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Keldon Warlord

The Kelds are a powerful, war-loving culture, full of barbarian warriors and flame-worshipping battle-priests. In these ranks of fighters there are a special elite, capable of inspiring courage and confidence in those who run behind them while they lead the charge in battle.   Power from Leadership A Keldon warlord is dedicated to the thrill of battle, which comes second only to their desire to protect their people. A true Keldon warlord draws strength from the vigor of their allies, working in tandem with those must trusted to them. From the devotion of their allies, the warlord draws strength of body.   Fiery Blows For the warlords of Keld, the fire magic of their priests take a secondary role to their battle tactics. A warlord carries with them weapons enchanted with magical fire, created by the flame-priests for their use. Beyond their armaments, a warlord relies only on their brute strength, which they have in spades. The warlord normally rushes in as quickly as possible, launching fiery missiles from their sling before they can get up close to swing with their flaming blades. Despite their desire to rush in as quickly as possible, a Keldon warlord still never strays too far from their allies, their most significant source of strength.   Unconventional Weapons A Keldon warlord is traditionally armed with a longsword and sling, both enchanted with magic that causes them to blaze with fire. But some warlords eschew even this magical gear, believing the reliance on magic slows them down in battle. Instead, they use the natural resources available to them to craft strange weapons which only they know how to use in battle. These weapons vary in form and function, but many call upon the fire of the homeland of Keld, while others are reminiscent of the jagged peaks of the same mountainous island.   Keldon Weaponry When a Keldon warlord chooses to forego the standard weaponry provided to them by the flame-priests, they instead use special weapons designed generations ago by the forefathers of Keld, many of which have fallen out of favor as magical weaponry has come to prominence. A Keldon warlord may replace their longsword and their sling with the Keldon Shatteraxe and the Keldon Spikebomb, respectively. Both of these weapons require specialized training to be used proficiently by an outsider not native to Keld.   Keldon Shatteraxe 10 GP, 1d8 slashing, 3 lb. Reach, Versatile (1d10)   Keldon Spikebomb 2 SP, 1/2 lb. Special (When the spikebomb strikes a target, it explodes, forcing the target and each other creature within 5 feet to make a DC 10 dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a success.)  

Keldon Warlord

The Kelds are a powerful, war-loving culture, full of barbarian warriors and flame-worshipping battle-priests. In these ranks of fighters there are a special elite, capable of inspiring courage and confidence in those who run behind them while they lead the charge in battle.


Armor Class17 (chain shirt)
Hit Points 13d8+26
Speed30 ft.
Strength17 (+3)
Dexterity14 (+2)
Constitution15 (+2)
Intelligence10 (+0)
Wisdom11 (+0)
Charisma12 (+1)
Saving ThrowsWisdom d20+3
SkillsIntimidation d20+4 Survival d20+3
SensesPassive Perception 10
LanguagesCommonKeldan
Challenge6 (2300 XP)
Special 1AggressiveAs a bonus action, the warlord can move up to half its speedtoward a hostile creature that it can see
Special 2BruteThe warlord deals an extra die of damage with melee weapon attacks (included in the attack.)
Special 3Pack TacticsThe warlord has an advantage on an attack roll againsta creature if at least one of the warlord's allies
is within 5 feet of the creature and the ally isn't incapacitated
Action 1MultiattackThe warlord makes two attacks in anycombination with its longsword and its sling
Action 2LongswordMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 2d8+3 slashing damage,plus 2d6 fire damage
Action 3SlingRanged Weapon Attack d20+5 to hit
Range 30/120 ft., one targetHit 1d4+2 bludgeoning damage,plus 1d6 fire damage,and the target must succeed on
a DC 13 Constitution saving throw orbe blinded until the end of their next turn
ReactionParryThe warlord adds 3 to its AC against one melee attack that would hit it.To do so, the warlord must see the attacker
and be wielding a melee weapon

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