The Warlord
Level Proficiency Bonus Insight Dice Features
1st +2 1d10 Battlefield Insight, Shouts, Student of Banners
2nd +2 1d10 Coded Signals, Warlord Prescence
3rd +2 2d10 Strategist Tradition
4th +2 2d10 Ability Score Improvement
5th +3 3d10 Extra Attack
6th +3 3d10 Veteran Poise
7th +3 4d10 Continued Education, Advanced Signals
8th +3 4d10 Ability Score Improvement
9th +4 5d10 Tradition feature
10th +4 5d10 Ability Score Improvement
11th +4 6d10 Seasoned Instructor
12th +4 6d10 Ability Score Improvement
13th +5 7d10 Tradition feature
14th +5 7d10 Continued Education, Master Signals
15th +5 8d10 Tempered Body
16th +5 8d10 Ability Score Improvement
17th +6 9d10 Tradition feature
18th +6 9d10 Ultimate Awareness
19th +6 10d10 Ability Score Improvement
20th +6 10d10 Peerless Insight

Warlord V2

Insert fluff here

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

Proficiencies


  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple weapons, longsword, pike, shortsword, warhammer
  • Tools: Choose one from Calligrapher's supplies, Cartographer's tools, Herbalism kit, Navigator's tools or one musical instrument

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose three from Animal Handling, Athletics, History, Insight, Intimidate, Medecine, Nature and Persuasion

Equipment

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

  • (a) a longword and a shield, (b) two simple weapons, or (c) a pike
  • (a) five javelins or (b) a shortbow and a quiver of 20 arrows
  • (a) a diplomat's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • (a) scale mail or (b) leather armor and a shield
  • One tool or instrument you are proficient with

Battlefield Insight

Begining at first level, you have an incredible talent for grasping the implication of every changes on the battlefield. Be it a weakness in the opponent's defenses or the opportunity afforded to your allies based on their positioning, you know how to make the best of every situation. The most basic way in which you take advantage of this insight is by exposing a weakness that your allies can then exploit to inflict greater damage on your common foe.

Once per turn when you damage a creature with an attack, you can apply your Insight Dice to it. If the creature already has Insight Dice applied to it, they are replaced by yours. You apply a number of Insight Dice as shown in the Insight Dice collumn of the Warlord Table. At first level that is 1d8. An ally who makes an attack roll against a creature with Insight Dice on it may choose to exploit the Insight. If they do so, they can add the Insight Dice to the damage of the attack, or they can choose to expand one Insight Dice to gain advantage on the attack. Regardless if the attacks hits or not, the Insight Dice are consumed. Insight Dice on a creature disappear at the start of your turn, if the creature drops to 0 hit points, or if you are incapacitated.

Shouts

Sometimes, your allies have an opportunity open to them that they do not fully grasp, or maybe they are themselves showing a weakness that an opponent could exploit, or are simply losing the will to fight. In those situation, your best course of action is to signal to them with a loud shout. Shouts require the use of your voice and will reveal your position if you are trying to hide, and your allies must be able to hear you to benefit from your Shout.

Begining at 1st level, once per turn, when you take the attack action, you can forego one of your attacks to use one of the following shouts instead:

MOVE! Select one creature within 30 feet of you. That creature may spend their reaction to move half their speed. If they do so, they gain a bonus to their AC equal to your Wisdom modifier (minimum +1) until the end of that movement.

SHAKE IT OFF! Select one creature within 30 feet of you. That creature can make a saving throw to end a condition that can be ended by making a save, adding your Charisma modifier (minimum +1) to their saving throw.

STRIKE! Select one creature within 30 feet of you. On that creature's turn, if they take the attack action, they may make an additional attack. Futhermore, that ally may add your Intelligence modifier (minimum +1) to one of their damage rolls for that attack action.

Student of Banners

At 1st level you already know more about the ways of war than the common man. You gain advantage on all ability checks to identify weapons, the heraldry or uniforms of armies or mercenary companies, as well as famous military figures and their famous tactics.

Coded Signals

Starting at 2nd level, you've become much better at communicating wordlessly with your allies. You've developped a few simple gestures you can use to make sure they take even better advantage of your battlefield insight and awareness. As a bonus action, if you are not restrained or incapacited, you can use a Signal you know to grant various bonuses to one or more of your allies. Allies must be able to see you to benefit from your signals and, unless specified, the effect of a signal ends at the start of your turn.

Known Signals. At 2nd level, you have developped four such signals, selected from the list below, and you must spend a least 1 hour teaching the meaning and uses of your signal to your allies before they can take advantage of your signals. You allies must have an intelligence of 6 or higher and understand at least one language you speak to be able to learn. The ammount of signals you develop increases as you gain level in this class and whenever you develop a new signal, you must spent 20 minutes teaching your allies each new signal.

Insight Dice. Using a Signal expends a number of Insight Dice you have generated (you cannot remove Insight Dice generated by another Warlord), the exact number is written in parathesis next to the signal's name, and some signal allow you to choose how many dice to spend beyond a minimum ammount to improve the effectiveness of that signal.

Signals

Signals are presented in alphabetical order.

Critical Target (1 dice or more) Select one ally within 30 feet. If that ally inflicts damage to the creature your Insight Dice were applied to, they gain temporary hit points equal to your Charisma modifier for each Insight Dice spent.

Escape Route (1 dice or more) Select one ally within 10 feet. On their turn, that ally may take the Disengage action as a bonus action. Increase the distance your ally can be from you by 10 feet for each additional insight dice spent.

Flaw in the Armor (1 dice) Select one ally within 15 feet. They gain advantage on their next melee attack against a creature within 15 feet of the creature from which you removed the Insight Dice.

Form Up (1 dice or more) Select a number of allies within 30 feet equal to the number of Insight Dice spent. While those allies are within 5 feet of you and you are not prone, restrained or incapacitated, they gain a +2 bonus to AC. You must be wielding a shield to use this signal.

Pin the Legs (0 dice or more) Select one ally within 30 feet. The first time that ally inflicts damage to a creature, that creature cannot take the Disengage action and their speed is reduced by ten feet for each Insight Dice spent until the end of their next turn.

Distract (1 dice) Select one ally within 30 feet. If that ally inflicts damage to the creature your Insight Dice were applied to, or a creature within 15 feet of it, that creature cannot take reaction until the start of its next turn.

Unstable Footing (1 or 2 dice) Select one ally within 30 feet. If that ally attempts to Shove the creature your Insight Dice were applied to, they add all the Insight Dice expended for this signal to their Strength (Athletics) roll.

Use It (0 dice) Select one ally within 30 feet. That ally can spend their reaction to draw an item, such as a potion or antitoxin, and take the Use an Object action.

Watch your Steps (0 dice or more) Select one ally within 30 feet. When that allies takes the Move acton, they can move up to 10 feet while ignoring the effect of difficult terrain. Increase the distance they can move while ignoring difficult terrain by 10 feet for each Insight Dice spent.

Warlord Presence

The way you react when steel is drawn and battle is rejoined can help your allies in various ways. Knowing you are on their side can instill confidence in anyone. At 2nd level, you choose one of the following option.

Analytical Presence. When you roll for initiative, and you are not surprised, you and all allies that can see you within 30 feet of you gain a bonus to initiative equal to your Intelligence modifier. Furthermore, if you use the STRIKE! shout, your ally adds your intelligence modifier to all their damage roll of that action instead of just one.

Inspiring Presence. When you roll for initiative, and you are not surprised, you and all allies that can see you within 30 feet of you gains temporary hit points equal to your level plus your Charisma modifier. Furthermore, if you use the SHAKE IT OFF! shout, if your ally fails the saving throw, they gain temporary hit points equal to your level plus your Charisma modifier.

Perceptive Presence. When you roll for initiative, and you are not surprised, you and a number of allies, that are within 30 feet of you, equal to your wisdom modifier that can see you gain advantage on their first attack. Furthermore, if you use the MOVE! shout, your ally now gains a bonus to AC equal to twice your Wisdom modifier.

Strategist Tradition

[Insert usual spiel about subclasses]

Your tradition grants you features at 3rd level and then again 9th, 13th and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, an 19th level, you can increase one ability score by 2, or you can increase 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 with this feature.

Extra Attack

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

Veteran Poise

You begin to hold yourself in a way that soldiers instinctively recognize and come to respect and you've come to know how to act around military types of all sorts.

Begining at 6th level, you add your Proficiency Bonus to Charisma checks made while interacting with members of a formal fighting force that you recognize (even if you already added your Proficiency Bonus, but not if you already apply your Proficiency bonus more than once).

Continued Education

You have not gotten to the your level of ability by thinking you already know everything there is to know. As such, you are always looking for new opportunity to improve yourself. At 7th level, and again at 14th level, you gain proficiency in a skill or artisan tool of your choice. Alternatively, you may choose to learn 2 languages of your choice.

Advanced Signals

Beginning at 7th level, you develop three additional signals from the list below.

Signals

Signals are presented in alphabetical order.

Distracted Foes (2 dice) Select one ally within 15 feet of the creature you removed the Insight dice from. That ally applies the expended Insight Dice to their next Dexterity (Stealth) checks.

Find Them (3 dice) Select one ally within 30 feet. That ally can spend a Bonus Action to make a Wisdom (Perception) check to find a hidden creature, adding your Wisdom modifier (minimum +1) to their check result.

Flaw in the Formation (2 dice) Select one ally within 30 feet. They gain advantage on their next attack roll against a creature within 30 feet of the creature from which you removed the Insight Dice.

Hit a Nerve (4 dice) Select one ally within 30 feet. When that ally inflicts damage to the creature your Insight Dice were applied to, or a creature within 15 feet of it, they may select between Strength, Dexterity or Consistution. The creature has disadvantage on all saving throw of the selected ability until the start of your next turn.

It's All Good (3 dice) Select one ally within 15 feet of the creature your Insight Dice were removed from. That ally adds 1d8 to their next Attack Roll or the Spell DC of their next spell (this bonus to the Spell DC can only be applied to one creature).

Strike the Arms (3 dice) Select one ally within 30 feet. The first time that ally inflicts damage to the creature your Insight Dice were applied to, or a creature within 15 feet of it, that creature gains disadvantage on all attack roll until the end of its next turn.

Strike the Toes (3 dice) Select one ally within 30 feet. That ally may attempt to shove a creature two sizes larger than they are instead of just one.

Strike the Wings (3 dice or more) Select one ally within 30 feet. If that ally inflicts damage to a creature with a flight speed, that flight speed is reduced to 0 until the end of your next turn. If the creature is currently above ground, it must succeed a Dexterity Saving throw against a DC equal to the roll of the Insight Dice expended for this signal or fall prone. If it succeeds, it lands unharmed.

Seasoned Instructor

Your time instructing others and communicating on the battlefield have made you a better communicator in every aspect where you are significantly skilled.

Starting at 11th level, whenever you take the Help action to aid an ally in performing a task for which you would apply your proficiency bonus, they gain a bonus to their ability check equal to half your proficiency bonus.

Master Signals

Beginning at 14th level, you develop three additional signals from the list below.

Signals

Signals are presented in alphabetical order.

Addle (4 dice) Select one ally within 30 feet. When that ally inflicts damage to the creature your Insight Dice were applied to, or a creature within 15 feet of it, they may select between Intelligence, Wisdom or Charisma. The creature has disadvantage on all saving throw of the selected ability until the start of your next turn.

Decisive Lunge (3 dice) Select one ally within 15 feet. Until the end of their next turn, that ally's reach increases by 5 feet.

Do it (3 dice) Select one ally within 30 feet. That ally can make two bonus action on their next turn.

Focus Fire (5 dice) Select all allies within 30 feet. Whenever those selected allies inflict damage to the creature the Insight Dice were removed from, they add 2d8 to their damage roll.

Spread Fire (4 dice) You can apply the expended dice to any number of creatures within 15 feet of the creature the Insight Dice were removed from. You can divide the Insight Dice as you please.

Tactical Retreat (1 or more dice) Select a number of allies within 30 feet equal to the number of expended Insight dice. On their next turn, the selected allies can take the Dash action as a Bonus Action.

Take the Chance (2 dice) Select one ally within 15 feet of you or 15 feet of the creature your Insight Dice were removed from. When that allies scores a critical hit, they add 7d8 to their damage roll (do not double these dice).

Brace Yourself (2 dice) Select an ally within 30 feet of the creature you removed the insight dice from. That ally adds the Insight Dice expended for this signal to any Concentration Check they make.

Tempered Body

By 15th level, you've taken your share of physical punishment and your body has gotten tougher as a result. You gain proficiency in the Strength and Constitution save.

Ultimate Awareness

Begining at 18th level, you are constantly analyzing your surrounding, on the battlefield and off, and are always looking for threat to the point that no one and nothing can escape your notice for long. You gain a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Peerless Insight

Starting at 20th level, your mastery of battles now borders on the supernatural and your mind constantly churns with new scenarios and possiblities. You can now automatically apply Insight Dice to a creature within 30 feet of you at the start of your turn, without needing to perform the Attack action. You can still only generate Insight Dice once per turn.

Strategist Traditions

[Insert fluff about Tradition not meaning you attended a formal school]

Ardent Soul

Passion, drive, dedication, righteous anger, fury, all of these are powerful emotions that can drive a warrior to push themselves beyond their limit.

The Ardent Heart tradition aims to tap into those feelings and, using secret Psionic techniques, project them onto their allies to bolster them. These powerful emotions then manifest in the form of a flame, taking the attribute of metaphors used to describe them. When you stride into battle, like a beacon in a storm, you strike awe into the heart of allies, and fear in the heart of foes.

Radiating Confidence

Your bolsterous personality makes you appear fearless in the face of danger, inspiring others around you even more than before. Starting at 3rd level, whenever you grant temporary hit points to one or more creature, you or an ally within 30 feet of you also gains temporary hit points equal to you Charisma modifier. Starting at 9th level, those temporary hit points equal twice your Charisma modifier, and three times your Charisma modifier starting at 13th level.

Burning Heart

Begining at 3rd level you have gained the ability to manifest powerful emotions as flames and can share this gift with your allies. When you, or any allies within 30 feet of you, inflict damage to a creature using a weapon while you have temporary hit points, you can spend any number of those temporary hit points to gain a bonus to your damage roll equal to the spent temporary hit points. This bonus damage is Fire damage.

Strong Personality

You force of personality is nearly unmatched. Starting at 9th level, whenever you make a saving throw, other than a Charisma saving throw, against being Charmed or Frightened, add your Charisma modifier as a bonus to the saving throw. Furthermore, your maximum Charisma score is now 22.

Improved Burning Heart

You've refined your Psionic ability beyond the most basic manifestation. Starting at 13th level, when you or an ally decide to spend temporary hit points to gain a bonus to damage, you can choose to make the bonus damage Radiant damage or Psychic damage. Furthermore, any creature within 30 feet of you, you included, that makes a saving throw can choose to use their reaction and spend 10 temporary hit points to gain advantage on that saving throw.

Ardent Mantle

You've become so familiar with the energies you unleash that they no longer pose a threat to you. Starting at 17th level, you and every ally within 5 feet of you has resistance to Fire, Psychic and Radiant damage.

Ballistarius

In Ancient Times, the Ballistarius (plural Ballistari) was the officer who supervised and coordinated the soldiers assigned to siege weapons. With time, these responsabilities were expended to being in charge of squadrons of spellcasters, and, with a few centuries, whole company of archers.

Eventually, the title of Ballistarius became synonymous with efficient long-range combat. You continue this tradition of excellence as you focus your skills on striking from a distance, improving the accuracy and deadliness of your friends, be they archers or spell slingers. You even learn a little about siege weapons, honoring your forebearers.

Bonus Proficiency

When you select this tradition at 3rd level, you gain proficincy with all Martial Ranged Weapons.

Ballistarius Shouts

Starting at 3rd level, you gain the following shouts:

LOAD! Select up to three creatures within 30 feet. Those creatures can spend their reaction to activate a siege weapon.

AIM! Select one creature within 30 feet. That creature can spend their reaction to aim. If they do so, on their next turn, if they do not move before taking an Action, they ignore half-cover when attacking creatures that are not within ten feet of them.

EYE ON THE TARGET! Select one creature with 30 feet. On their next turn, that creature increases the range of their ranged attacks and cantrips by 30 feet. This increases both the normal and long range of weapons.

Eagle Eye

Your eyesight has grown sharper with time. Starting at 9th level, you can no longer suffer disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks. Furthermore, creatures your Insight Dice are applied to have disadvantage on all Dexterity (Stealth) checks while within 30 feet of you.

Squadmaster

You've become an old hat at ordering multiple people at once. Your closest allies seem to develop a knack for knowing when your shouts can also apply to them. Starting at 13th level, when you use a Shout, you can select two additional creatures within range.

Legendary Archer

Your talent for long range combat seem to transcend the limits of regular people, and you know how to share your skills with others. When you and any creature of your choice within 15 feet make a ranged weapon attack on a creature your Insight Dice are applied to, you can score a critical hit on a roll of 18-20.

Borderlands Marshall

The edge of civilisation is a lawless and brutal place. Even when great empires make large portions of the land safe, wild beasts and evil monsters prey upon those who try to eke out a living on the frontier. Borderlands Marshall are those tasked with striking back at this encroaching savagery, moving swiftly in small squads and surviving off the land itself.

You may have been trained by such a group in the past, or maybe you were saved by a Marshall as a child and vowed to become just like your savior. Whatever the case, you've developped the pragmatism and ruthlessness associated with Borderland Marshalls. I nthe wild, you act or you die. When you attack, you make sure you and your allies are as efficient as any pack of predators.

Bonus Proficiency

When you select this tradition at 3rd level, you gain proficiency in one of the following skill of your choice: Animal Handling, Nature, Survival or Stealth. Furthermore, you gain a climb and swim speed equal to half your speed.

Frontier Gear Specialist

You've mastered the limited arsenal available to you on the edges of civilisation and can use them in surprising ways. Starting at 3rd level, you gain two of the following features:

Defensive Stance When wielding two simple weapons, you gain a +1 bonus to AC as long as you are wearing medium or light armor.

Frontierman Fighting Style You gain +1 bonus to attack rolls with simple weapons.

Heavy Stalker Medium armor no longer inflicts disadvantage to your Dexterity (Stealth) checks.

Primitive Hunter you gain a +2 bonus to damage rolls with clubs, javelins, and slings.

Wild Swing You treat quarterstaves and spears as having the reach property when wielding them with two hands.

Woodland Senses When attacking with a simple weapon, you ignore half-cover provided by natural obstacles, such as trees, shrubs or rock formations.

Relentless Tracker

Once you have your sight set on a prey, it becomes incredibly difficult for them to escape you, no matter how long ago you drew its blood. Starting at 9th level, you have advantage on all ability checks made to track a creature you have ever applied Insight Dice to. Furthermore, your climb and swim speed are now equal to your speed.

Skirmisher Tactics

Fighting superior odds in the wilderness often involves hit and run tactics and good mobility. Starting at 13th level, your speed increased by 10 feet and whenever a creature misses you with an attack, you can spend your reaction to move your speed. The creature that missed you cannot make an opportunity attack against you as a result of that move. Furthermore, when you use the MOVE! shout, your target can now move their full speed.



Vicious Insight

Monstrous beasts eat anything they can reach, with no chance for reason or mercy. With the lives of others on the line, you also show no mercy when exposing weaknesses. Starting at 17th level, your Insight Dice are now d10s.

Chosen One

Legends are filled with tall tales of destined youth suceeding against all odds, beings chosen by the gods for a great task, and unlikely heroes with barely the training to hold a stick straight but who are surrounded by incredible companions only they could assemble together. Whether unwittingly, or after hearing about it from some mysterious oracle, you have stepped into such a story.

The tradition of the Chosen One is not so much a formal tradition, as it is a role you adopt without realizing it.It is a product of your own subconscious remembering the legends of olds, and the spark of divine influence hidden within your soul. In other words, you did not choose this path, it chose you. There is no telling what your destiny entails, only that you have the kind of divine luck needed to accomplish it.

Fateful Companion

You're always looking out for your friends, always ready to alert them to trouble or share insight with them. When you take the attack action you can forego as many attacks as you want to use a shout. Furthermore, whenever you spend your entire Attack Action using Shouts, you can apply a number of Insight Dice equal to half your normal ammount (round down), to a creature within 30 feet of you.

Divine Luck

You have inexplicable luck that seems to spill over to your allies. Starting at 3rd level, whenever you or a creature within 15 feet of you makes an attack roll, an ability check or a saving throw, you can choose to grant that creature advantage or disadvantage on that roll. You can do this twice and you regain all use of it at the end of a long rest. Furthermore, whenever you or a creature within 15 feet rolls a d20 with advantage or disadvantage and rolls the same number on both dice, you can choose to make those two dice a 1 or a 20.

Magnetic Presence

No one knows why, but people tend to find you extremely likeable and trustworthy. Starting at 9th level, you can add half your proficiency bonus (round up) to any Charisma check that doesn't already use your proficiency bonus. Furthermore, your maximum Charisma score is now 24.

Blessed Touch

In your times of needs, when your friends seem to suffer the most, a strange power emerges from within you, allowing to sooth other. Starting at 13th level, you know the spells Cure Wounds and Lesser Restauration and you gain three 3rd level spell slots. Charisma is your spellcasting ability for these spells.

Pull of Destiny

Your inexplicable luck seem to only grow stronger as unlikely coincidence keep following you everywhere you go. Starting at 17th level, you can use the first effect of your Divine Luck feature up to five times before taking a long rest. In addition, the range of both effect increases to 30 feet.

Steel Protector

The philosophy of the Steal Protectors corps of combat medic has become well known after their great success during wars in the last century or so. These elite warriors are just as effective inflicting harm as they are treating injury, rushing through the most nightmarish battlefield to aid allies, battering enemies aside like they were nothing.

They combine knowledge of medecine with harsh physical training and while they can be dangerous on their own, they become even more impressive when they keep their allies going no matter what. A unit assigned a Steel Protector knows that no one can stand in the way of accomplishing their objective.

Bonus Proficiency

When you select this Tradition at 3rd level, you gain proficiency with martial weapons and heavy armor. You also gain proficiency in the Medecine skill and with the Herbalism Kit, if you do not already have them.

Healer Training

You are an able physician, handy at treating wounds in a hurry, but also at helping your allies heal themselves once the action is over. Starting at 3rd level, when you use a Healer's Kit to stabilize a dying creature, that creature also regains 1 hit point.

Furthermore, as an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to your level. The creature cannot regain hit points this way until it finishes a short or long rest.

In addition, during a short rest you can tend to a number of allies equal to your Wisdom modifier (minimum of 1), spending one use of a Healer's Kit per ally you tend. At the end of the short rest, if those allies spent hit dice to recover hit points, they regain additional hit points equal to your proficiency bonus for each hit dice used.

Panacea Maker

Starting at 9th level, you can now craft various healing concoctions to help in your duty. You now know how to make Antitoxin, Healer's Kit and Potions of Healing. Once per day, while in a natural environment, you can spend an hour to attempt to gather ingredients for the crafting of these items. At the end of the hour, make a Wisdom (Herbalism Kit) ability check. You gather ingredients with a value in gp equal to your check result times 3.

You can then spend another hour per item crafting items you know how to make whose total value in GP is equal to or lower than the value of the ingredients you gathered. Ingredients gathered, but not used, become useless within 24 hour. You must have an empty vial available for each copy of Antitoxin or Potion of Healing that you create.

Protector's Revenge

Starting at 13th level, if a creature within 20 feet of you inflicts damage to one of your ally, you can spend your reaction to move up to your speed and make a melee weapon attack against that enemy. Once you do this, you cannot do it again until you take a short or long rest.

Master of Steel

Starting at 17th level, you've improved your combat ability significantly. You can attack three times, instead of two, when you take the Attack action on your turn.

White Raven

The Military School of the White Raven is famous the world over for their complex and advanced strategy with a high emphasis on formations. Wether you studied at this prestigious school, stolen one of their treatise, or simply admire them from afar, you've developped a very tactical approach to combat.

Improved Shouts

You've spent times drilling your allies in the proper response to your shouts. When you select this Tradition at 3rd level, your Shouts gain the following improvement:

MOVE! You can now select a number of allies equal to your intelligence modifier.

SHAKE IT OFF! Your ally also adds your Intelligence modifier to their saving throw.

STRIKE! The selected ally can now choose to spend their reaction and immediately make an attack instead of waiting until their turn. If they do so, they also add your Intelligence modifier to the attack roll.

Tactician Shouts

Starting at 3rd level, you also gain the following shouts:

DEFENSIVE FORMATION! Select two allies that are within 5 feet of each other. If they both spend their reaction, they gain the effect of the Dodge action.

PREPARE TO INTERCEPT! Select one ally within 30 feet of you. That allies regains use of its Reaction if they already spent it this turn.

SUPPORT FORMATION! Select up to two allies within 30 feet of you. On their next turn, those allies can use the Help action as a bonus action.

Analyze Enemy

Starting at 9th level, your powers of observation and analysis improve in both speed and precision. By observing an enemy you can discern certain aspects of them. As an action, you can make an Intelligence (Insight) check opposed by the Charisma (Deception) score of one creature you can see. If your roll succeeds, your DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Intelligence score
  • Armor Class
  • Movement Speed
  • Current hit points
  • Total class levels (if any)

Improved Presence

Starting at 13th level, your Warlord Presence affects allies within 60 feet of you instead. Furthermore, any allies that gains the benefit of your Warlord Presence can, in addition to said benefit, also imediately move 15 feet without spending an action.

Potent Analysis

Starting at 17th level, whenever an ally rolls one of your Insight Dice and the result is lower than your Intelligence modifier, you can make that result equal to your Intelligence modifier.