Warlord


Slender blade in hand and scaled armor gleaming, a high elf leads his allies into battle in a glorious charge. His eyes flit from foe to foe, noticing every weakness he and his team will soon exploit.

Roaring viciously, a dragonborn slams his shield into a snarling ogre. Taking heart at the sight of his courage, his bruised teammates rally behind him, moving into position to flank the beast.

Hearing the beginning of a chant, a lightly-armored human shouts for her allies to spread out. The barrage of magical bolts flies through her squad, but fail to connect with any targets. With a satisfied smile, she nocks another arrow.

Warlords know the key to victory is teamwork, and the key to teamwork is an effective coordinator. They strive to be the perfect battlefield leader, studying arms and armor, mastering tactics, and occasionally - when the time is just right - disregarding everything they know to inspire their allies into feats of heroism.

Masters of Tactics

Whether sifting through dusty shelves for ancient treatises or testing out new theories in endless practice bouts, warlords are consummate scholars of battle. To a warlord, a battle is not simply a challenge to be overcome; it is a game to be played to perfection. Where others see random movements and impulsive action, warlords see a game board, with pieces moving upon it according to set rules and predictable patterns.

Striving to fully know every piece upon that board, warlords seek to test their own capabilities as well as their allies'. After all, the perfect strategy cannot be formulated without knowing all the tools at your disposal. When their abilities are put to the test and blades are drawn, warlords approach the challenge with the unwavering confidence that can only come with true understanding.

Inspiring Leaders

While tactics form the core of a battle, warlords know that all soldiers are capable of much more than is apparent at first glance. With great coordination, a task for three soldiers can be accomplished by two; with sufficient motivation, it can be carried out by one. When all of your soldiers are fighting at their absolute peak, a small company can achieve the strength of an army.

Such performance cannot be accomplished by mere study and practice. Allies must be motivated to great heights by rousing speeches, savage battle cries, and the fostering of complete trust in one another. The successful motivator must also be a daring warrior himself, for when all else fails, he leads by personal example, charging into the fray against seemingly-impossible odds. The warlord knows that a team's morale is only as strong as that of its leader, and that when no strategem will win the day, the soaring spirit of individual warriors just might.

"The warlord's greatest weapon is the fighter." -Anon

Creating a Warlord

As you create your warlord, you will need to decide what aspects of battlefield leadership you will focus on. Are you a tactician, analyzing the battlefield and improvising strategies on the fly? Are you an inspiring leader, motivating your allies from the front line? Or do you combine the two approaches, creating a versatile and adaptive command style?

Another consideration is where you picked up your skills. Did you spend years in a royal library, studying the great generals of old? Were you part of a military unit, gaining battlefield experience as you rose through the ranks? Or are you simply a larger-than-life warrior who motivates others by his very presence?

Quick Build

You can make a warlord quickly by following these suggestions. First, strength should be your highest ability score, followed by intelligence and charisma (in either order). Second, choose the soldier background. Third, choose the Commander's Strike trick, and either the Distracting Flourish trick (if you chose intelligence as your second-highest ability) or the Moment of Triumph trick (if you chose charisma), along with the Expose Weakness and Inspiring Word commands.

Class Features

As a warlord, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per warlord level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlord level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial weapons
  • Tools: One type of gaming set

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Animal Handling, Athletics, History, Intimidation, Medicine, Perception, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) scale mail or (b) leather, crossbow, and 20 bolts
  • (a) an explorer's pack or (b) a scholar's pack
The Warlord
Level Proficiency Bonus Features Tricks Known Commands Known Command Limit
1st +2 Commands, Tricks 2 2 1
2nd +2 Whip Up 2 2 2
3rd +2 School of Battle 2 3 2
4th +2 Ability Score Improvement 2 3 2
5th +3 Extra Attack 2 4 3
6th +3 Under Fire 3 4 3
7th +3 School of Battle feature 3 5 4
8th +3 Ability Score Improvement 3 5 4
9th +4 - 3 6 5
10th +4 Ability Score Improvement 3 6 5
11th +4 Combat Medic 4 6 6
12th +4 Ability Score Improvement 4 6 6
13th +5 - 4 7 7
14th +5 School of Battle feature 4 7 7
15th +5 Unwavering Focus 4 7 8
16th +5 Ability Score Improvement 4 7 8
17th +6 - 4 8 9
18th +6 School of Battle feature 4 8 9
19th +6 Ability Score Improvement 4 8 9
20th +6 Infinite Strategy 4 8 9

Commands

Through inspirational force of personality or a deep understanding of the ebb and flow of battle, you have learned to guide your allies to martial victory. Your increasing ability to thus direct the battlefield is represented by access to command points. You have a number of command points equal to your warlord level, and you regain all command points when you finish a short or long rest.

You may spend command points on any command you know. You may spend additional command points to add power or new effects to some commands, but you can never spend more command points on a single command than the number listed in the Command Limit column of the Warlord table.

You know two commands of your choice from the command list at the end of this document. As you level up, you learn additional commands, as shown in the Commands Known column of the Warlord table. You cannot learn a command if its base cost, listed before its name, is higher than your command limit.

When you gain a level in this class, you can choose one command you know and replace it with a different command that you can use.

Unless noted otherwise, all targets of your commands must be able to see or hear you, and you can target yourself with a command.

Tricks

Tricks are essential combat abilities that every warlord develops as his understanding of battle grows. You may apply the benefits of any trick you know at will.

You begin knowing two of the following tricks. At 6th level, you learn an additional trick, and at 11th level, you learn a fourth and final trick. Unlike commands, tricks may not be replaced as you gain levels.

Commander's Strike

when taking the attack action, you can use a bonus action to give up any or all of your attacks. For each attack you give up, an ally within 30 feet that can see or hear you can make a single attack as a reaction.

Distracting Flourish

when an ally hits an enemy that is adjacent to you, you can use your reaction to distract the creature and reduce its ability to defend itself. The ally’s attack deals extra damage equal to your intelligence modifier (minimum of 1).

Moment of Triumph

when an enemy that you can see drops to 0 hit points, you can use your reaction to shout words of triumph to an ally within 30 feet that can see or hear you. The ally regains hit points equal to your charisma modifier (minimum of 1).

Battle Steps

You can use a bonus action to allow an ally within 30 feet who can see you to maneuver swiftly on the battlefield. The ally may use his reaction to move up to half of his speed.

Whip Up

Starting at 2nd level, you can rally the troops before a battle. You speak words of inspiration and encouragement for 1 minute. Anyone who hears you speak for the full duration gains a number of temporary hit points equal to your warlord level + your Charisma modifier.

Once you use this feature, you can't use it again until you finish a long rest.

School of Battle

At 3rd level, you study the advanced combat techniques of a school of battle of your choice: Wolf Pack or White Raven. Your choice grants you features at 3rd level and again at 7th, 14th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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 abilty score above 20 using this feature.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Under Fire

Starting at 6th level, you can compose yourself in dire situations and ready yourself faster than others are able to. If you can concentrate for an uninterrupted minute, doing nothing else, you can regain a number of command points equal to your Intelligence modifier.

Once you use this feature, you can't use it again until you finish a long rest.

Combat Medic

At 11th level, you become more skilled in staving off death. You gain proficiency in medicine, and advantage on wisdom (medicine) checks to stabilize the dying. If you are already proficient in medicine, you may gain proficiency in another skill on the warlord's skill list.

Unwavering Focus

By 15th level, your keen focus on the battlefield shields your mind from interruptions. You gain proficiency in wisdom saving throws.

Infinite Strategy

At 20th level, your capacity to control the battlefield seems limitless. Whenever you start your turn with no command points remaining, you regain 1 command point.

Schools of Battle

All sufficiently-skilled warlords choose to follow a particular school of battle, a philosophy about how best to achieve victory in combat. The choice of school affects the warlord's choice of tactics on the battlefield.

Wolf Pack

The Wolf Pack school emphasizes coordinated attacks and control over enemy positioning. Warlords that follow this school often direct their allies into flanking positions, and set enemies up for devastating attacks.

Pack Tactics

Beginning when you choose this archetype at 3rd level, any adjacent enemy that falls prone provokes an opportunity attack from you, and you gain the Pack's Pressure trick.

Pack's Pressure

When you hit an enemy with a melee attack and that enemy has been hit with by one of your allies with a melee attack since the end of your last turn, you can use your bonus action to push the enemy 5 feet.

Circle the Prey

Beginning at 7th level, you may make one opportunity attack per turn without using up your reaction. Additionally, you gain the Exposed Back command.

(1) Exposed Back

When an enemy within 30 feet of you attacks you or an ally with a melee attack while adjacent to at least one other ally, you can use your reaction to call out an opportunity to strike. An ally other than the one being attacked can make a single melee attack against the enemy as a reaction.

When spending extra command points, one additional ally that is not being attacked can make a single attack as a reaction for every two additional points spent.

Overwhelming Pressure

Starting at 14th level, whenever you push an enemy that is adjacent to at least one ally, you may instead knock the enemy prone.

The Pack Feasts

At 18th level, you have mastered the Wolf Pack style, and your allies' coordination approaches perfection. Once per turn, you and all allies within 30 feet of you can add your intelligence or charisma modifier (your choice) to the damage of a successful attack against an enemy that is either prone or adjacent to another one of your allies.

White Raven

The White Raven school focuses on adaptability, endurance, and movement. Followers of the school keep themselves and their allies safe while continuously looking for new opportunities on the battlefield.

Fluid Tactics

Beginning when you choose this archetype at 3rd level, you may add your proficiency bonus whenever you restore hit points with a command, and you gain the Offensive Adjustment trick.

Offensive Adjustment

Whenever an ally within 30 feet of you who can see or hear you misses with an attack, you can use your reaction to point out how their enemy defended themselves. If the ally attacks the same enemy before the start of their next turn, the attack is made with advantage.

Open Field

Beginning at 7th level, all opportunity attacks made by enemies adjacent to you have disadvantage. Additionally, you gain the Clear Path command.

(1) Clear Path

When you hit an enemy with a weapon attack, you can use a bonus action to show an ally within 30 feet an opportunity to reposition himself. That ally may move up to his speed as a reaction, provided that he either start or end it adjacent to the enemy. This movement does not provoke opportunity attacks from that enemy, though it may provoke them from other enemies.

When spending additional command points, one additional ally can move up to their speed as a reaction for every two additional points spent, subject to the same limitations.

Offensive Insight

Starting at 14th level, whenever an ally within 30 feet attacks an enemy with advantage, you gain advantage to all attacks against that enemy until the end of your next turn.

Endless Glory

At 18th level, you have mastered the White Raven style, and lead your allies to shining heights. All allies within 30 feet of you who start their turn below half their maximum health may immediately regain hit points equal to your intelligence or charisma modifier (your choice). This effect applies to you as well.

Warlord Commands

You may choose any command whose cost is no higher than your command limit. Each command's cost is listed before its name.

(1) Dominate the Battlefield

As an action, you analyze the ongoing battle and make quick mental notes, which you use to issue brief instructions to your allies. As long as you maintain concentration (as if concentrating on a spell and up to one minute), you and all allies within 30 feet may add 1d4 to all attack rolls.

If you spend 3 command points instead of 1, all enemies within 30 feet must subtract 1d4 from all attack rolls while this command is in effect, in addition to the normal effects.

(1) Expose Weakness

When you hit an enemy with an attack, you can use a bonus action to reveal holes in its defenses to your allies. The next time an ally attacks the enemy before the end of your next turn, the attack is made with advantage.

(1) Inspiring Word

As a bonus action, you shout words of encouragement and inspiration to an ally who can hear you. The ally regains a number of hit points equal to 1d4 + your charisma modifier.

When spending extra command points, you heal an extra 1d4 hit points for each additional point spent.

(1) Warning Shout

When an ally within 30 feet of you is attacked by an enemy you can see, you can use your reaction to guide your ally to better defend himself. The attack suffers a penalty equal to your intelligence modifier.

When spending extra command points, one additional attack made against the ally suffers the penalty for each additional point spent, as long as it is made before the start of your next turn.

(1) Words of Encouragement

As an action, you encourage an ally and shore up their mental fortitude. As long as you maintain concentration (as if concentrating on a spell and up to one minute), the ally cannot be charmed, frightened, or possessed.

When spending extra command points, you can affect one more ally for each additional point spent.

(2) Brief Respite

As an action, you encourage your allies to fight on. Every ally within 30 feet who can hear you regains a number of hit points equal to 1d6 + you charisma modifier.

When spending extra command points, the healing increases by an extra 1d6 for every each additional point spent.

(2) Combat Awareness

When an ally within 30 feet can use a reaction but has already taken one this turn, you may use your reaction to allow him to take it anyway.

(2) Promise of Recovery

As a bonus action, you issue words of reassurance to an ally that can hear you within 30 feet. The ally may make a saving throw against every ongoing effect that a save can end.

When spending extra command points, you can affect one more ally for every two additional points spent.

(3) Cover Me

As a bonus action, you may designate an enemy within 30 feet as a threat to you. For the next minute, that enemy makes attacks against you at a disadvantage, provided that at least one of your allies is adjacent to it.

(3) Give Them Hell

As an action, you instruct your allies on how to best challenge your enemies’ movement. As long as you maintain concentration (as if concentrating on a spell and up to one minute), enemies must spend double movement to move into and within the reach of your allies within 30 feet of you. Additionally, when an ally within range hits with an opportunity attack, add your intelligence modifier to the damage dealt.

(3) Unhindered Movement

As an action, you instruct an ally on how to best traverse the battlefield. For the next minute, the ally ignores difficult terrain, and his speed cannot be reduced by any effects unless he is restrained. This effect is limited to a 30-foot radius around your position at the time you issue this command.

When spending extra command points, you can affect one more ally for each additional point spent, and the radius of the effect increases by 5 feet.

(4) Pull Through

As an action, you may bring an ally back from the brink of death. Through a combination of battlefield medicine and persistent words of encouragement, one adjacent ally who has been dead for no longer than one minute is brought back to life with 1 hit point.

(5) The Darkest Hour

When an ally within 30 feet of you is reduced to 0 hit points, you can use your reaction to inspire them to fight on despite their grave injuries. The ally may immediately spend a hit die if he has any remaining, and does not become unconscious or fall prone. However, the injuries will still take their toll, and the ally receives a level of exhaustion one minute after this command is used.

When spending extra command points, the ally may spend an extra hit die for each additional point spent.

(5) The Final Push

As an action, you spur your allies to near-superhuman feats of effort, bringing out reserves of energy they didn’t know they had. As long as you maintain concentration (as if concentrating on a spell and up to one minute), all allies within 30 feet of you gain an additional action on each of their turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object actions.

When the effect ends at the end of the minute or when you lose concentration, all affected allies are subject to lethargy, and can't move or take actions for one turn. Furthermore, they immediately gain one level of exhaustion.

Command Points and Tricks

Command points are comparable to spell points in their strength and availability. They are slightly stronger but your supply is considerably lower, even with short rest recharge.

Tricks are cantrips, meant for use when you are low on points. If you go an entire battle without using them, good job.

Design Intent and Justification

The warlord is designed to be a non-magical substitute for melee support classes like the cleric and certain bard colleges (most notably valor). Throughout the design process, several key concepts served to guide the warlord's direction.

  • Martial - the warlord is a martial class. The base class will therefore not feature any abilities that rely on magic.
  • Healing and Support - the warlord is not a primary warrior. The main function of the class is to support other classes (primarily those that use weapons). Healing is particularly important.
  • Inspiring and Tactical - the warlord must have access to both intelligence-based tactical maneuvers and charisma-based inspirational abilities.
  • Front-Line Soldier - while he is not a fighter substitute, the warlord is a soldier and thus a weapon user. His abilities should not entirely replace attacking.
  • Full Caster - just because the warlord uses martial abilities does not mean he should be less effective than spellcasters at using his abilities. The class gains access to various effects at comparable levels to its counterparts.

It should be apparent how these priorities influenced the warlord's final design. Many of its abilities use bonus actions and reactions, allowing him to swing a weapon around (although not as well as literally any class for whom weapon use is the primary function) while still providing support. Commands are nearly always comparable to similar-level cleric spells; those that use bonus actions are comparable to spells that use bonus actions, or have lower numerical values or other limitations. And being a bit MAD, the warlord gains an extra Ability Score Improvement.

Why a Martial Healer?

The warlord debuted with Fourth Edition and was an instant hit with a significant portion of the player base. The application of strategic maneuvers to grid-based combat was exciting for many players, but what really made the warlord capture so many hearts was its complete lack of reliance on magic.

Hit points have always been described as a mix of physical health, determination, mental fortitude, luck, and other factors. However, virtually all healing options always focused on closing wounds. "Healing" by encouraging allies to keep fighting makes every bit as much sense, and a class that focuses on it therefore fills an important niche. The idea that curative effects can come from an inspirational leader that brings the best out of people is exciting for many players.

It is with these concepts in mind that I decided to try to replicate what made the warlord exciting in the first place, and the first thing I did was talk to warlord players. After all, this entire document was written for them.