Warlord
You’ve lost track of how many battles you have fought. The individual fights might run together, and the reasons for fighting in the first place might have disappeared into the hole of your memory, but you remember what went right and what went terribly wrong. Now, you can size up your situation and come up with a plan to take your opponents apart. Your assessment comes from not only perceiving weaknesses in your enemies, but also measuring the strengths and assets at your disposal. When you put your plan in motion, your allies can exploit the gaps in your opponents’ defenses to send them reeling. Things might not work out. You know better than anyone that no plan survives contact with the enemy. You are willing, though, to take any risk to win the day.
Level 7 Warlord
Attributes: Increase three attributes by 1 each.
Health: +18, Bonus Damage: +1d6
Battlefield Tactics: At the end of any round in which you used an action, roll 2d6 and consult the following list to see what happens:
2D6 | EFFECT |
---|---|
4 or Less | You and allies within 5 yards that can hear you gain the Slippery trait until the end of the next round. |
5-8 | You or one ally you choose within 5 yards that can hear you increases the number of reactions they can use during the next round by one. |
9 or more | You impose 1 bane on rolls to attack you and allies within 5 yards that can hear you until the end of your next turn. |
If both dice come up with the same number, you gain an additional action and can move an additional time during your next turn. You can keep the additional action and move, or give one or both of them away to an ally within 5 yards that can see and hear you. The additional action and move must be used before the end of the next round or they are lost.
Level 8 Warlord
Health: +18, Bonus Damage: +1d6
Counter Advantage: When an enemy within 5 yards makes a roll against you or one of your allies within this range, you can use a reaction to turn any boons rolled for the attack into banes. If the enemy’s roll results in a failure, the enemy grants 3 boons on rolls to attack it until the start of its next turn. Once you use this talent, you lose access to it (luck ends).
Level 10 Warlord
Health: +18, Bonus Damage: +1d6
Risk It All: Before rolling the dice for your Battlefield Tactics talent, you can choose to gamble. If so, you can produce a special result in addition to the normal effects. If both dice rolled show even numbers, you and each ally within 5 yards deal an extra 3d6 damage on the next attack they make before the end of the next round. If the dice rolled both come up as odd numbers, you take 1d6 damage and each of your allies becomes vulnerable until the end of the next round. If the dice come up as one even and one odd, no additional effect occurs.