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WARLORD

You are a natural leader of men. Wherever you go, your friends will follow. Though your enemies
outnumber you a hundred to one, your allies do not back down. You are made of greater stuff than the
common soldier, and all who meet you can see that you are destined for something great.
Level

Prof Features
Bonus

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Back on Your
Feet, Fighting
Style

Combat
Leader

Command
Style

Ability Score
Improvement

Coordinated
Offensive

Adaptive
Stratagem,
Command
Style Benefit,
Ability Score
Improvement

Ability Score
Improvement

10

Proof
Through the
Night

11

12

Ability Score
Improvement

13

14

Command
Style Benefit,
Ability Score
Improvement

15

16

Ability Score
Improvement

17

18

19

Ability Score
Improvement

20

Devastating
Offensive

Class Features
Hit Dice: 1d10 per Warlord level
Hit Points at 1st Level: 10 + Con
Hit Points at Higher Levels: 1d10 + Con per Warlord level
Proficiencies
Armor: All except Shields
Weapons: All simple weapons, plus all melee martial weapons or all ranged martial weapons
Tools: Healers Kit, Banner OR Horn
Saving Throws: Intelligence, Wisdom
Skills: Choose Three - Athletics, History, Intimidate, Medicine, Persuasion, Deception
Tactical Commands
At second level, you gain access to spell-like abilities from the spell list. You may only enact these
spells by blowing your horn as part of a spell cast or standing within 10 feet of your banner. These
effects are not magical in nature, and cost no material components.
Tactics Per Day
You know all the spells on the Warlord Tactics list of a level that you can enact. Your Warlord level
determines the number of Warlord Tactics that you can enact of 1st level or higher, as noted in the
Warlord table. On a short rest, you regain a level of Tactic Slots equal to the number of companions
resting with you. I.E, if you have four companions, you may regain either one level 4 Tactic slot, or
four level 1 Tactic slots. On a long rest, you regain all slots.
Tactic Preparation: You may prepare a number of Tactics each day equal to your Charisma Modifier +
Your Warlord Level.
Key Ability
Charisma is your key ability for your Warlord Tactics.
Saving Throw DC: The DC to resist one of your Tactics equals 8 + your proficiency bonus + your
Charisma modifier.
Fighting Styles (Choose at Level 1):
Dueling: While you are wielding a melee weapon in one hand and no other weapons, you gain +2
damage bonus with that weapon.
Great Weapon Fighting: While wielding a two-handed weapon, you may re-roll damage results of 1 or
2, but you must use the second result.
Defense: +1 AC while wearing armor.
Archer: +1 to attack rolls with ranged weapons.
Back on Your Feet
As a bonus action, you may aid an unconscious creature within five feet of you, granting them hit
points equal to d10 plus your warlord level. You may perform this feature once per short or long rest.
Combat Leader
Beginning at second level, you and all allies within five feet who can see or hear you gain a +2 bonus
to Initiative. At fifteenth level this bonus increases to +5.

Coordinated Offensive
Beginning at fifth level, you may, after taking the attack action, designate an ally who can see or hear
you. They may make an immediate weapon attack as a free action. At 11th level in this class, you may
direct two attacks with this ability, and three at twentieth level.
Adaptive Stratagem
Beginning at sixth level, you may roll three d20 after each long rest. You may, at any point before
taking another long rest, expend one of these dice to replace any attack roll (allied or enemy) with this
roll.
Proof Through the Night
Beginning at tenth level, you may, once per short or long rest, as an action, raise a banner. All creatures
affiliated with that banner gain advantage on attack rolls until the beginning of your next turn.
Devastating Offensive
Beginning at twentieth level, attacks granted by your Coordinated Offensive class feature add your
Charisma modifier to the damage roll if they hit.
Command Styles
You may choose Inspiring Leader or Demoralizing Foe as your command style.

Inspiring Leader
Hold the Line
Starting at 3rd level, when you take the attack action, one ally who can see or hear you gains the benefit
of half cover and cannot be forcibly moved from his position by non-magical means. You may use this
ability once per short or long rest.
Forward Momentum
Starting at 3rd level, when an ally who can see your banner drops an enemy to 0 hit points, he gains
temporary hit points equal to your Warlord level.
Tactical Insertion
Once you reach 6th level, you may spend an hour of planning to give a number of creatures equal to
your Charisma modifier advantage on their next Stealth check.
Invigorating Assault
Beginning at 14th level, when you hit an enemy with an attack, you may expend a hit die to regain the
proper amount of hit points. In addition, any ally who hits the same enemy before the beginning of your
next turn may also spend one of their hit dice to regain hit points.

Demoralizing Foe
Threatening Presence
Starting at 3rd level, when you take the attack action, you may roll an Intimidate check with a blast of
your horn to cause all enemies that can see you to be Frightened until the end of your next turn or until
they pass a wisdom save at a DC equal to your Intimidate result, which they may do as an action on
their turn. You may use this feature once per short or long rest.

Lockdown
Starting at 3rd level, when you hit an opponent with an attack, you may expend a spell slot. If you do,
your allies are at advantage to attack that creature until the beginning of your next turn. Any attack that
hits that creature during this period deals extra damage equal to your charisma modifier.
Decisive Retribution
Once you reach 6th level, you may expend a spell slot and blow your horn as a reaction when hit by an
enemys attack or spell effect to either make a weapon attack against that enemy or allow an ally to do
the same.
Complete Disarray
Beginning at 14th level, you may expend a spell slot to blast your horn to cause all enemies that can
hear you to roll a Wisdom Save at your spellcasting DC plus 1 for each of their allies that they have
witnessed you or your allies kill. On a failed save, a creature must spend its turn moving as far away
from you as it can, and it cant willingly move into a space within 30 feet you. It also cannot take
reactions, and may only take the Dash action or try to escape from an effect that prevents it from
moving as its action. If it cannot move any further, it is Frightened, but may take the Guard or Dodge
action. A creature may use its bonus action to attempt to save against this effect. Once a creature has
saved from this effect it cannot be affected by it again in the same day.
SPELL LIST:
Level 1:
Guidance
Blade Ward
True Strike
Vicious Mockery
Bane
Heroism
Spare the Dying
Compelled Duel
Level 2:
Enhance Ability
Aid
Find Traps
Calm Emotions
Level 3:
Feign Death
Crusaders Mantle (Damage = weapons type rather than radiant)
Mass Healing Word
Level 4:
Confusion
Death Ward
Freedom of Movement

Level 5
Legend Lore
Mass Cure Wounds

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