User:Quincy/Lord of Battle, Variant (5e Class)

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Lord of Battle[edit]

A weapon is not a destructive force, it is the one who wields the weapon that leaves things in ruin
—Aivus Silverbeard, of Cold Fire City

Whether its the harsh tundras, or the dry heated deserts, a Lord of Battle makes his place upon the battlefield. As a master of the art of war, a Lord of Battle's body is a destructive force, his mind is a tool of strategy, and his will is the will of the battlefield. Civilizations refer to them as mercenaries, and often leave them in charge of armies. They know little difference between right and wrong, and ally and enemy, however for those who they know to be allies, they are a powerful guardian. For those who they define as enemies, the Lords of Battle are like an atom bomb on a timer.

This class was created to be a 5e version of the 3.5e Lord of Battle

Creating a Lord of Battle[edit]

A Lord of Battle can make his place in either society and civilization, or the outskirts of the wild. Those who choose to remain amongst civilization end up becoming more then just guards. Because of their abilities, they are often used as special ops or leaders of the military. If they choose to be nomadic and travel between civilizations, aside from of course being a hero, they assume the role of either a vigilante or a mercenary. Lords of Battle revel in the idea of battle, so as long as there is a fight to be had, a Lord of Battle is more than happy to accompany you.

Quick Build

You can make a Lord of Battle quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity or Constitution, choose the Child of Ares background.

Class Features

As a you gain the following class features.

Hit Points

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


Armor: Light and Medium
Weapons: All simple and martial weapons
Tools: Smith or Leather work
Saving Throws: Strength, Dexterity, Constitution
Skills: Choose 3: Intimidation, Survival, Athletics, Acrobatics


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

  • (a) Chain mail or (b) Breastplate or (c) Breastplate
  • (a) 1 Martial weapon or (b) or 1 simple weapon
  • (a) 1 Martial weapon or (b) or 1 shield
  • (a) Explorers Pack or (b) or Dungeoneer's Pack

Table: The

Level Proficiency
1st +2 Fighting style, Frightful Strike, Murderous Intent, Strength of War
2nd +2 Rend 1d4, Warcry 1/day, bonus feat, ability score improvement
3rd +2 Two-Weapon Fighter, Powerful Presence
4th +2 Ability Score Improvement, Indomitable, Two-Weapon Defense, ability score improvement, Extra attack
5th +3 Warcry 2/day Maul +1d6, Superior Critical
6th +3 Rend 2d4, bonus feat
7th +3 Drag Down, Frightful Death, Flurry
8th +3 Ability Score Improvement, Maul +2d6, Warcry 3/day, Veteran, ability score improvement, Extra attack
9th +4 Retaliation
10th +4 Rend 3d4, Taunt, bonus feat
11th +4 Dominant Mind, Warcry 4/day, Maul +3d6
12th +4 Ability Score Improvement, Spirit of Battle, Artisan of Battle, ability score improvement, Extra attack
13th +5 Circle of Blades
14th +5 Rend 4d4, Warcry 5/day, Maul +4d6, bonus feat
15th +5 Embodiment of Death
16th +5 Ability Score Improvement, Soul of Life, ability score improvement, Extra attack
17th +6 Warcry 6/day Maul +5d6
18th +6 Rend 5d4, bonus feat
19th +6 Ability Score Improvement, Vigil of Glory, ability score improvement
20th +6 Forged By War, Maul +6d6, Warcry 7/day, Extra attack

Class Features[edit]

Fighting Style[edit]

You were trained in the martial arts from a young age. 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.


While you are wearing armor, you gain +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

On a successful melee attack with a two-handed or versatile weapon, you may reroll the damage die if the result is less than 3, but you must use the new result.


When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Frightful Strike[edit]

Staring at level one: Lord of Battles are very frightening beings, and in turn, they intend to inflict that upon anyone who they come across on the battlefield. Beginning at 1st level, whenever a Lord of Battle attacks, the lord of battle may choose to use Frightful Strike. On a successful melee attack, when using this ability, the target must make a wisdom save (DC= 10+Lord of Battles level+his strength mod). If the target fails he is frightened for rounds equal to the Lord of Battle's strength modifier. Once a target is affected by successful strike, he cannot be affected by it again for 1d4 rounds after the frighten effect wears off. This ability only effects living targets. Undead, Constructs, and Oozes are immune to this ability. You may use this ability after the attack roll but before the hit is confirmed. If it is a miss you do not spend a charge.

Murderous Intent[edit]

Starting at level one: Lord's of Battle enter battle fully prepared to slaughter their foes and take any advantage they can get. Where a Knight might stop and help his opponent back up, a Lord of Battle will perform the killing blow. Lord of Battle gain an automatic +4 on Intimidate checks while in combat.

Strength of War[edit]

Starting at level one: At first level a Lord of Battle can use weapons as if he were one size larger. This effect does not stack with effects.


A Lord of Battle has a knack for making his foes bleed out. Beginning at 2nd level, always when a Lord of Battle make successful attack on a target he rends the target also. A rended target takes an additional 1d4 damage while he is until affected by a healing spell or bandages. The damage increases by 1d4 every 4 levels. A rended target may make a constitution saving throw after every minute, DC of 10+the Lord of Battle's str mod, to stop the bleeding. After two success the bleeding stops.

War cry[edit]

Starting at level 2:A Lord of Battle rages the battlefield, destroying anything in its path, and inspiring confidence and courage. Beginning at 2nd level, once per day (and an additional time per day every 3 levels), the Lord of Battle can shout out a rallying war cry as a bonus action. A Lord of Battle may only use this ability once per battle. When he lets loose this war cry, the Lord of Battle and all friendly targets within 120 feet gain advantage on attacks. This effect lasts for a number of rounds equal to the Lord of Battle's strength modifier.

Bonus Feat[edit]

Starting at second level you may take an extra feat. This effect takes place again at level 6, level 10, and level 18.

Ability Score Increase[edit]

When you reach 2nh level, and again at 4th, 8th, 12th, 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.

Two Weapon Fighter:[edit]

At 3rd Level, Through the trials of combat you have learned that the best defense is a better offence. You may add you ability and proficiency modifier to attack and damage rolls made with your offhand weapon, you can use strength instead of dexterity and your attack with offhand weapon is classic action, so you have two attacks instead one.

Powerful Presence[edit]

Beginning at 3rd level, a lord of battle may use their strength in place of charisma when using intimidation.


Starting at level 4, A Lord of Battle wears very little armor, if any at all. Therefore, a Lord of Battle knows how to dodge attacks and take a hit. Beginning at 4th level, the Lord of Battle gains a permanent +2 to AC while not wearing heavy armor..

Two Weapon Defense[edit]

At 4th level, Even with swords in hand you always carry a shield. As a Lord of Battle, when wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 to your AC for every weapon.

Extra Attack[edit]

Starting at level 4, A Lord of Battle is a experienced war hero that knows how make the most off his opportunities giving more chances to strike his opponents down


Starting at level 5, A Lord of Battle takes advantage of a wounded foe. At 5th level, whenever a Lord of Battle makes a successful attack against a foe that he has been frightened or rended, he deals an additional 1d6 points of damage for mauling his target. This damage increases by 1d6 every 3 levels.

Superior Critical[edit]

Starting at 5th leveI, your weapon attacks score a criticaI hit on a roll of 18-20 and fail a roll of 1-3.

Drag Down[edit]

Starting at level 7, A Lord of Battle doesn't stop fighting for any reason, including the grips of death. Beginning at 7th level, If an enemy were to knock a Lord of Battle unconscious(reduce to 0) the Lord of Battle may make one final attack of opportunity at the enemy that brings him down. This attack cannot apply frightful strike or rend but can add maul damage.

Frightful Death[edit]

Beginning at 7th level, a Lord of Battle learns how to kill his foes in a beautifully cruel way. Whenever a Lord of Battle kills an enemy during combat, all enemies within 10 feet of him become appalled in the way he does it, and must make a wisdom save (10+Lord of Battle's level+Lord of Battle's strength mod) or become frightened for rounds equal to the Lord of Battle's strength modifier.


Starting at level 7, A Lord of Battle knows how to strike a foe very effectively. Beginning at 7th level, a Lord of Battle may sacrifice rending a target to get an additional attack. With this additional attack, the Lord of Battle cannot gain the effects rend or maul. A Lord of Battle may only use this ability once per opponent. A Lord of Battle can only get his second attack against the foe he is already attacking.


Starting at level 8, A Lord of Battle has seen many battles, and has received many more scars. They have better honed their abilities. Beginning at 8th level, the Lord of Battle receives a +2 to AC.


Starting at level 9, A Lord of Battle knows how to get an opening against an opponent who is attacking him. Beginning at 9th level, whenever an opponent attacks and misses, the Lord of Battle may instantly make an attack of opportunity.


Starting at level 10, In addition to seeing an opening, a Lord of Battle knows how to force an opponent to give him an opening. A Lord of Battle once per battle can taunt his opponents. This affects all living opponents within 20 feet of Lord of Battle. The affected must make a wisdom save (10+Lord of Battle's strength mod) or on the next round attack with the Lord of Battle as their target. Additionally, the Lord of Battle gets a +3 to attack rolls against the taunted target when they make that attack and for rounds following equal to the Lord of Battle's strength mod. Three rounds following the taunt, the opponent returns to normal.

Dominant Mind[edit]

You have become the master of your own mind through rigorous combat. At 11th level, the Lord of Battle gains a +5 bonus against all mind affecting effects.

Spirit of Battle[edit]

At 12th level the Lord of Battle may use the ability Spirit of Battle to gain a +5 bonus to all attack rolls, and a +3 bonus to all saves for one hour. You regain this ability after a long rest.

Artisan of Battle[edit]

The Lord of Battle knows battle, and how to eradicate those that oppose. The Lord of Battle presents such a fierce image that his enemies quake in their boots. Beginning at 12th level, the Lord of Battle receives a +1 to AC and an additional d4 to all melee damage you deal.

Circle of Blades[edit]

At 13th level, A Lord of Battle may use the Circle of Blades ability an amount of times equal to the strength modifier. When making melee attack against a creature within 5ft of you, may may make an attack roll against all adjacent creatures within 5ft of you.

Embodiment of Death:[edit]

At 15th level; the Lord of Battle may use the ability Embodiment of Death to gain +3d6 to his maul bonus and +3d4 to his rend bonus for one hour. You regain this ability after a long rest.

Soul of Life[edit]

At 16th level;The lord of Battle may use the ability Soul of Life to gain a +7 bonus to constitution saves and a 1d8 temporary hit points for one hour. You regain this ability after a long rest.

Vigil of Glory[edit]

At 19th level; the Lord of Battle may use the ability Vigil of Glory to gain one extra standard action using a melee weapon per round, and a +2 bonus to his dexterity for one hour. You regain this ability after a long rest.

Forged By War[edit]

At 20th level, the Lord of Battle is resistance to all forms of non-magical damage

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