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ASchmimdt
2015-02-10, 07:02 AM
So this is my first post here and all that so I thought I should bring something...

Warrior Poet
The minstrel boy to the war has gone,
In the ranks of death you'll find him;
His father's sword he hath girded on,
And his wild harp slung behind him.
— Thomas Moore, "The Minstrel Boy"

The warrior poet has fought in battle and won honors, but his greatest strength is in the quality he brings out in the men and women that fight at this side. The right word at the right time much like the right soldier in the right place, can change the tide of battle. And it is the right cause that inspires the warrior poet to dedicate his heart as much as his blade.

Bonus Proficiencies
When you join the Warrior Poets at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Combat Inspiration
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by your bardic inspiration dice.

Maneuvers. You learn two maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice at 8th and 14th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

If you take the Martial Adept feat, it instead grants you one additional use of Bardic Inspiration and your choice of two Battle Master or Warrior Poet maneuvers. You may use Bardic Inspiration dice in place of Superiority dice when using these maneuvers. Save DC's for these maneuvers may use your Charisma in place of your Strength or Dexterity.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Inspirational Recovery
Starting at 14th level, you may spend a bonus action to encourage an ally with 30 feet and refocus their efforts. The ally may act as if they have just spent a short rest including spending Hit Dice and recovering abilities that reset after a short rest. Once you use this feature, you must finish a long rest before you can use it again.

Warrior Poet Maneuvers
At the Ready
On your turn, you can use a bonus action and expend one bardic inspiration die to increase the initiative of an ally within 60 feet by the amount rolled on the bardic inspiration die. This bonus persists for the remainder of the combat.

Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one bardic inspiration die. That creature can immediately use its reaction to make one weapon attack, adding the bardic inspiration die to the attack’s damage roll.

Distracting Strike
When you hit a creature with a weapon attack, you can expend one bardic inspiration die to distract the creature, giving your allies an opening. You add the bardic inspiration die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Dizzying Strike
When you hit a creature with a weapon attack, you can expend one bardic inspiration die to disorient the creature. You subtract the bardic inspiration die from the creature's next attack roll if the attack is made before the start of your next turn.

Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one bardic inspiration die to maneuver one of your comrades into a more advantageous position. You add the bardic inspiration die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Once More Unto the Breach
On your turn, you can use a bonus action and expend one bardic inspiration die to revive fallen allies. Any ally within 30 feet that is currently at 0 hit points is healed a number of hit points equal to the roll of the bardic inspiration die and returned to consciousness.

Rally
On your turn, you can use a bonus action and expend one bardic inspiration die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the bardic inspiration die roll + your Charisma modifier.

Set the Pace
As a bonus action, you can expend one bardic inspiration die to grant each ally within 30 feet an additional 10 feet to their movement rate until the start of your next turn.