Fallen Lord

Subclass • DnD 5e

Fallen Lord

A Fighter subclass

Some leaders are supported only while they are are deemed useful. Other leaders exploit the people under them until there is nothing left. The Fallen Lord inspires eternal loyalty. Even in death or a distance away, their shade remain with their master to serve him till the end.

Homebrewery

Fighter Features

Fighter Level Features
3rd Lordly Ettiquette, Fallen Guard
7th Lordly Pressure
10th Formation
15th Elite Guards
18th Fallen King

Lordly Ettiquette [Lv.3]

As a lord, you were trained in the ettiquette of the court
When you choose this archetype at 3rd level, you gain proficiency in Intimidation, Persuasion, Performance or Insight skill.

Fallen Guard [Lv.3]

You summon shades of your past followers as they join to fight for you again and again
As a bonus action, you summon a Fallen Guard in an empty surface within 30ft of you. You can have a number of Fallen Guards summoned at once equal to your Charisma score. When you summon a new Fallen Guard while you already have the maximum number of Fallen Guard, choose one existing Fallen Guard to destroy. The Fallen Guards lasts up to 1 minute before disappearing and will dissappear if you are farther than 30ft away from them. After using this feature a number of times equal to your Fighter level, you cannot use it again until a long rest.

Once per turn, whenever you take the Attack action, you may forgo one of the attack to command all your Fallen Guard to make an attack with their Weapon Strike.

Any saving throw made against the Fallen Guard is calculated with the following formula

Fallen Guard DC = 8 + Proficiency Bonus + Charisma modifier

Fallen Guard

Medium Undead, Unaligned
Hit Points 10 + Your Fighter Levels
Armor Class 10 + your Charisma modifier
Speed 0ft.

STR
16 (+3)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)

Save Proficiency Wisdom
Skill Proficiency Athletics
Condition Immunities Frightened, Charmed, Exhaustion
Proficiency Bonus Equals to your proficiency bonus

Loyalty Bound A Fallen Servitor does not roll on the initiative order. It only performs actions when commanded by you.

Actions

Weapon Strike. Melee Weapon Attack: your Weapon Attack modifier to hit, range 5ft., one target that you can see. Hit: 1d8 + your Charisma modifier Force damage

Lordly Pressure [Lv.7]

Your presence alone intimidates others around you
As an action, you can exert your presence against all humanoid within 30ft that can see or hear you. All the targets must make a Charisma check. If they rolled lower or equal to your Charisma score, they are charmed by your for the next hour. If they rolled higher than your Charisma score, nothing happens and they are immune to effects from this feature for the next 24 hours. They can repeat the check at the end of their turn. Once you use this feature, you cannot use it again until a short rest.

Formation [Lv.10]

You guards are now more mobile and can follow your instructions.
Once per turn, you can forgo one of your Attacks to reposition your Fallen Guards. You can reposition your guards to the following formations:

Defend. Any number of your Fallen Guards move to space within 5ft of you.
Charge. Any number of your Fallen Guards move in a straight line up to 15ft towards a creature of your choice that you can see.
Wall Up. Any number of your Fallen Guards move to form a line that starts and ends within 30ft of you.

A Fallen Guard can move through and end their movement in the space of another creature. Whenever Fallen Guard ends its movement in a space occupied by another Large or smaller creature, the creature must make a Strength saving throw. On a failure, they are moved 15ft away to an empty space of your choice. On a success, the Fallen Guard is moved to the closest empty space.

Elite Guards [Lv.15]

Your Fallen Guards are now empowered and are closer to their full power
Your Fallen Guards gains the following benefits
  • Fallen Guards can now be summoned mid-air
  • Creatures of your choice gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks while within 5ft of the Fallen Guards
  • Fallen Guards' Weapon Strike now deal 1d12 + your Charisma modifier damage
  • Fallen Guards now have one reaction that can be used to make Attacks of Oppotunity

Fallen King [Lv.18]

Your leadership over your former companion reaches its peak, inspiring your Fallen Guard beyond their limits.
You can now summon up to two of your Fallen Guard at once and can command your Fallen Guards to Attack any number of times in a turn. In addition, your Fallen Guards gain advantage on their next attack after a Formation command.

Fallen Lord

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Fallen Lord

Subclass • DnD 5e

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