Warlord
Sword drawn and charging forward, a human northerner spurs on the soldiers around her, making them ignore the pain and exhaustion they feel in their bones.
A north elf shouting commands to his squad, as they surround a patrol of Orcus' Honour Guard, ordering his men into advantageous positions.
Rushing towards an enemy, nimbly avoiding the other adversaries, the dwarf thrusts her blade to deflect the gnoll's attack, in order to save her companion from certain death, all the while shouting commands to her companion.
A gnome standing behind the frontline, having the perfect view over the battlefield, distracting the enemy with his shouts and leading his men into flanking positions.
Every warlord is the master of their battlefield. Years of training and knowledge have honed their skill in analysing their surroundings, enemies and allies, in order to gain the advantage in any battle. They inspire their allies to soldier on, giving them the vigour and faith to keep fighting. Whether as a commander in the front, or a tactician in the back, a warlord is an asset to any adventuring group; and army for that matter.
Master of the Battlefield
Warlords control the battlefield like none other. In an ever-shifting, deadly game, they stay calm, collected, and have all their maneuvers planned. Because of that, a warlord has an uncanny talent of manipulating others to do what they want, whether they be foes or friends. To outwit a warlord on the battlefield is a feat only few can boast.
Their use of their innate charisma to lead their friends and to intimidate their foes into making mistakes, or breaking their morale, makes them a formidable foe on the battlefield as well as in social encounters.
Leader of People
Warlords lead by example. They know the burden they have to bear, to protect those that serve them and look up to them as a guiding example, by their actions. A mistake may cost the lives of their friends, underlings, or even their own. They rush to their companions' aid and push forward into the enemy as a spearhead, inspiring others to follow. Their attacks show that their enemies bleed as well and that everybody can be felled, even another warlord.
With their strength they show that they are capable fighters to be reckoned with on the battlefield and their compassion ensures the loyalty of their subordinates.
The Warlord
Level | Proficiency Bonus | Features | Leadership Charges | Leadership Slots |
---|---|---|---|---|
1st | +2 | Combat Leader, Leadership | — | — |
2nd | +2 | Inspiring Word | — | — |
3rd | +2 | Warlord Philosophy | 3 | 1 |
4th | +2 | Ability Score Improvement | 3 | 1 |
5th | +3 | Extra Attack, Bastion of Defense | 4 | 1 |
6th | +3 | Warlord Philosophy Features | 5 | 2 |
7th | +3 | Renew the Troops | 6 | 2 |
8th | +3 | Ability Score Improvement | 6 | 2 |
9th | +4 | Inspiring Reaction, Inspiring Word Increase | 7 | 2 |
10th | +4 | Warlord Philosophy Features | 8 | 3 |
11th | +4 | Lion's Roar | 9 | 3 |
12th | +4 | Ability Score Improvement | 9 | 3 |
13th | +5 | Honour and Glory, Inspiring Word Increase | 10 | 3 |
14th | +5 | Warlord Philosophy Features | 11 | 4 |
15th | +5 | Cull the Weak | 12 | 4 |
16th | +5 | Ability Score Improvement | 12 | 4 |
17th | +6 | Warlord's Cunning, Inspiring Word Increase | 13 | 4 |
18th | +6 | Warlord Philosophy Features | 14 | 5 |
19th | +6 | Ability Score Improvement | 14 | 5 |
20th | +6 | Warlord Philosophy Feature | 15 | 5 |
Creating a Warlord
As you build your warlord, think about your command style. It is not only a major mechanic for your class, but your character's commanding style says a lot abound them as a person. Do they like to stand in the thick of it, next to their men, fighting the enemy in close combat, or are they more of a tactician who likes to order their troops from behind the frontline, moving their allies about like chess pieces, in order to give them the most advantages possible?
From there on, you can think about how your character became the way they are. What drove them to become a leader to the people they know and care about? Where did they learn to take command, if at all. Are they maybe even a noble, born to rule and lead, or maybe just a former member of a group of mercenaries who coordinated some smaller raids? Maybe their weapons and armour point towards where they came from. What was your character like as a child and where did they grew up?
Due to the nature of the battlefield, warlords tend towards the extreme ends of an alignment. There are some who tend towards chaos and others who tends towards order, while neutral warlords are only seldom heard of. Both sides of the eternal war between good and evil have need for tactical genius, and so a warlords alignment usually depends on their master.
Quick Build
You can make a warlord quickly by following these suggestions. First, make Charisma your highest ability score, followed by Strength. Second, choose the noble background.
Class Features
As a warlord, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per warlord level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlord level after 1st
Proficiencies
- Armor: Light armour, medium armour, shields
- Weapons: Simple weapons, martial weapons
- Tools: Choose one type of artisan's tools or Dragonchess set
- Saving Throws: Strength, Charisma
- Skills: Choose two from Acrobatics, Athletics, History, Intimidation, Investigation, Medicine, and Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail, (b) leather armour
- (a) short sword and a shield or (b) a martial weapon
- (a) a shortbow and 20 arrows
- (a) a dungeoneer's pack or (b) an explorer's pack
Combat Leader
You and each ally within 50 feet, who can see and hear you, gains a +2 bonus to initiative rolls.
Leadership
As a natural leader you manipulate the battlefield as you see fit, shouting orders and presenting opportunities for your fellow companions. On your turn, you can use an action to spend leadership charges for advanced maneuvers and tactics. You regain expended charges during a short or long rest. The following four leadership actions do not use up any of your leadership charges and are always available for you. You gain additional leadership actions on 3rd, 6th, 10th, 14th, and 18th level. In addition, the warlord adds his proficiency bonus to his charisma modifier when using his abilities. The general rule for proficiency modifiers still applies.
Leaderhip Save DC
= 8 + your proficiency bonus + your charisma modifierCommander's Strike
When you attack an enemy with Commander's Strike, you may designate any number of your attacks against a target to another ally. That ally adds your charisma modifier to their attack and damage roll, instead of their own ability modifier.
Furious Smash
Make an unarmed attack. If you hit, the target must make a Constitution saving throw. On a failed save, you can choose one ally adjacent to either you or the target. This ally applies your charisma modifier as an additional bonus to their next attack and damage rolls against that target until your next turn.
Viper's Strike
When you attack an enemy with Viper's Strike, you choose an ally. If the enemy moves before the start of your next turn, it provokes a free attack of opportunity by that ally.
Wolf Pack Tactics
Before you attack, you can move one of your companions by 5 feet without provoking attacks of opportunity.
Inspiring Word
You know what to say and when to say it. Your words inspire your companions to soldier through most hardships. Beginning at 2nd level, you gain proficiency in persuasion. In addition, you can use a bonus action to let an ally that is within 25 feet of you regain hit points equal to 1d6 + your warlord level. This increases to 3d6 at 9th, 5d6 at 13th, and 7d6 at 17th level. You can use this feature twice between a short or long rest. At 11th level this increases to three charges.
Warlord Philosophy
When you reach 3rd level, you start to adopt a warlord philosophy. The philosophy you choose grants you extra features at 3rd, 6th, 10th, 14th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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.
Bastion of Defense
Starting at 5th level, your attacks bolster the resolve of your fellow companions. Once per battle you may activate Bastion of Defense. You and allies within 25 feet of the target gain a bonus to their AC and saving throws equivalent to your proficiency bonus. In addition, you and allies within 25 feet of yourself gain temporary hit points equal to your level + your charisma modifier. These effects last for one minute. Once you have used this ability you must take a short or long rest to regain the use of this ability.
Renewed Resolve
Beginning at 7th level, the onslaught of your attacks encourage your allies. Once per battle you can use an action to attack an enemy twice. Any ally within 50 feet who is not dead, regains hit points equal to your charisma modifier. In addition, each ally may spend up to a number of hit dice equal to your strength modifier to regain additional health. Once you have used this ability you must take a short or long rest to regain the use of this ability.
Inspiring Reaction
Starting at 9th level, you react to the battlefield. If you take damage, you may use your reaction to spend up to a number of hit dice equal to your charisma modifier to regain hit points. Any ally that is within 25 feet of you and has line of sight, may spend one hit die to regain hit points.
Lion's Roar
When you reach 11th level, your per encounter abilities allow you to attack an enemy three times, instead of twice. In addition you can spend a bonus action to boost the attack rolls of any ally within 50 feet that can hear or see you by an amount equal to your charisma modifier until the start of your next turn. You can use this ability a number of times equal to your charisma modifier per short or long rest.
Honour and Glory
Beginning at 13th level, you have finally trained your allies well enough to fight in sync with them. Any ally adjacent to you gains a +2 bonus to attack rolls.
Cull the Weak
Starting at 15th level, you have taught your allies to effectively exploit dazed enemies. When you score a critical hit using a martial weapon, you and your allies have advantage on attack rolls against that enemy until the end of your next turn.
Warlord's Cunning
At 17th level, you can use a bonus action to spend one of your leadership charges to regain any of your per encounter abilities. This does not change the fact that you can use any of these abilities only once per battle. If you have used one of these abilities during the current battle, you cannot use them again, even when regained through Warlord's Cunning.
Warlord Philosophy
Every warlord has their own philosophy of how to lead their allies into war. The philosophy you choose to follow reflects your approach.
Commander
Warlords following this philosophy jump into the thick of the battle, inspiring their companions with their actions, instead of spurring them on from behind. On the battlefield they are a force to be reckoned with and rely on their own strength and presence to inspire others.
Commanding Presence
Beginning when you choose this philosophy at 3rd level, you inspire your allies. Whenever an ally who can see you spends a bonus action to attack, that ally automatically regains hit points equal to half your level + your Charisma modifier.
Improved Commanding Leadership
When you reach 3rd level, and again at 6th, 10th, 14th, and 18th level, you develop new battle commands which you can use with your leadership ability. In addition whenever one of your allies you can see uses a bonus action to attack, you gain AC equal to half your Charisma modifier until the end of your next turn.
Lead the Attack
Starting at 3rd level, once per battle you can use your action to attack an enemy twice. Until the end of the encounter, you and each ally within 25 feet of you gain a bonus to attack rolls against the target equal to your Charisma modifier. Once you have used this ability you must take a short or long rest to regain the use of this ability.
Double-Pronged Attack
Starting at 6th level, once per battle you can use your action to attack an enemy twice. An ally adjacent to the target also makes an attack or damage cantrip against the same target. Should you and your ally hit, your ally's attack automatically becomes a critical hit. Once you have used this ability you must take a short or long rest to regain the use of this ability.
Iron Dragon Charge
Starting at 10th level, once per battle you can use your action to attack an enemy twice. Until the end of the encounter, an ally of your choice within 25 feet may spend their reaction to move and attack the last enemy you attacked. The movement does not provoke attacks of opportunity. Once you have used this ability you must take a short or long rest to regain the use of this ability.
Break the Tempo
Starting at 14th level, once per battle you can use your action to attack an enemy twice. If your target attacks before the end of your next turn, you can use a reaction as an interrupt to move 20 feet and make an attack against your target. On a hit, the target takes a penalty to its attack rolls equal to your Charisma modifier until the end of your next turn. This ability refreshes its secondary effects for up to one minute, as long as you concentrate on it. Once you have used this ability you must take a short or long rest to regain the use of this ability.
Heart of the Titan
Starting at 18th level, once per battle you can use your action to mark yourself or an ally within 50 feet of you. The target gains temporary hit points equal to a quarter of their hit dice rounded down + your charisma modifier. Until the target loses these hit points, it adds your charisma modifier to their damage rolls and can't be frightened, grappled, paralyzed, pulled, pushed, put prone, restrained, slowed, or stunned.
Defy Death
At 20th level, once per battle you can use your reaction to attack an enemy whenever they would knock out or kill one of your allies. You gain twice your movement speed and moving in this way does not provoke attacks of opportunity. You attack the targeted enemy seven times. The enemy's attack automatically misses and the attacked ally may spend a number of hit dice equal to your charisma modifier to heal themself. Once you have used this ability, you must take a short or long rest to regain the use of this ability.
Improved Leadership Commands
These leadership commands are leadership abilities unique to the Commander.
3rd Level Leadership Commands:
Feint. You attack an enemy with a melee attack. Until the end of your next turn, one ally adjacent to you or the target gains a +2 bonus to their AC against the target's attacks.
Shake it off. Using your bonus action, you or one ally within 50 feet of you makes a saving throw with a bonus equal to your charisma modifier.
6th Level Leadership Commands:
Warlord's Strike. You attack an enemy with a melee attack. Until the end of your next turn, all of your allies gain a bonus to their damage rolls against the target equal to your charisma modifier.
Inspiring War Cry. Using your reaction, you assist an ally who can hear you and is within 25 feet of you. That ally gains advantage on their next saving throw.
10th Level Leadership Commands:
Sunder Armour. You attack an enemy with a melee attack. Until the end of your next turn, any attack roll against the target can score a critical hit on a roll of 18-20.
Denying Strike. Whenever an ally of yours, adjacent to you, is attacked, you may spend your reaction to intercept the attack. The target attacks you with disadvantage instead.
14th Level Leadership Commands:
Flanking Strike. You attack an enemy with a melee attack. If that enemy is flanked by an ally, that ally can make a basic attack action or damage cantrip as a free action. If the ally's attack hits, you make another basic attack against the target.
Warlord's Rush. Using your bonus action, you roar orders across the battlefield. Each ally that can hear you may move a number of feet up to their speed.
18th Level Leadership Commands:
Victory Strike. You attack an enemy with a martial weapon in melee. For each ally within 10 feet of you, you deal an extra attack of damage, with a maximum of 3 extra attacks.
Warlord's Fury. Whenever an enemy hits you with a melee attack, you may spend your reaction to wrestle with them. They must succeed on a Strength check, or be knocked prone and your allies may spend their reaction to make an attack of opportunity against the target.
Precision Stance. As a bonus action, you may spend a leadership charge to assume this stance. The stance uses concentration. Until the stance ends, whenever an ally within 25 feet of you misses an attack, you can take a reaction to allow the ally to re-roll the attack with a bonus equal to your charisma modifier.
Tactician
Warlords who decide to follow this philosophy prefer a more tactical approach to battle, usually staying behind when ordering their allies around. Manipulating the battlefield, forcing enemies to move or stay put and allies to follow, is the creed of this philosophy. They usually prefer the use of a good ranged weapon.
Tactical Presence
Beginning when you choose this philosophy at 3rd level, your tactical prowess allows you to support an ally from afar. Whenever you see an ally attack twice or more on the same turn, as long as they are in line of sight of you, that ally gains a bonus to their second and following attack rolls equal to half your charisma modifier. In addition, you and any ally within 50 feet of you who can see and hear you gains a +2 bonus to Insight and Perception checks.
Improved Tactic Leadership
When you reach 3rd level, and again at 6th, 10th, 14th, and 18th level, you develop new battle tactics which you can use with your leadership ability. In addition you can use your Strength modifier for ranged attack and damage rolls.
White Raven Onslaught
Starting at 3rd level, once per battle you can use your action to attack twice. You can then move an adjacent ally 5 feet without provoking attacks of opportunity. For then next minute, whenever you or an ally within 50 feet of you makes a successful attack, the attacker can move an adjacent ally 5 feet, without provoking attacks of opportunity. Once you have used this ability you must take a short or long rest to regain the use of this ability.
Guide the Charge
Starting at 6th level, once per battle, when an ally within 50 feet of you hits with their attack and after they have finished their attack action, you may use your reaction to allow that ally to push their target forward, for up to 10 feet. The ally then follows in the same direction, without provoking any attacks of opportunity, and attacks again. Once you have used this ability you must take a short or long rest to regain the use of this ability.
Beat them into the Ground
Starting at 10th level, once per battle you can use your action to attack an enemy twice. The target must succeed on a Strength saving throw or get knocked prone. In addition, every ally within 25 feet of you makes an attack against one target of their choice with a bonus to their attack rolls equal to your charisma modifier. These attacks deal no damage, but the targets of these attacks must succeed on a Strength saving throw per attack or get knocked prone, as well. Once you have used this ability you must take a short or long rest to regain the use of this ability.
Hail of Steel
Starting at 14th level, once per battle you can use your action to attack an enemy twice. Every ally within 25 feet of you can make an attack against the same target. Once you have used this ability you must take a short or long rest to regain the use of this ability.
Relentless Assault
Starting at 18th level, once per battle you can use your action to attack an enemy twice. Until the end of the encounter, when you or an ally scores a critical hit, you and each ally can make an attack against any target. Any attacks granted through Relentless Assault cannot trigger Relentless Assault. Once you have used this ability you must take a short or long rest to regain the use of this ability.
Stand Invincible
At 20th level, once per battle you can use your action to attack an enemy seven times. You and each ally within 25 feet of you gain +4 to your AC and saving throws, and also ignore 5 damage from any source, until the end of your next turn. This ability refreshes its secondary effects for another turn, as long as you concentrate on it.
Improved Leadership Tactics
These leadership tactics are leadership abilities unique to the Tactician.
3rd Level Leadership Tactics
Hammer and Anvil. You attack an enemy. One ally adjacent to the target may use their reaction to make a melee attack against the target. The ally adds your Charisma modifier to the damage.
Pin the Foe. Using a bonus action, you pin an enemy. Until the end of your next turn, the target will not be able to move, as long as two enemies of the target are within 5 feet of it and not incapacitated. This ability refreshes its secondary effects for up to one minute, as long as you concentrate on it.
6th Level Leadership Tactics:
Steel Monsoon. You attack an enemy. A number of allies within 25 feet of you, equal to your Charisma modifier, may move 5 feet in any direction.
Quick Step. As a bonus action you may spend a leadership charge to increase the speed of an ally by 10 feet for up to one minute. The sustained effect uses concentration and is lost at the end of your ally's next turn after your concentration was broken.
10th Level Leadership Tactics:
Warlord's Gambit. You attack an enemy. The target gains a +5 bonus to attack and damage rolls against you for one minute, and has disadvantage whenever it attacks someone other than you. When the target attacks you, an ally of your choice within 25 feet can use their reaction to make an attack of opportunity against the target.
White Raven Formation. You can use your reaction to spend a leadership charge. Each ally within 25 feet can immediately make a free movement action.
White Raven Strike. You attack an enemy. Up to two allies within 50 feet of you and who can see you, gain temporary hit points equal to 15 plus your warlord level. If you killed the target with the attack, add your charisma modifier as well.
14th Level Leadership Tactics:
Warlord's Feint. You can use your reaction directly after an enemy within 50 feet of you and in your line of sight would hit you. That enemy misses and attacks made against this enemy have advantage until the start of their next turn.
Surprise Attack. You attack an enemy. An ally within 25 feet of you makes an attack with advantage as a free action against a target of their choice. The ally gains a bonus to their attack roll equal to your charisma modifier.
Thunderous Fury. You attack an enemy. That target is dazed, giving advantage on attack rolls until the end of your next turn. In addition, the target can only perform either an action, a movement, or a bonus action and loses its reaction, as well as its ability to flank. In addition, your allies gain a bonus to attack rolls against the target equal to your charisma modifier.
18th Level Leadership Tactics:
Warlord's Challenge. You target all creatures within 50 feet of you, using your movement action. You can move each target 5 feet into any direction.
Superior Tactics. You attack an enemy. At the same time you grant an ally within 50 feet of you one extra action they can use whenever they want during the encounter. An ally can only ever have one extra action from this tactic at any time.
Skirmisher's Stance. As a bonus action, you may spend a leadership charge to assume this stance. The stance uses concentration. Until the stance ends, whenever you hit an enemy with a ranged attack, it takes 10 additional damage from any other damage source until the end of your next turn.
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