The Warlord.

The warlord
Level Proficiency Bonus Features
1st +2 Leadership Ability, Rallying Cry
2nd +2 Commanding Strike, Fighting Style
3rd +2 Military Duty
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Battlecry (1 use)
7th +3
8th +3
9th +4
10th +4
11th +4
12th +4
13th +5
14th +5
15th +5
16th +5
17th +6
18th +6
19th +6
20th +6

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


  • Armour: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: One type of gaming set
  • Saving Throws: Constitution
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Performance, Pursuasion

Equipment

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

  • (a) chain mail or (b) a chain shirt and a shortsword
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) two hand axes or (b) any simple melee weapon
  • (a) a diplomat's pack or (b) a dungeoneer’s pack

Leadership Ability.

At first level, you adopt a style of leadership, and train your mind to perfect that aspect. Choose one ability score from Intelligence, Wisdom and Charisma. This is your leadership ability. Whenever a warlord ability refers to your warlord ability, it refers to this ability. You gain proficiency in saving throws in this ability score. If you chose Wisdom as your leadership ability, you lose proficiency in Constitution saving throws, and instead gain proficiency in Strength saving Throws.

Rallying Cry.

At first level you gain the ability to heal your allies, to spur them on to victory. When you take The attack action on your turn, you may forgo one of your attacks. When you do so, Choose a Number of allies that can see or hear you, and that are in 30 feet of you. This number may not exceed your leadership ability modifier. Each ally may spend one hit die, to regain hit points equal to one roll of that hit diee plus their Constitution modifier.

Commanding Strike.

When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and who is within 30 feet of you. That creature can use it's reaction immediately to make one weapon attack. If the attack hits, they gain a bonus to their damage roll equal to your leadership ability modifier.

Fighting Style.

At second level 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, even if you later get to choose again.

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Military Duty.

When you reach third level, you pledge a responsibility to your friends . You strive to fulfil the expectations and burdens of that duty, in order best to help your freinds to succeed.

You choose the duty of the standard bearer, detailed at the end of this document.

You gain features from your duty at 3rd level.

Ability Score Improvement

When you reach 4th 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Military Duties.

At third level, you adopt a specific role in the hierarchy. While an army has room for people of many roles, a warlord focuses on only one, honing their skill, best to send their allies to victory. You may choose the duty of the standard bearer.

Duty of the Standard bearer.

The duty of the standard bearer is on the front lines, rallying the troops, and giving them the strength to fight. As a standard bearer you carry the banners of your force, to be an exemplar of how to strike down your foes.

Charge!

A third level you are able to rally your allies, driving them on to the front lines.

When an ally begins their turn within ten feet of you they gain a bonus to their speed equal to ten feet until the end of their turn.