in a way that soldiers instinctively recognize and you've come to know how to act around military types of all sorts.

Begining at 6th level, you add your Proficiency Bonus to Charisma checks made while interacting with members of a formal fighting force that you recognize (even if you already added your Proficiency Bonus, but not if you already applied your Proficiency bonus more than once).

Continued Education

You have not gotten to the your level of ability by thinking you already know everything there is to know. As such, you are always looking for new opportunity to improve yourself. At 7th level, and again at 14th level, you gain proficiency in a skill or artisan tool of your choice. Alternatively, you may choose to learn 2 languages of your choice.

Advanced Signals

Your experience allows you to discern all new types of weaknesses in your opponents. Starting at 7th level, if you spend at least 3d6 from your Insight Pool when using your Expose Weaknesses class feature, you can now choose to apply one of the following effects:

Dirt in Eyes: The creature has disadvantage on all Wisdom (Perception) checks. This has no effect on creatures with blindsense or tremorsense.

Exposed Nerves: If you or an ally inflict damage to the creature, select either Strength, Constitution, or Dexterity. The creature has disadvantage on all saving throws of the selected attribute until the end of its next turn.

Flight Muscles: If you or an ally inflict damage to the creature, its flying speed is reduced to 0 until the end of its next turn. If the creature is currently above ground, it must succeed a Dexterity Saving throw against a DC equal to 10 + the number of d6 removed from your Insight Pool in order to land harmlessly, otherwise it falls prone.

Noisy: You and your allies have advantage on all Wisdom (Perception) checks made to find the creature.

Stressed: The creature has disadvantage on all Concentration checks made as a result of damage inflicted by you or your allies.

Unsteady Arm: The creature has disadvantage on the next attack roll made against you or one of your ally that can see you until the end of its next turn.

Seasoned Instructor

Your time instructing others and communicating on the battlefield have made you a better communicator in every domain where you are significantly skilled.

Starting at 11th level, whenever you take the Help action to aid an ally in performing a task for which you would apply your proficiency bonus, they gain a bonus to their ability check equal to half your proficiency bonus.

Improved Insight

As your experience grows, so does your insight of the battlefield. You can better analyze situations at a glance and your are even better at barking cues at your allies. Starting at 14th level, when your roll for intitiative, your Insight Pool is now set at 3d6.

Furthermore, you can now put your Battlefield Insight to use once per round without expending the use of your Reaction. You can still use your Reaction to make use of your Battlefield Insight, but not on the same turn.

Tempered Body

By 15th level, you've taken your share of physical punishment and your body has gotten tougher as a result. You gain proficiency in the Strength and Constitution save.

Ultimate Awareness

Begining at 18th level, you are constantly analyzing your surrounding, on the battlefield and off, and are always looking for threat to the point that no one and nothing can escape your notice for long. You gain a +10 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Peerless Insight

Starting at 20th level, your mastery of battles now borders on the supernatural and your mind constantly churns with new scenarios and possiblities. Your reflexes allow you to aid your allies in the blink of an eye. You no longer need to expend your Reaction to put your Battlefield Insight to use and you can do so once per turn. Furthermore, you can automatically add 1d6 to your Insight Pool at the start of your turn.

Strategist Traditions

[Insert fluff about Tradition not meaning you attended a formal school]

Ardent Soul

Passion, drive, dedication, righteous anger, fury, love... all of these are powerful emotions that can drive a warrior to push themselves beyond their limit.

The Ardent Soul tradition aims to tap into those feelings and, using secret Psionic techniques, project them onto their allies to bolster them. These powerful emotions then manifest in the form of a flame, taking the attribute of metaphors used to describe them. When you stride into battle, like a flaming beacon in the night, you strike awe into the heart of allies, and fear in the heart of foes.

Radiating Confidence

Your bolsterous personality makes you appear fearless in the face of danger, inspiring others around you even more than before. Starting at 3rd level, whenever you grant temporary hit points to one or more creature through a different effect, you or an ally within 30 feet of you also gains temporary hit points equal to your Charisma modifier. Starting at 9th level, those temporary hit points equal twice your Charisma modifier, and three times your Charisma modifier starting at 13th level. Furthermore, you gain the following uses of your Battlefield Insight:

Cheer on Success: Whenever a creature within 30 feet of you scores a critical hit, you can spend your reaction to grant them temporary hit points equal to a roll of your Insight Pool.

Improve Ardhor: Whenever a creature within 30 feet of you inflicts damage to another creature you can see, you can spend your reaction and remove 1d6 from your Insight Pool to grant either creature temporary hit points equal to your Charisma modifier.

Burning Heart

Begining at 3rd level you have gained the ability to manifest powerful emotions as flames and can share this gift with your allies. When you, or any allies within 30 feet of you, inflict damage to a creature using a weapon while you have temporary hit points, you can spend any number of those temporary hit points to gain a bonus to your damage roll equal to the spent temporary hit points. This bonus damage is Fire damage.

Strong Personality

You force of personality is nearly unmatched and few things can make your will waver. Starting at 9th level, whenever you make a saving throw, other than a Charisma saving throw, against being Charmed or Frightened, add your Charisma modifier as a bonus to the saving throw. Furthermore, your maximum Charisma score is now 22.

Improved Burning Heart

You've refined your Psionic ability beyond the most basic manifestation, allowing you access to new types of energy.

Starting at 13th level, when you or an ally decide to spend temporary hit points to gain a bonus to damage, you can choose to make the bonus damage Cold, Psychic or Radiant damage. Furthermore, any creature within 30 feet of you, you included, that makes a saving throw can choose to use their reaction and spend 5 temporary hit points to gain advantage on that saving throw.

Ardent Mantle

You've become so familiar with the energies you unleash that they no longer pose a threat to you. Starting at 17th level, you and every ally within 5 feet of you has resistance to Cold, Fire, Psychic and Radiant damage.

Ballistarius

In Ancient Times, the Ballistarius (plural Ballistari) was the officer who supervised and coordinated the soldiers assigned to siege weapons. With time, these responsabilities were expended to being in charge of squadrons of spellcasters, and, with a few centuries, whole company of archers.

Eventually, the title of Ballistarius became synonymous with efficient long-range combat. You continue this tradition of excellence as you focus your skills on striking from a distance, improving the accuracy and deadliness of your friends, be they archers or spell slingers. You even learn a little about siege weapons, honoring your forebearers.

Bonus Proficiency

When you select this tradition at 3rd level, you gain proficincy with all Martial Ranged Weapons.

Ballistarius Shouts

Starting at 3rd level, you gain the following shouts:

AIM! Select one creature within 30 feet. That creature can spend their reaction to aim. If they do so, on their next turn, if they do not move before taking the Attack Action, they ignore half-cover when attacking creatures that are not within ten feet of them.

EYE ON THE TARGET! Select one creature within 30 feet. On their next turn, that creature increases the range of their ranged attacks and cantrips by 30 feet. This increases both the normal and long range of weapons.

LOAD! Select up to three creatures within 30 feet. Those creatures can spend their reaction to activate a siege weapon.

Eagle Eye

Your eyesight has grown sharper with time. Starting at 9th level, you can no longer suffer disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks and the range of your ranged attacks increases by 20 feet.

Squadmaster

You've become an old hat at ordering multiple people at once. Your closest allies seem to develop a knack for knowing when your shouts can also apply to them. Starting at 13th level, when you use a Shout, you can select two additional creatures within range.

Legendary Archer Insight

Your talent for long range combat seem to transcend the limits of regular people, and you know how to share your skills with others. Starting at 17th level, you gain the following use for your Battlefield Insight:

Legendary Accuracy: When you, or a creature within 15 feet of you makes a ranged weapon attack, or uses a Cantrip to make a Ranged Spell attack on one creature, you can use your reaction and remove 4d6 from your Insight Pool to allow that attack to score a critical hit on a roll of 18-20.

Borderlands Marshal

The edges of civilisation is a lawless and brutal place. Even when great empires make large portions of the land safe, wild beasts and evil monsters prey upon those who try to eke out a living on the frontier. When there is no large empires, every sliver of civilisation is now on this edge.

Borderlands Marshals are those tasked with striking back at this encroaching savagery, moving swiftly in small squads and surviving off the land itself. Wild beasts, raiders or creatures from another world, whatever they may be, if they prey on the isolated, they will find Borderlands Marshals coming for them.

You may have been trained by such a group in the past, or maybe you were saved by a Marshal as a child and vowed to become just like your savior. Whatever the case, you've developped the pragmatism and ruthlessness associated with Borderland Marshals. In the wild, you act or you die. You make do with limited supplies, and when you attack, you make sure you and your allies are as efficient as any pack of predators.

Bonus Proficiency

When you select this tradition at 3rd level, you gain proficiency in one of the following skill of your choice: Animal Handling, Nature, Survival or Stealth. Furthermore, you gain a climb and swim speed equal to half your speed.

Frontier Gear Specialist

You've mastered the limited arsenal available to you on the edges of civilisation and can use them in surprising ways. Starting at 3rd level, you gain a number of the following features equal to your Wisdom modifier (whenever your Wisdom modifier increases, select a new feature. You cannot select the same feature twice) :

Defensive Stance: When wielding two simple weapons, you gain a +1 bonus to AC as long as you are wearing medium or light armor.

Frontierman Fighting Style: You gain +1 bonus to attack rolls with simple weapons.

Heavy Stalker: Medium armor no longer inflicts disadvantage to your Dexterity (Stealth) checks.

Primitive Hunter: you gain a +3 bonus to damage rolls with clubs, javelins, and slings.

Stone Thrower: you gain proficiency with improvised thrown weapons, provided they are of natural origin.

Wild Swing: You treat quarterstaves and spears as having the reach property when wielding them with two hands.

Woodland Senses When attacking with a simple weapon, you ignore half-cover provided by natural obstacles, such as trees, shrubs or rock formations.

Relentless Tracker

Once you have your sight set on a prey, it becomes incredibly difficult for them to escape you, no matter how long ago you drew its blood. Starting at 9th level, you have advantage on all ability checks made to track a creature you have inflicted damage to. Furthermore, your climb and swim speed are now equal to your speed.

Skirmisher Tactics

Fighting superior odds in the wilderness often involves hit and run tactics and good mobility. Starting at 13th level, your speed increased by 10 feet and, when you use the MOVE! shout, your target can now move their full speed. You also gain the following use for your Battlefield Insight:

Skirmisher Evasion: When you, or a willing creature within 15 feet of you, is missed by an attack, you can spend your reaction and remove 3d6 from your Insight Pool to allow the target of the attack to move their speed. The attacking creature cannot make an Opportunity Attack as a result of this movement.

Vicious Insight

Monstrous beasts eat anything they can reach, with no chance for reason or mercy. With the lives of others on the line, you also show no mercy when exposing weaknesses. Starting at 17th level, the dice in your Insight Pool are now d10s.

Chosen One

Legends are filled with tall tales of destined youth suceeding against all odds, beings chosen by the gods for a great task, and unlikely heroes with barely the training to hold a stick straight but who are surrounded by incredible companions only they could assemble together. Whether unwittingly, or after hearing about it from some mysterious oracle, you have stepped into such a story.

The tradition of the Chosen One is not so much a formal tradition, as it is a role you adopt without realizing it.It is a product of your own subconscious remembering the legends of olds, and the spark of divine influence hidden within your soul. In other words, you did not choose this path, it chose you. There is no telling what your destiny entails, only that you have the kind of divine luck needed to accomplish it.

Fateful Companion

You're always looking out for your friends, always ready to alert them to trouble or share insight with them. When you take the attack action you can forego as many attacks as you want to use a shout.

Furthermore, whenever you use your Battlefield Insight, you can now target creatures within 30 feet of you.

Divine Luck

You have inexplicable luck that seems to spill over to your allies. Starting at 3rd level, whenever you or a creature within 15 feet of you makes an attack roll, an ability check or a saving throw, you can choose to grant that creature advantage or disadvantage on that roll. You can do this twice and you regain all use of it at the end of a long rest.

Also, whenever you or a creature within 15 feet rolls a d20 with advantage or disadvantage and rolls the same number on both dice, you can choose to make those two dice a 1 or a 20.

Magnetic Presence

No one knows why, but people tend to find you extremely likeable and trustworthy. Starting at 9th level, you can add half your proficiency bonus (round up) to any Charisma check that doesn't already use your proficiency bonus. Furthermore, your maximum Charisma score is now 24.

Blessed Touch

In your times of needs, when your friends seem to suffer the most, a strange power emerges from within you, allowing to sooth other. Starting at 13th level, you know the spells Cure Wounds and Lesser Restauration and you gain three 3rd level spell slots. Charisma is your spellcasting ability for these spells.

Pull of Destiny

Your inexplicable luck seem to only grow stronger as unlikely coincidence keep following you everywhere you go. Starting at 17th level, you can use the first effect of your Divine Luck feature up to five times before taking a long rest. In addition, the range of both effect increases to 30 feet.

Rabble Rouser

The bandit king who eludes authority, the revolutionary who strikes back at tyrants and the strategist who succeeds while outnumbered, all those leaders embody the tradition of the Rabble Rouser. Able to inspire even the common man to overcome incredible odds, be they a natural obstacle or simply larger number, becomes even more effective when paired with season adventurers.

Your charismatic personality, your way with words and your willingness to use even underhanded tactics make you a natural fit for this role. Being the underdog is no problem for you, its practically a way of life!

Ambusher Presence

You know that the first few seconds of a fight are crucials. If you wish to succeed over superior forces, you must strike fast and strike hard! This manifests into your force of personality being even more striking when swords are drawn that normal. When you select this tradition at 3rd level, you gain an additional Warlord Presence. You can select one from the Warlord Presence class feature (you cannot select the same presence twice), or one of the Presences below:

Dashing Presence: When you roll for initiative, and you are not surprised, you and all creatures of your choice that can see you within 30 feet of you gain a bonus to their first damage roll equal to your Charisma modifier. Furthermore, if you use the MOVE! shout, you may select an additional number of allies equal to your Charisma modifier (minimum +1). One of those additional ally can be yourself.

Surmounting Presence: When you roll for initiative, you and all creatures of your choice that can see you within 30 feet of you cannot be surprised. Furthermore, if you use the STRIKE! shout, the target has advantage on all attack rolls made against creatures at least 1 size larger until the end of their next turn.

Steadfast Presence: When you roll for initiative, and you are not surprised, you and all creatures of your choice that can see you within 30 feet of you gain a bonus to all saving throw equal to your Charisma modifier until the start of your second round. Furthermore, if you use the RISE UP! shout, the creature you target can make a saving throw and still use its reaction for the second effect.

Underdog Tricks

You've learned a few tricks that some might call underhanded and dirty, but for you, they're just a way to level the playing field. Starting when you select this tradition at 3rd level, you gain your choice of proficiency between Deception, Sleigh of Hand, Stealth, or proficiency in either the Thieves' Tools or the Disguise Kit.

Furthermore, you now rely entirely on physical signals to communicate with your allies in combat. After spending 20 minutes teaching one or more willing creatures your secret codes, you no longer need to speak to select one of those creatures as the target of a shout, or as target of your Battlefield Insight, provided the target can still see you.

Underhanded Expertise

At 9th level, choose two of your proficiencies from the following list: Deception, Disguise Kit, Slegh of Hand, Stealth, Thieves' Tools. Your proficiency bonus is doubled for any abilty check you make that uses either of the chosen proficiencies.

Rousing Speech

When times are tough and everybody around you is feeling down, it's your duty to raise their spirit up and help them dig deep into reserves they did not know they had. Starting at 13th level, you can take ten minutes to make a speech to rouse your allies. At the end of your speech, any creature of your choice that can hear you recovers spent hit dice until they have a number of hit dice equal to your Charisma modifier, and they regain their lowest level spell slots until they have a total number of spell slots equal to your Charisma modifier. A creature cannot benefit from one of your Rousing Speech again until they have taken a long rest.

Overcoming the Odds

You've gotten used to being faced by surperior numbers and superior foes, to the point that you thrive in such environment. Starting at 17th level, if you percieve more hostile creatures than friendly creatures within 30 feet of you, all attacks made against you, or creatures of your choice within 5 feet of you, are at a disadvantage. Creatures (hostile or friendly) of size Large or greater count as two creatures for the purpose of this effect.

Silverblade Captain

The Silverblades, named after their silvered weapons, were a famous squad of special assault troopers in charge of disrupting enemy spellcasters during wartime. They did so by learning special techniques to counter spellcasters, and even basic spellcraft to oppose them.

After the end of the war, they went on to put skills they had developped to use by becoming witch hunters or leaders in various inquisitions around the land, hunting down those who would abuse magic for their evil ends.

Maybe you were once trained to be part of the Silverblade, or you were trained by a retired member, or you were part of one of their peacetime investigations, or maybe you simply heard of their legends and read all about them. Whatever the case, you now specialize in disrupting spellcasters and protecting your allies from dangerous spells.

Witch Hunter Training

You've educated yourself on the basics of magic and even learned basic rituals that can be helpful in tracking down dangerous spellcasters.

When you take this tradition at 3rd level, you gain proficiency in either the Arcana skill or Investigation skill. You can now cast Comprehend Languages, Detect Magic and Identify, but only as rituals.


Caster Hounder

Your mere presence disrupts the use of magic, as you know exactly how to make them vulnerable and distract them. Starting at 3rd level, any creature of your choice within 5 feet of you has disadvantage on all Concentration checks. Starting at 9th level, this distance becomes 10 feet, and at 13th level that distance is 15 feet.

Improved Ritualist

You continue to add more tricks to your arsenal, learning more ways to track foes and counter their influence. Starting at 9th level you can cast Augury, Gentle Repose and Silence, but only as rituals.

Inquisitor Warding Glyph

You've expended your knowledge to includes the secret of protective glyphs. Starting at 13th level, you can, as an action, trace a protective glyph somewhere on your armor or clothing. When you do so, select a damage type from this list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder.

For the next 8 hours after you traced the glyph, while you are wearing the piece of clothing or armor you traced the glyph on, you have resistance to magical damage of the selected type.

As a reaction, you can tap into the remaining energy of the glyph to grant you, and every creature of your choice within 15 feet, immunity to the selected damage type until the start of your next turn, after which the glyph is no longer active. You cannot trace a new glyph until you finish a long rest.

Silverblade Riposte

Your exposure to magical energies have made you adept at turning them away from you and from your allies. You do so by concentrating raw magical energy within your weapon and swinging in to disrupt the incoming energies. Starting at 17th level, if you would make a saving throw against magic, you can spend your reaction to make an Intelligence (Arcana) check and then take the best result between the two rolls as your Saving Throw. Any creature that makes a saving throw against the same effect can also choose to use the result of your Intelligence (Arcana) check instead of their own saving throw. You cannot use this effect again until you finish a short or long rest, or by removing 6d6 from your Insight Pool

Steel Protector

The philosophy of the Steal Protectors corps of combat medic has become well known after their great success during multiple wars in the last century or so. These elite warriors are just as effective inflicting harm as they are treating injury, rushing through the most nightmarish of battlefields to aid allies, battering enemies aside like they were nothing.

They combine knowledge of medecine with harsh physical training and while they can be dangerous on their own, they become even more impressive when they keep their allies going no matter what. A unit assigned a Steel Protector knows that no one will stand in the way of accomplishing their objective.

Bonus Proficiency

When you select this Tradition at 3rd level, you gain proficiency with martial weapons and heavy armor. You also gain proficiency in the Medecine skill and with the Herbalism Kit, if you do not already have them.

Healer Training

You are an able physician, handy at treating wounds in a hurry, but also at helping your allies heal themselves once the action is over. Starting at 3rd level, when you use a Healer's Kit to stabilize a dying creature, that creature also regains 1 hit point.

Furthermore, as an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to your level. The creature cannot regain hit points this way until it finishes a short or long rest.

In addition, during a short rest you can tend to a number of allies equal to your Wisdom modifier (minimum of 1), spending one use of a Healer's Kit per ally you tend. At the end of the short rest, if those allies spent hit dice to recover hit points, they regain additional hit points equal to your proficiency bonus for each hit dice used.

Panacea Maker

Starting at 9th level, you can now craft various healing concoctions to help in your duty. You now know how to make Antitoxin, Healer's Kit and Potions of Healing. Once per day, while in a natural environment, you can spend an hour to attempt to gather ingredients for the crafting of these items. At the end of the hour, make a Wisdom (Herbalism Kit) ability check. You gather ingredients with a value in gp equal to your check result times 3.

You can then spend another hour per item crafting items you know how to make whose total value in GP is equal to or lower than the value of the ingredients you gathered. Ingredients gathered, but not used, become useless within 24 hour. You must have an empty vial available for each copy of Antitoxin or Potion of Healing that you create.

Protector's Instinct

Starting at 13th level, you gain the following use for your Battlefield Insight:

Protector's Revenge: When a creature within 20 feet of you inflicts damage to another creature you can see, you can spend your reaction and remove 3d6 from your Insight Pool to move up to your speed and make a melee weapon attack against that first creature.

Master of Steel

Starting at 17th level, you've improved your combat ability significantly. You can attack three times, instead of two, when you take the Attack action on your turn.

White Raven Tactician

The Military School of the White Raven is famous the world over for their complex and advanced strategy with a high emphasis on formations. Wether you studied at this prestigious school, stolen one of their treatise, or simply admire them from afar, you've developped a very tactical approach to combat.

Improved Shouts

You've spent times drilling your allies in the proper response to your shouts. When you select this Tradition at 3rd level, your Shouts gain the following improvement:

MOVE! You can now select a number of creatures equal to your intelligence modifier.

SHAKE IT OFF! The target can also adds your Intelligence modifier to their saving throw.

STRIKE! The targeted creature can now choose to spend their reaction and immediately make an attack instead of waiting until their turn. If they do so, they also add your Intelligence modifier to the attack roll.

Tactician Shouts

Starting at 3rd level, you also gain the following shouts:

DEFENSIVE FORMATION! Select two willing creatures that are within 5 feet of each other and both within 30 feet of you. If they both spend their reaction, they gain the effect of the Dodge action.

PREPARE TO INTERCEPT! Select one creature within 30 feet of you. That creature regains use of its Reaction if they already spent it this turn.

SEARCHING FORMATION! Select up to three creatures within 30 feet of you. On their next turn, those creatures can spend a bonus action to make a Wisdom (Perception) check to detect hidden creatures.

SUPPORT FORMATION! Select up to two creatures within 30 feet of you. On their next turn, those creatures can use the Help action as a bonus action.

Analyze Enemy

Starting at 9th level, your powers of observation and analysis improve in both speed and precision. By observing an enemy you can discern certain aspects of them. As an action, you can make an Intelligence (Insight) check opposed by the Charisma (Deception) score of one creature you can see. If your roll succeeds, your DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Intelligence score
  • Armor Class
  • Movement Speed
  • Current hit points
  • Total class levels (if any)

Improved Presence

Starting at 13th level, your Warlord Presence affects allies within 60 feet of you instead. Furthermore, any allies that gains the benefit of your Warlord Presence can, in addition to said benefit, also imediately move 15 feet without spending an action.

Potent Analysis

Starting at 17th level, whenever you roll for initiative, your Insight Pool now contains a number of d6 equal to your Intelligence modifier. Furthermore, whenever the dice in your Insight Pool are rolled and the result of any individual dice is lower than your Intelligence modifier, you can make that result equal to your Intelligence modifier.