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## Heroes and Villains On The Battlefield The default rules for warfare found in Strongholds and Followers presume that heroes on the battlefield have a diminished effect compared to their units. While this is likely the most balanced approach, it might make players feel like they have less impact on the game. Presented here are alternative rules to grant units powers based on the heroes and villains that join them. Remember that to maintain a good sense of balance, your villains (and by extension, their hero-analog lieutenants) also grant these powers to the units they're part of. To determine which powers they can select from, heroes look at their sources of power. For example, a barbarian uses martial sources and so if a character has levels of barbarian, they can select martial powers. Multi-classed characters can select powers from any sources available to them. | Class | Source | | --- | --- | | Barbarian | Martial | | Bard | Skilled | | Cleric | Divine | | Druid | Divine | | Fighter | Martial | | Monk | Skilled | | Paladin | Divine | | Ranger | Martial | | Rogue | Skilled | | Sorcerer | Arcane | | Warlock | Arcane | | Wizard | Arcane | The chart below illustrates when heroes are granted abilities. For villains and monsters you can use the CR column to determine this instead. | Level | CR | Power Tier | Abilities Known | | --- | --- | :-: | --- | | 1-4 | 0 - 4 | 0 | None | | 5-10 | 5 - 8 | 1 | 1 Ability Known | | 11-16 | 9 - 16 | 2 | 2 Abilities Known | | 17+ | 17+ | 3 | 3 Abilities Known | \columnbreak ### Arcane Abilities Battle Magics are spells can be used one per day, having powerful lingering effects on both sides of fight. All battle magics end when the battle does. **Shield:** (battle magic) Target: 1 unit. Increase the Defense of one unit by your power tier as long as you're alive or until you use another battle magic. **Dispel Magic:** (battle magic) Target: 1 unit benefiting from battle magic. Any battle magics affecting that unit end. **Summon Allies:** (battle magic) Target: none. Roll on the *“Units Raised By Keep”* table (pg 17). That unit appears on the battlefield. They disappear if you use another battle magic, if the battle ends, or if they are removed from the battlefield. The casualty die is based on your power tier (d4/d6/d8). **Arcane Equipment:** (battle magic) Target: 1 unit. Increase the Power of one unit by your power tier as long as you're alive or until you use another battle magic. **Portent:** (battle magic) Target: none. Roll a number of d20 equal to 1 + your power tier and note the results. You may replace any rolled d20 with one of these results instead (removing the noted result). If you cast another battle magic, this effect ends and all remaining results are lost. **Find Weakness:** (battle magic) Target: 1 unit. Decrease the Defense of one unit by your power tier as long as you're alive or until you use another battle magic. **Betrayal:** (battle magic) Target: 2 units. Choose one of the two affected units. If possible, it attacks the other unit. **Hold:** (battle magic) Target: 1 unit. Target unit is exhausted. **Fire and Lightning:** (battle magic) Target: 1 unit. Attack: +6, Power: +9. Enemy unit damaged by this attack must make a DC 15 Morale save or decrement their casualty die twice. **Hellish Rebuke:** (battle magic) Target Your unit. Whenever your unit takes a casualty, make a Power check against the unit that caused the casualty as though your unit had attacked it. **Terror:** (battle magic) Target: 1 unit. Target unit makes a number of DC 15 Morale saves equal to your power tier, decrementing their casualty die on each failed save. **Invisible Troops:** (battle magic) Target: 1 Unit. Target unit cannot be seen or targeted until it makes an attack or until you cast another battle magic. \pagebreak
**Absorb Souls:** (battle magic) Target: 1 Unit. Whenever target unit inflicts a casualty, increment the casualty die of that unit by 1 (to a maximum of their starting size) as long as you are alive or until you use another battle magic. **Undead Troops:** (battle magic) Target: 1 unit that just failed their Rally check. Roll on the “Units Raised By Keep” table (pg 17). A skeleton version of that unit appears on the battlefield. They disappear if you use another battle magic, if the battle ends, or if they are removed from the battlefield. The casualty die is based on your power tier (d4/d6/d8). **Shrink:** (battle magic) Target: 1 unit. Decrease the Power of one unit by your power tier as long as you're alive or until you use another battle magic. **Fly:** (battle magic) Target: 1 unit. Target unit changes type to Aerial as long as you're alive or until you use another battle magic. If this effect ends while the unit is in the air, it suffers 2 casualties. ### Divine Abilities Otherworldly powers bless your forces on the battlefield, keeping them safe from lethal attacks while bolstering their souls. **Revivify:** While you are part of a unit, it automatically succeed on any Rally checks. It still cannot be rallied again. **Aura of Courage:** While you are part of a unit, the unit can make two Rally checks with a casualty die of 1 before it is unable to be rallied again. **Death Ward:** While you are part of a unit, it automatically succeeds against any Morale checks made to attack Undead. **Restoration:** Increment the casualty die of a unit you are part of, by 1 (to a maximum of their starting size). You can use this a number of times per battle equal to your power tier, but no more than once per turn. **Heroism:** If a Power check is made against a unit you are part of, you may add your power tier to the Toughness of the unit against that check. You can use this a number of times per battle equal to your power tier, but no more than once per turn. **Turn Undead:** The unit you are part of inflicts two casualties on a successful Power check if the target unit is Undead. **Bane:** If the unit you are part of inflicts casualties on an enemy unit, the enemy unit must make a morale check as though it were diminished, suffering another casualty on a failed check. You can use this a number of times per battle equal to your power tier, but no more than once per turn. \columnbreak ### Martial Abilities Martial abilities focus on dominating the battlefield through force. The unit you are part of is an extension of your will. **Phalanx:** If a Attack check is made against a unit you are part of, you may add your power tier to the Defense of the unit against that check. You can use this a number of times per battle equal to your power tier, but no more than once per turn. **Javelineers:** The unit you are part of can attack as though it was the Archer type this turn. You may use this a number of times equal to your power tier. **Action Surge:** Remove the exhausted trait from the unit you are part of. You may use this ability a number of times equal to your power tier, but not more than once per turn. **Huge Weaponry:** The unit you are part of can re-roll a failed Power check. You may use this ability a number of times equal to your power tier, but not more than once per turn. **Goading:** Select a unit that is capable of attacking your unit. They suffer disadvantage on attack rolls against any units that you are not part of. This lasts until either their unit or the unit you are part of is destroyed. You can use this a number of times equal to your power tier. **Second Wind:** If your unit did not make an attack this turn, increment the casualty die of your unit by 2 (to a maximum of their starting size). You may use this ability a number of times equal to your power tier. **Bulwark:** Your unit doesn't count as diminished until it reaches half its casualty die size minus your power tier (minimum 1). For example, a unit with a d10 casualty die while you're at level 5 (a power tier of 1) isn't diminished until it's casualty die is 4 or lower. \pagebreak
### Skilled Abilities Skilled abilities focus on trying to win the battle before it starts, by using underhanded tactics and sabotaging enemy units. **Sneak Attack:** The first time the unit you are part of succeeds on a power check against a unit it has not yet damaged, decrement the enemy casualty die by one before inflicting casualties. **High Ground:** The unit you are part of has advantage on attacks this turn. This can be used a number of times equal to your power tier. **Guerilla Tactics:** The unit you are part of cannot be attacked this turn. This can be used a number of times equal to your power tier. **Bewildering Maneuver:** The unit you are part of can attack a unit it normally could not attack this turn. This can be used a number of times equal to your power tier. **Assassinate:** After rolling initiative, choose one enemy unit. Someone from your unit covertly assassinates key targets. That unit has disadvantage on Rally and Morale checks. **Wall Breaker:** The unit you are part of can sap the walls of a fortification as an action. **Sabotage:** After rolling initiative, select one enemy siege weapon. Someone from your unit covertly sabotaged that weapon. It can only attack once every other turn.