Lord (Fire Emblem) (5e Class)
Lord (Fire Emblem)
Whether you are someone who was trained by a mercenary captain, or you are of noble birth. You are a lord and this makes you important. Lords are champions on the battlefield who represent a plethora of ideals, Expert Swordsmanship, Noble Obligation, Justice, The Defense of one's country, and much more.
Creating a Lord
Fire Emblem 6 Lords, Various sources |
- Quick Build
You can make a Lord quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma or Constitution. Second, choose the Noble background. Third, choose Longsword, Leather Armor, and a shield.
Class Features
As a Lord you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Lord level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lord level after 1st
- Proficiencies
Armor: Light, Medium, Shield
Weapons: Longsword, Rapier, Scimitar, Shortsword, Spears, Javelins, Lance, Pike, Glaive, Halberd, Handaxe, Battleaxe, Greataxe, Warhammer, Light hammer, Shortbows, Longbows
Tools: none
Saving Throws: Dexterity, Charisma
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Longsword or (b) A Shortbow and 20 Arrows or (c) A Battleaxe or (d) A Spear
- (a) Leather Armor or (b) Chain Shirt
- (a) A Shield or (b) A set 5 Handaxes or (c) A set 5 Javelins
- An Explorer's kit, A Healer's Kit and A Blue Cape
- If you are using starting wealth, you have 4d4 in funds.
Level | Proficiency Bonus | Features | Lordly Restoration |
---|---|---|---|
1st | +2 | Duel Strike, Fighting Style | 0 |
2nd | +2 | Subdue, Lordly Restoration | 1 |
3rd | +2 | Lordly Disipline | 1 |
4th | +2 | Ability Score Improvement | 1 |
5th | +3 | Extra Attack | 1 |
6th | +3 | Ability Score Improvement | 1 |
7th | +3 | Lordly Disipline Improvement | 1 |
8th | +3 | Ability Score Improvement | 1 |
9th | +4 | Charm, Awakening | 2 |
10th | +4 | Lordly Disipline Improvement | 2 |
11th | +4 | Lordly Strike | 2 |
12th | +4 | Ability Score Improvement | 2 |
13th | +5 | — | 2 |
14th | +5 | Ability Score Improvement | 2 |
15th | +5 | Lordly Disipline Improvement | 2 |
16th | +5 | Ability Score Improvement | 2 |
17th | +6 | — | 3 |
18th | +6 | Lordly Disipline Improvement | 3 |
19th | +6 | Ability Score Improvement | 3 |
20th | +6 | Lordly Might | 3 |
Duel Strike
At Level 1, when an ally is within 5ft of your target you have advantage on melee attacks and a plus +2 to ranged attacks.
Fighting Style
At Level 1, you adopt a particular style of fighting as your specialty. 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.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Versatile Movement
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC
- Blind Fighting
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
- Slashing Specialist
When you are wielding a Slashing weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Piercing Specialist
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with the piercing damage type, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2.
- Bludgeoning Specialist
You may make an attack as a bonus action when using bludgeoning weapons.
Subdue
At Level 2, when you make an attack you can leave the target at one hit point and have up to 3 points of any extra damage be turned into points of exhaustion, this ability cannot give any one creature more than 3 points of exhaustion.
Lordly Restoration
At Level 2, you may use a bonus action heal 1d10 hit points. You may do this as many times as the chart says.
Lordly Discipline
At 3rd level, you choose a Lordly Discipline. Choose between Knight Lord, Prince, Great Lord, Blade Lord, Lodestar, High Lord, Armored Lord, and Wyvern Master, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7,10,15,18
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Charm
Beginning at 9th level, you gain an aura that gives all allies within 15ft of you a bonus 1d4 to their saving throws, and damage equal to your charisma mod. This aura becomes 30ft at level 18.
Awakening
Beginning at 9th level, you gain the ability to take half the damage of an attack and move 5 feet back. Make a DC Dex save equal to 10+ Dex+ Prof Bonus. On a Natural 20 you take no damage. You can use it a number of times equal to your lord level + charisma mod. At 16th level, it increases to your lord level + charisma mod + proficiency bonus.
Lordly Strike
At 11th level, if you're using a sword, you deal an additional 1d8 damage, and your crit range becomes 19-20. This increases to 1d10 at 13th, and 1d12 at 15th level.
Lordly Might
Beginning at 20th level, you gain a ward with 30 hit points that will take damage from attacks for you.
Knight Lord
Though usually mounted like their fellow knights, they lead from the front and protect their allies, they can even aid their allies with their positioning.
- Bonus Proficency
When you choose this Discipline at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
- Lordly Mount
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
- Duel Guard+
At level 7, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You may do this a number of times equal to your Strength modifier.
- Pair Up
At level 10, you may as a bonus action take a creature that is within 5ft of you with you when you move. When you do this you have a +2 to Attacks, Damage, Saving Throws, and Skill Checks. The creature you take must be an ally and willing also when you have someone like this
- Charge
At level 15, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
- Aegis and Canto
At level 18, You gain resistance from attacks made at more than 5 feet away. Additionally, when you hit a creature you may move up to your movement speed without drawing opportunity attacks.
Prince
The Prince is a noble and charming striker, built to last and with the ability to thrash.
- Lordly Constution
At 3rd level, you gain 3 extra hit points, and every time you level up you gain an extra hit point.
- Pursuit
At level 7, if the creature you last attacked has more health than you currently have, you may make an extra attack as a bonus action.
- Charm+
At level 10, You gain an aura that increases the attacks and Skill Checks of allies by your charisma modifier. This aura is 15ft and at level 18 the aura becomes 30ft
- Master's Growth
At Level 15, You gain 10ft of movement and may add your proficiency bonus to melee attack damage.
- Mastery of Light
At level 18, you may use the light ability, Luce, This ability allows the prince casting it to target one creature that you can see. You roll to attack with the bonus being your proficiency bonus + your charisma modifier. On a hit, The become enveloped in bright light till an orb forms, this orb then shatters and the shards travel to the target and deal 15d6 + Your Charisma Score Raident damage. This may be done a number of times equal to your charisma modifier.
Great Lord
Noble and strong these lords can survive more than most lords and are strong attackers.
- Dual Striker+
At level 3, when an enemy of your target is within 5ft of your target, you deal an extra number of d6's equal to your Strength modifier.
- Lance Mastery
At level 7, you may make an extra attack as a bonus action if are using a spear, javelin, Glave, halberd, pike, lance to attack.
- Aether
At level 10, before you make an attack you can decide to activate Aether. Aether Makes your first attack deal your strength or dexterity score to the damage if you hit, and on the second attack (it does the same damage) on that turn, you heal half of the damage you deal to the target. Aether takes the place of the attack action but itself does not count as an attack and you may do this a number of times equal to your charisma mod per long rest. At 14th level, it changes to Great Aether Deals your strength and dexterity scores as damage on both and heals you 3/4 the damage dealt (Only on the second hit)
- Paraselene
At level 15, You may make an attack a paraselene. Whether or not the attack hits you may move half your movement speed without provoking opportunity attacks.
- Arise Lord
At level 18, When you are below half of your maximum HP you receive a +3 to your AC, Attacks, and Damage, and your critical range becomes 18-20.
Blade Lord
Quick beyond compare, these lords are fast enough to produce afterimages of movements that can also make attacks.
- Superior Speed
At level 3, You gain a 15 to movement speed and may make an attack as a bonus action after moving 20 or more feet
- Sword Mastery
At level 7, When you wield a sword you deal an extra 5 damage, +5 to hit and have a critical hit range of 19-20
- Astra
At level 10, you may use the Astra ability. This ability allows you to make 5 attacks dealing 1/2 damage for each successful strike.
- Duelist's Blow
At level 15, You increase your AC equal to the number of attacks that have successfully hit during your turn. This bonus lasts until the start of your next turn.
- Vantage+
At level 18, When you are knocked below half hit points you may use your reaction to move behind the attacker and strike with either Astra or a standard Attack. On all attacks against the initial attacker, you heal 1/2 of the damage you deal for as long as you are below half hit points.
Lodestar
Fast and Strong, this lord can survive by Draining their opponents with each attack.
- Dancing Blade
At level 3, You may as a bonus action activate the Dancing Blade. By doing this you Gain 30 extra feet of movement however you take a penalty -1 AC.
- Speedtaker
At level 7, you gain an extra 5ft of movement for every creature you make drop to zero hit points. The bonus lasts until you either go unconscious or combat ends and this ability can only give a maximum of 50ft.
- Dual Guardsman+
At level 10, If a creature that is in your charm aura takes an attack, you can use your reaction to let them make a melee attack against the attacker. If the attack hits the target they also take the damage that the attacker would have taken. If the attack misses the attack happens as normal.
- Lifetaker
At level 15, if you drop an enemy to 0 Hit points, you regain the amount of damage you dealt.
- Aether
At level 18, before you make an attack you can decide to activate Aether. Aether Makes your first attack deal your strength or dexterity score to the damage if you hit, and on the second attack on that turn, you heal half of the damage you deal to the target. Aether takes the place of the attack action but itself does not count as an attack and you may do this a number of times equal to your charisma.
High Lord
The Redeemed Lord persists through everything even the demons they cannot fight.
- Lancefaire
At level 3, you may deal an extra 5 damage with any attacks that you make with a spear, javelin, Glave, halberd, pike, or lance.
- Canto
At level 7, you may move an extra 20ft after making an attack.
- Pomp and Circumstance
At level 10, you gain a +2 to your Charisma score and have a single luck point to be used as per the lucky feat.
- Resistance+
At level 15, You have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
- Areadbhar
At level 18, You gain the ability to use the skill Atrocity. Atrocity makes the target vulnerable to the next attack you make against them and makes your critical range on that target 17-20. You may do this a number of times equal to your Strength modifier.
Armored Lord
This lord is proud and strong, they can take damage and dish out even more.
- Bonus Proficency and Dual Guard
At level 3, you gain proficiency in all martial weapons and heavy armor. Additionally you may use Duel Guard. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Axefaire
At level 3, you gain a bonus to your attacks and damage with axe and hammer type weapons equal to your Strength modifier. At level 15 this becomes your strength plus proficiency bonus
- Armored Blade
At level 7, You may activate the Armored Blade. When you do you gain a +3 to your AC but take a penalty of -10 movement speed.
- Pomp and Circumstance
At level 10, you gain a +2 to your Charisma score and have a single luck point to be used as per the lucky feat.
- Resistance and Pavise
At level 15, You have advantage on saving throws against spells and all attacks made at a melee range may only deal 1/2 damage.
- Aegis and Amyr
At level 18, You gain resistance from attacks made at more than 5 feet away. Additionally, you may use the raging storm ability. With the Raging Storm ability, you may add your bonuses to damage multiplied by 3 if the attack hits and you may strike again without the bonus multiplier, if you miss on the second attack you take 1d20 + your proficiency bonus + your Strength modifier in necrotic damage that cannot be reduced. You may do this a number of times equal to your strength modifier.
Wyvern Lord
The Shining lord rides atop his wyvern and strikes down enemies with their bow.
- Bonus Proficency
When you choose this Discipline at 3rd level, you gain proficiency in all ranged weapons and one skill of your choice. Additionally, you may add double your proficiency bonus when interacting with dragons.
- Wyvern Rider
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. If you fall off while flying and you fall more than 15 feet you may whistle and call your wyvern underneath you.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
- Bowfaire
At level 7, You deal an extra 5 damage when using ranged weaponry or any attack from more than 5 feet.
- Pomp, Circumstance, and Canto
At level 10, you gain a +2 to your Charisma score and have a single luck point to be used as per the lucky feat. Additionally, your mount may move its movement speed after you attack.
- Wind God
At level 15, When you are on your mount you may fire using a ranged weapons longest range you no longer have disadvantage, and deal extra damage equal to your dexterity score in d6's
- Failnaught
At level 18 you may use the ability Fallen Star. You make an attack with a bonus 10 damage if you successfully hit. If the target is Flying or a Dragon you instead deal an extra 20. Additionally, you have a bonus to your AC equal to your Dexterity modifier and may add your Dexterity modifier to your saving throws. You may use this ability a number of times equal to your Dexterity modifier
Multiclassing
You may not multiclass into lord but you may multiclass out of it.
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