Warlord


In war, men lose what makes them great. Their creativity. Their wisdom. Their joy. All that’s left is their utility. And that's what I work with.

Battlefield Commanders

Those who take to the path of the Warlord are never ones to work alone. Most Warlords originate from the rank and file of soldiers and officers, hardened on the battlefield in war and death. Some stand on the frontline, some at the back, but all stand upon it, rather than cowering in the officer's tent. A Warlord on the field of battle is a figurehead, one whose very presences and snap-directions can help turn the tide of battle. With a potent will and steadfast commands, the Warlord brings victory not from their own actions, but from uplifting others.

Diverse Strategems

While all Warlords hold to a core set of teachings - inspiring others and directing their strikes - each will inevitably find themselves drawn to direct their attentions in a direction befitting their personal style. The most prominent of these are the White Raven Vanguard, the Golden Lion Harrier, the Silver Dragon Support, the Black Wolf Ambusher, and the Crimson Owl Commander. Each direct the Warlord - and their party, in turn - to focus their efforts in certain ways.

Martial Leaders

Though Warlords are typically battlefield commanders, this typically means their interactions with spellcasters - especially spellcasters of war - are limited, and so their efforts are almost entirely dedicated towards aiding their martial brethren. This makes them far more welcome in adventuring parties with at least one warrior or roguish type, while adventuring parties dominated by spellcasters may struggle to find as much of a place for a Warlord. They are not helpless, and Silver Dragon Support Warlords especially will find a place in such a party, but their dedications inevitably lead to seeking out like-minded and like-skilled individuals that can better take advantage of the directions a Warlord offers.

Warlord
Level Proficiency Bonus Features
1st +2 Fighting Style, Inspiring Word, Warlord's Guidance
2nd +2 Combat Leader, Knight's Shift
3rd +2 Warlord Strategems
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Knight's Shift
7th +3 Warlord Strategem Feature
8th +3 Ability Score Improvement
9th +4 Improved Combat Leader
10th +4 Banner Bearer, Warlord Strategem Feature
11th +4 Inspiring Command
12th +4 Ability Score Improvement
13th +5 Break the Tempo
14th +5 Inspiration Renewed
15th +5 Warlord Strategem Feature
16th +5 Ability Score Improvement
17th +6 Mastered Inspiring Word
18th +6 Mastered Warlord's Guidance
19th +6 Ability Score Improvement
20th +6 Grand Strategem, Warlord Strategem Feature

Class Features

As a Warlord, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Warlord level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warlord level after 1st level.

Proficiencies

Armor: All armour, shields

Weapons: Simple Weapons, Martial Weapons

Saving Throws: Wisdom, Charisma

Skills: Choose two skills from the following list: Athletics, Acrobatics, Persuasion, Intmidation, History, Religion, Animal Handling

Equipment

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

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Warlord's Guidance

Once per turn when you hit a creature with a weapon attack you can choose to sacrifice the ability modifier increase to your damage roll. The next allied attack against that creature has advantage. If they already had Advantage on the attack roll from another source, they can choose to instead add your Charisma modifier to the attack roll.

A number of Warlord features will require your enemies to make saving throws. The DC for this is 8 + your proficiency bonus + your Charisma modifier.

Fighting Style

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. Whenever you gain a level in this class you can exchange a Fighting Style for another one of your choice.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Interception. When a creature you can see hits a target, other than you, 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.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Inspiring Word

The word of a Warlord allows your allies to overcome even the most desperate of situations. From 1st level you can use your bonus action to heal a creature that can hear you (other than yourself) 2d4 + your charisma modifier hit points. Inspiring Word can be used a number of times equal to your Charisma modifier. You regain one use on a short rest, and all uses on a long rest.

Combat Leader

From 2nd level you add your Charisma modifier to your initiative rolls.

Knight's Shift

Also from 2nd level, whenever a creature's turn ends, you can use your Reaction to command an ally that can hear you to move at your behest. They immediately move up to 15ft in a direction of their choosing. This movement does not provoke opportunity attacks.

Warlord Strategems

A Warlord dedicates themselves to one of five strategems at 3rd level - the White Raven Vanguard that enhances their ally's damage and attacks, the Golden Lion Harrier who hinders their foes, the Silver Dragon Support that focuses on safeguarding their allies and ensuring they remain standing, the Black Wolf Ambusher who aims to push their allies to act faster and their enemies to act slower, and the Crimson Owl Commander who directs without taking action themself.

These subclasses gain new features at 3rd, 7th, 10th, 15th, and 20th level. They are described at the end of this class description.

Extra Attack

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

Improved Inspiring Word

Also from 5th level, you gain one additional use of Inspiring Word, and now all uses are refreshed on a short or long rest.

Aggressive Knight's Shift

From 6th level you may now use your Knight's Shift feature on hostile creatures that can hear you. So powerful is your command that it seems to momentarily rob those of weak will of their choices. When you do so they may make a Wisdom saving throw to negate the effect. Unlike normal Knight's Shift, this movement provokes opportunity attacks.

Aggressive Knight's Shift cannot be used for 1d4+1 rounds after a creature fails its saving throw against it.

Improved Combat Leader

From 9th level allied creatures within 60ft who can hear you when they roll Initiative also add your Charisma modifier to their Initiative rolls.

From 10th level you can manifest your martial command through a banner, the nature of which you choose from the following list at the end of a short or long rest. Creatures must be able to see you (unless otherwise specified) and start their turn while within 15ft in order to benefit/suffer from your banner, the effect of which lasts for 1 round. A banner can either be strapped to your back, or born aloft on a polearm-type weapon. You must be conscious in order to grant the benefits of a banner, and benefit from it yourself.

Banner of Potent Winds. Friendly creatures who benefit from this banner increase their movement speeds by 10ft. This is doubled for fly speeds.

Banner of Mockery. Hostile creatures who suffer from this banner must succeed on a Wisdom saving throw or make you the target of their attacks/hostilities, to the exception of other creatures.

You also gain proficiency in weavers tools, to allow you to sew the banners.

Inspiring Command

From 11th level you can use your bonus action to command one creature within 60ft that can hear you to immediately make one weapon attack.

In addition, when you use Inspiring Word on a creature, they may immediately make one weapon attack.

Break the Tempo

From 13th level when a creature that can hear you fails a saving throw at the end of their turn to end an effect on them, you may use your reaction to immediately allow them to reroll it. They add your Charisma modifier to the roll.

Break the Tempo can be used a number of times equal to your proficiency bonus. You regain one expended use on a short rest, and all uses on a long rest.

Inspiration Renewed

From 14th level whenever you have 0 uses of Inspiring Word when you roll Initiative, you immediately gain one use.

Advanced Fighting Styles

Also from 14th level you can choose to learn an additional Fighting Style from either the original list or the list below. You may exchange your original fighting style for an Advanced Fighting Style whenever you gain a Warlord level.

Enduring Guide. Your Warlord's Guidance now applies to every attack made against the target, until they are successfully hit.

Banner Lord. The range of your Banners increases by 5ft, to a total of a 20ft radius.

Proficient Wordsmith. Your Inspiring Word healing now adds your Proficiency Bonus to the hit points gained.

Swift Shifter. The first time you use either Knight's Shift or Aggressive Knight's Shift each round it does not cost your reaction.

Mastered Inspiring Word

From 17th level the healing of your Inspiring Word is doubled. In addition, if the target is below half hit points you grant them temporary hit points equal to half the amount of hit points restored.

Mastered Warlord's Guidance

From 18th level, when you activate Warlord's Guidance on a creature, all of your allies attacks benefit from it until the start of your next turn, instead of just one. It still applies to only the first attack they make each turn, unless you have the Enduring Guidance fighting style.

You also no longer sacrifice your own damage to grant another character Warlord's Guidance.

Grand Strategem

At 20th level you can enact your greatest strategy. Once per long rest, at the start of a round, you may declare an ally that can hear you. They receive an immediate, additional turn that round, before any other creatures can act.

Grand Strategem cannot be used if you are Surprised.

Warlord Strategems

White Raven Vanguard

Those who dedicate themselves to the White Raven Vanguard strategy focus their efforts on charging in and brutal damage. More than other Warlords, they seek to bring their enemies down with relentless strikes.

Sundering Guidance

The cut of your blade opens up a weakspot for your allies. From 3rd level an attack that benefits from your Warlord's Guidance critically strikes on a hit of 19-20 instead of just 20. If the ally already benefited from an increased critical strike range, this further increases by 1 for them.

White Raven Teachings

Also from 3rd level you gain Proficiency in the History skill. If you already had this, you gain proficiency in one other Warlord skill of your choice. You may also use Charisma in place of Intelligence when making History ability checks, convincing yourself and the world around you of your correctness.

Devastating Inspiration

The target of your Inspiring Word adds your Charisma modifier to the next damage roll they make, for 1 minute.

White Raven Banners

In addition to your other banners, from 10th level you gain the following options:-

Banner of Killing Rush. Friendly creatures who benefit from this banner deal an additional 1d4 damage with weapon attacks and cantrips.

Banner of Break the Lines. Friendly creatures who benefit from this banner that hit with a weapon attack push the target creature back 5ft.

Banner of Weakened Defense. Hostile creatures who suffer from this banner have their AC reduced by -1.

Keep Cutting

From 15th level your cuts pile on the pain. Once per turn when you hit a creature with a weapon attack it leaves a mark for your allies to take advantage of. The next successful attack deals an additional 1d4 damage, the attack after deals 1d6, and so on, up to a maximum of 1d12 additional damage. This resets at the start of your next turn,

Mastered White Raven Teachings

Also from 15th level you gain Expertise in the History skill.

Command: Slay them All!

From 20th level as an action you may command all allies who can hear you to slaughter the enemy. For 1 minute, so long as you remain conscious, all allies other than yourself gain the following, which they can take advantage of once per turn:-

  • When they take the Attack action, they may attack an additional time at no action cost.
  • When they cast a spell, they may immediately cast one Cantrip they know. This cantrip only deals one dice of damage, regardless of the creature's level.

Both the attack and the cantrip granted by these add your Charisma modifier to the damage rolls.

Command: Slay them All! can be used once, refreshing on a long rest.

Golden Lion Harrier

Those who adhere to the teachings of the Golden Lion seek to hinder their foes, slowing their movement and making them more susceptible to your ally's abilities. While White Ravens cut the enemies down relentlessly, Golden Lions seek to wear them down by weakening them moment after moment.

Hindering Guidance

Your ally's strike slows your foes. From 3rd level an attack that benefits from your Warlord's guidance reduces the target's movement speed by 10ft for 1 minute. This stacks with itself. A creature may make a Strength saving throw at the end of their turns to reduce the stacks by 1.

Golden Lion Teachings

Also from 3rd level you gain Proficiency in the Religion skill. If you already had this, you gain proficiency in one other Warlord skill of your choice. You may also use Charisma in place of Intelligence when making Religion ability checks, convincing yourself and the world around you of your correctness.

Demoralising Inspiration

From 7th level when you use Inspiring Word, the next saving throw that the target creature provokes subtracts your Charisma Modifier from the roll.

Golden Lion Banners

In addition to your other banners, from 10th level you gain the following options:-

Banner of Demoralisation. Hostile creatures who suffer from this banner have disadvantage on their next attack.

Banner of Hindered Steps. Hostile creatures who suffer from this banner have their maximum speeds halved. This effect applies before any stacks of Hindering Guidance.

Banner of Dread Fear. Hostile creatures who suffer from this banner must succeed on a Wisdom saving throw or be Frightened of you until the start of their next turn.

Hindering Slam

From 15th level whenever you hit a creature that has 0 movement speed, it must succeed on a Constitution save or be Stunned until the start of your next turn.

Mastered Golden Lion Teachings

Also from 15th level you gain Expertise in the Religion skill.

Command: Get Back in the Fight!

From 20th level as an action you command your allies who can hear you to get back in the fight. Any conditions or negative effects (such as ongoing spells) they choose currently affecting them immediately end. You may then designate other creatures within 60ft, and affect them with the effects that were ended, unless the target succeeds on a Wisdom saving throw.

Command: Get Back in the Fight! can be used once, refreshing on a long rest.

Silver Dragon Support

Warlords who dedicate their attention to the Silver Dragon Support strategem focus on maintaining their allies health and ensuring they remain standing, even in the face of overwhelming power.

Rejuvenating Guidance

Your guidance rejuvenates your allies. When an attack that benefits from your Warlord's Guidance hits, the attacker gains temporary hit points equal to your Charisma modifier. If the attacker is below half hit points, they can choose to regain normal hit points instead.

Silver Dragon Teachings

Also from 3rd level you gain Proficiency in the Animal Handling skill. If you already had this, you gain proficiency in one other Warlord skill of your choice. You may also use Charisma in place of Wisdom when making Animal Handling ability checks.

Resolute Inspiration

From 7th level when you use Inspiring Word, the target creature adds your Charisma modifier to their AC or saving throws (their choice) until the end of your next turn.

Silver Dragon Banners

In addition to your other banners, from 10th level you gain the following options:-

Banner of Share the Pain. Friendly creatures who benefit from this banner that take damage can choose to split the damage with another willing creature within 15ft of them, each creature taking half of the damage.

Banner of Protection. Friendly creatures who benefit from this banner reduce their damage taken by half your proficiency bonus (minimum 1 damage taken).

Banner of Regeneration. Friendly creatures who benefit from this banner increase their hit points regained by half your proficiency bonus whenever they receive healing.

Mass Inspiration

From 15th level you can target all creatures of your choice who can hear you (other than yourself) with your Inspiring Word at once. Only one creature, of your choice, benefits from Resolute Inspiration. You may do this once per encounter.

Mastered Silver Dragon Teachings

Also from 15th level you gain Expertise in the Animal Handling skill.

Command: Defy Death!

From 20th level as an action you may command all allies who can hear you to never die. For 1 minute, so long as you remain conscious, all allies other than yourself gain the benefit of Defy Death. When they would be reduced to 0 hit points, they are instead set to half their maximum hit points and gain immunity to all damage until the start of their next turn. They then lose the benefit of Defy Death.

Command: Defy Death! can be used once, refreshing on a long rest.

Black Wolf Ambusher

Black Wolf Ambushers, as the nam implies, focus on ambushing their enemies and enhancing their ally's stealth techniques.

Ponderous Guidance

Your guidance slows your enemies. When an attack that benefits from your Warlord's Guidance hits, the target's Initiative score is reduced by your proficiency bonus. This cannot allow a creature to have more than one turn in a round, nor to lose one.

Black Wolf Teachings

Also from 3rd level you gain proficiency in the Stealth skill. If you already had this, you instead gain proficiency in one Warlord skill of your choice.

Accelerating Inspiration

When you use Inspiring Word on a creature, it increases that creature's Initiative score by your proficiency bonus. This cannot allow a creature to have more than one turn in a round, nor to lose one. In the event it would make a creature miss their turn, their turn instead takes effect immediately after the Warlord's that round.

Black Wolf Banners

In addition to your other banners, from 10th level you gain the following options:-

Banner of Ambush Tactics. Friendly creatures who benefit from this banner gain proficiency in Stealth if they did not already have it, and do not suffer disadvantage on Stealth checks from wearing armour. When a creature rolls a Stealth ability check, they can use either their own result or the Warlord's.

Banner of Alpha Strike. Friendly creatures who benefit from this banner and take the attack action can take one additional attack. A creature can only benefit from this once per encounter.

Banner of Freedom. Friendly creatures who start their turn Grappled or Restrained lose the condition at the start of their turn. They also have advantage on the next saving throw against any condition that would in any way impede their speed or movement.

Strike First

From 15th level you have Advantage on Initiative checks. In addition, if you only attack creatures that have not yet acted this combat, you gain an additional attack this turn.

Mastered Black Wolf Teachings

Also from 15th level you gain Expertise in the Stealth skill.

Command: Keep Killing!

From 20th level as an action you may command all allies who can hear you to keep killing. This lasts for 1 minute. When an allied creature reduces a hostile target to 0 hit points or kills a creature, they gain an extra turn after the current turn ends. Each of your allies can only benefit from this once.

Command: Keep Killing! can be used once, refreshing on a long rest.

Crimson Owl Commander

The Crimson Owl Commander prefers to stand back and direct their allies to do all the work on their behalf, without involving themselves directly in the fray.

Distant Guidance

A Crimson Owl Commander need not involve themselves directly. From 3rd level instead of a normal Warlord's Guidance, you can instead forego the attack entirely, and designate another friendly creature who can hear you to attack in your place. When you gain the Extra Attack feature, you can sacrifice one or both attacks, as you choose. You can still perform the standard Warlord's Guidance as normal.

Crimson Owl Teachings

From 3rd level you gain proficiency in the Insight skill. If you already had this, you instead gain proficiency in one Warlord skill of your choice.

Hastening Inspiration

From 7th level when you use Inspiring Word on a target creature, that target gets a second bonus action on their next turn.

Crimson Owl Banners

In addition to your other banners, from 10th level you gain the following options:-

Banner of Stand Fast. Friendly creatures who benefit from your banner have advantage on saving throws against the Charmed and Frightened conditions.

Banner of Reserves. Friendly creatures who benefit from your banner who expend a feature or a spell slot of up to 5th level roll a 1d6. On a 6, the feature or spell slot is not expended.

Banner of Adaptive Defense. Friendly creatures who benefit from your banner who take damage gain resistance to that damage type until the start of their next turn. They can only gain resistance against the first damage type they are hit with.

Dynamic Shifting

From 15th level when you use either Knight's Shift or Aggressive Knight's Shift, you can use them on any number of creatures, so long as all of them are within your Banner radius.

Mastered Crimson Owl Teachings

Also from 15th level you gain Expertise in the Insight skill.

Command: Never Stop!

From 20th level as an action you may command all allies who can hear you to never stop. The next saving throw they fail, they automatically succeed it instead. This lasts for 1 minute.

Command: Never Stop! can be used once, refreshing on a long rest.