The Warlord
Level Proficiency Bonus Max Insight Features
1st +2 2d6 Battlefield Insight, Shouts, Student of Banners
2nd +2 2d6 Expose Weaknesses, Warlord Presence
3rd +2 2d6 Strategist Tradition
4th +2 3d6 Ability Score Improvement
5th +3 3d6 Extra Attack, Improved Insight
6th +3 3d6 Seasoned Instructor
7th +3 4d6 Advanced Signals, Booming Voice
8th +3 4d6 Ability Score Improvement
9th +4 4d6 Tradition feature
10th +4 5d6 Ability Score Improvement
11th +4 5d6 Veteran's Poise
12th +4 5d6 Ability Score Improvement
13th +5 6d6 Tradition feature
14th +5 6d6 Master's Insight
15th +5 6d6 Tempered Body
16th +5 7d6 Ability Score Improvement
17th +6 7d6 Tradition feature
18th +6 7d6 Ultimate Awareness
19th +6 8d6 Ability Score Improvement
20th +6 10d6 Peerless Insight

Warlord V5

Insert warlordy fluff here

Creating a Warlord

To create a warlord, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Warlord table to see which features you get at each level. The descriptions of those features appear in the "Class Features" section.

Quick Build

You can make a warlord quickly bu following these suggestions. First, make Strength or Dexterity your highest ability score, dependng on whether you want to focus on melee weapons or on ranged weapns (or finesse weapons). Your next highest score should be Intelligence, Charisma or Wisdom, depending on the type of presence you plan to adopt. Second, choose the noble background.

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

Class Features

As a warlord, you gain the following class features which are summarized in the Artificer table

Battlefield Insight

1st-level Warlord feature


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 improving your allies' attacks with short verbal cues.

This insight takes the form of a pool of d6s. Whenever you roll for initiative, your Insight Pool is automatically set to a number of d6 equal to half your proficiency bonus, rounded down. Everytime you take the Attack Action, you can add 1d6 to the Insight Pool, up to the maximum for your level in accordance with the Max Insight collumn of the warlord class table. At level 1, your maximum is 2d6. Starting at level 1, you can use your Insight in the following ways:

Improve Damage: When a willing creature you can see within 30 feet of you inflicts damage to one or more creature(s) you can see, you can use your reaction to increase the damage dealt to one of those creature by an ammount equal to your Insight Pool.

Improve Precision: When a willing creature you can see within 30 feet of you makes an attack roll, you can use your reaction and remove 2d6 from your insight pool to grant that attack advantage.

An ally must be able to hear you to benefit from your Battlefield Insight.

Shouts

1st-level Warlord feature


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.

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.

RISE UP! : Select one creature within 30 feet of you. That creature can make a saving throw to end a condition that can be ended by a saving throw, adding your Charisma modifier (minimum +1) to their saving throw. Alternatively, that creature can spend its reaction to stand up from prone, or attempt to escape a grab.

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

Student of Banners

1st-level Warlord feature


Despite being a relatively innexperienced warlord, 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 and mercenary companies, as well as renowed military figures and their famous tactics.

Expose Weaknesses

2nd-level Warlord feature


As you experience more real conflicts, you've begun to hone your battlefield insight in new ways, allowing you to focus on a particular enemy to uncover more devastating weaknesses. You can then share what you have discovered with your allies through the use of special signals made using subtle body movement you have previously discussed.

This focus, however, usually comes at the cost of your overall awareness of the battlefield being diminished for a short while.

When you use the Help action to aid a friendly creature to attack an enemy, you can remove 2d6 from your insight pool, and if you do, you can expose a weakness of that creature. That weakness remains exposed until it is exploited by an ally, or until the start of your next turn, whichever comes first. You can expose one of the following weaknesses:

Distracted: If you or an ally that can see you inflicts damage to the creature, the creature cannot make opportunity attacks against you or any of your allies that can see you until the end of its next turn.

Favored Leg: If you or an ally that can see you inflicts damage to the creature, its speed is reduced in half and it can't take the disengage action until the end of its next turn.

Unbalanced: Until the start of your next turn, if you or an ally that can see you attempts to shove the creature, you may add 2d6 to the Strength check, or treat the creature as 1 size smaller.

Wrong Angle: If you or an ally that can see you inflicts damage to the creature, the creature's next damage roll on you, or one of your allies that can see you, is reduced by 2d6


Furthermore, you can remove any number of d6 from your insight pool when taking the Help action (even if you chose not to expose a weakness or are instead aiding with an ability check) to increase the reach of your Help Action by 5 feet for every spent d6.

Allies

For the purpose of this ability, an ally is anyone you have spent time sharing your secret signals with. You need to spend 20 minutes teaching a creature, or group of creatures, your signals for them to be considered allies.

Warlord Presence

2nd-level Warlord feature


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. When you gain this feature, you choose one of the following option.

Analytical Presence: When you roll for initiative, and you are not surprised, you and all creatures of your choice that can see you within 30 feet of you gain a bonus to initiative equal to your Intelligence modifier (min. +1). Furthermore, if you use the MOVE! shout, the target creature gains an additional bonus to AC equal to half your Intelligence modifier, rounded down (min. +1).

Inspiring Presence: When you roll for initiative, and you are not surprised, you and all creatures of your choice that can see you within 30 feet of you gain temporary hit points equal to your level plus your Charisma modifier. Furthermore, if you use the STRIKE! shout, the targetted creature gains an additional bonus to their damage roll equal to half your Charisma modifier, rounded down (min. 1).

Perceptive Presence: When you roll for initiative, and you are not surprised, you and a number of creatures, that are within 30 feet of you and that can see you, equal to your wisdom modifier gain advantage on their first attack roll. Furthermore, if you use the RISE UP! shout, the target gains an additional bonus to their saving throw equal to half your Wisdom modifier, rounded down (min. +1).

Strategist Tradition

3rd-level Warlord feature


As you improve on the path of the Warlord you begin to fully realize your personal style. You can now begin to follow in the footsteps of great Warlords of the past, and choose the way you will aid your allies attain victory. You express the kind of Warlord you will become by selecting a tradition from among the following: Ardent Soul, Ballistarius, Borderlands Marshal, Chosen One, Rabble Rouser, Silverblade Captain, Steel Vanguard or White Raven Tactician.

Each of these traditions is detailed after the class's description.

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

Ability Score Improvement

4th-level Warlord feature


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

5th-level Warlord feature


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

Improved Insight

5th-level Warlord feature


Beginning at 5th level, taking the Attack action now allows you to add 2d6 to your Insight Pool instead of 1.

Seasoned Instructor

6th-level Warlord feature


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

Whenever you take the Help action to aid an ally in performing an ability check to which you would apply your proficiency bonus, they can add your proficiency bonus to their ability check.

Advanced Signals

7th-level Warlord feature


Your experience with all sorts of opponents allow you to discern brand new weaknesses. You can now expose the following weaknesses with your Expose Weakness class feature, provided you remove 3d6 from your insight pool instead of 2 :

Dirt in Eyes: If you or an ally that can see you inflict damage to the creature, it has disadvantage on all Wisdom (Perception) checks until it (or ally within 5 feet) spends an action clearing this condition. This has no effect on creatures with blindsense or tremorsense.

Exposed Nerves: Select an ability. If you or an ally that can see you inflicts damage to the creature, it has disadvantage on all saving throws of the selected ability until the end of its next turn.

Flight Muscles: If you or an ally inflict damage to the creature, its flying speed is reduced to 0 until the end of its next turn. If the creature is currently above ground, it falls prone.

Stressed: The creature has disadvantage on all Concentration checks made as a result of damage inflicted by you or an ally that can see you.

Telltale Sign: If you or an ally inflict damage to the creature, it gains no benefit from being invisible against you or an ally that can see you until the end of its next turn.

Unsteady Arm: If you or an ally inflict damage to the creature, the creature has disadvantage on the next attack roll made against you or an ally that can see you until the end of its next turn.

Booming Voice

7th-level Warlord feature


All that time spent barker orders or shouting at your friends over the din of battle have made you quite adept at projecting your voice. You can now be heard at twice the normal distance, if you so wish, and can capture the attention of a crowd in noisy situations, such as a busy marketplace or a rowdy tavern. Furthermore, you can add half your proficiency bonus to any ability check made to sway large crowds.

In addition, if you do not have it, you gain proficiency in the Intimidate skill, and if you would apply this proficiency to an ability check you now apply your proficiency bonus twice. page

Veteran Poise

11th-level Warlord feature


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

You add your Proficiency Bonus to any 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 applied your Proficiency bonus more than once).

Master's Insight

14th-level Warlord feature


As your experience grows, so does your insight of the battlefield. You can better analyze situations at a glance and you are even better at barking cues at your allies. Beginning at 14th level, taking the Attack action now allows you to add 3d6 to your Insight Pool.

Furthermore, you gain an additional Reaction each round, but you may only expend it to make use of your Battlefield Insight feature.

Tempered Body

15th-level Warlord feature


By this point in your career, you've taken your share of physical punishment and your body has gotten tougher as a result. When you gain this class feature, you gain proficiency in the Strength and Constitution saving throw.

Ultimate Awareness

18th-level Warlord feature


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 +10 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Peerless Insight

20th-level Warlord feature


You have reached your zenith as a master of the art of war. Your mastery of battles now borders on the supernatural and your mind constantly churns with new scenarios and possiblities. Your reflexes allow you to aid your allies in the blink of an eye.

You no longer need to expend your Reaction to put your Battlefield Insight to use and you can do so once per turn.

Furthermore, you can automatically add 1d6 to your Insight Pool at the start of each of your turn.

Strategist Traditions

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

Ardent Soul

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

The Ardent Soul 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 flaming beacon in the night, you strike awe into the heart of allies, and fear in the heart of foes.

Burning Heart

3rd level Ardent Soul feature


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 having temporary hit points, the attacker can spend any number of those temporary hit points to gain a bonus to the damage roll equal to the spent temporary hit points. This bonus damage is Fire damage.

Radiating Confidence

3rd level Ardent Soul feature


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 through a different effect, you or an ally within 30 feet of you also gains temporary hit points equal to your Charisma modifier (minimum 1). Furthermore, you gain the following uses of your Battlefield Insight:

Cheer on Success: Whenever a creature within 30 feet of you scores a critical hit, you can spend your reaction to grant them temporary hit points equal to a roll of your Insight Pool.

Improve Ardhor: Whenever a creature within 30 feet of you inflicts damage to another creature you can see, you can spend your reaction and remove 1d6 from your Insight Pool to grant either creature temporary hit points equal to your Charisma modifier (min. 1). You can remove any number of additional dice to increase the ammount of temporary hit points granted by 2 for every additional dice spent.

Strong Personality

9th-level Ardent Soul feature


You force of personality is nearly unmatched and few things can make your will waver. 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 24 instead of the normal 20.

Cold Fury

13th-level Ardent Soul feature


You've refined your Psionic ability beyond the most basic manifestation, allowing you access to new types of energy. When you or an ally decide to spend temporary hit points to gain the bonus to damage granted by your Burning Heart feature, the attacker can now choose to make the bonus damage Cold, Psychic or Radiant damage.

Ardent Mantle

17th-level Ardent Soul feature


You've become so familiar with the energies you unleash that they no longer pose a threat to you. You and every creature of your choosing within 5 feet of you has resistance to Cold, 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

3rd-level Ballistarius feature


When you select this tradition, you gain proficincy with all Martial Ranged Weapons.

Ballistarius Shouts

3rd-level Ballistarius feature


You can now use the following specialized shouts:

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 the Attack Action, they ignore half-cover when attacking creatures that are not within ten feet of them.

EYE ON THE TARGET! : Select one creature within 30 feet. On their next turn, that creature increases the range of their ranged attacks and cantrips by 30 feet, provided you can see their target. This increases both the normal and long range of weapons.

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

Eagle Eye

9th-level Ballistarius feature


Your eyesight has grown sharper with time and you know how to focus your senses with a single sharp intake of breath.

When you roll a Wisdom (Perception) or Intelligence (Investigation) check, you can choose to make the result of your d20 roll a 15. You can use this feature a number of time equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Squadmaster

13th-level Ballistarius feature


You've become an old hat at ordering multiple people at once. You've developped codenames for all of your allies that make it easy to communicate with them in the heat of battle. When you use a Shout, you can select up to two additional creatures within range. You must spend at least 5 minutes teaching your selected codenames to allies for them to be elligible targets.

Legendary Archer Accuracy

17th-level Ballistarius feature


Your talent for long range combat seem to transcend the limits of regular people, and you know how to share your skills with others. By hitting your targets at just the right place, you make them vulnerable to following assaults.

When you inflict damage to a creature with a ranged weapon attack, or a ranged spell attack, you can remove 4d6 from your insight pool (you remove these dice after you have gained dice from taking the Attack action), and if you do, the next attack against the same creature can score a critical hit on a roll of 18-20.

Borderlands Marshal

The edges 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. When there is no large empires, every sliver of civilisation is now on this edge.

Borderlands Marshals are those tasked with leading the forces striking back at this encroaching savagery. Borderland Marshals move swiftly with small squads of volunteers and survive off the land itself while on their mission. Wild beasts, raiders, or creatures from another world, whatever they may be, if they prey on the isolated, they will find a Borderlands Marshal and their crew coming for them.

You may have been trained by such a group in the past, or maybe you were saved by a Marshal as a child and vowed to become just like your savior. Whatever the case, you've developped the pragmatism and ruthlessness associated with Borderland Marshals. In the wild, you act or you die so there is no time to hesitate. You make do with limited supplies, primitive equipment, and when you attack, you make sure you and your allies are as efficient as any pack of predators on the hunt.

Bonus Proficiency

3rd-level Boderlands Marshal feature


When you select this tradition, 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

3rd-level Boderlands Marshal feature


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 a number of the following features equal to your Wisdom modifier (min. 1) (whenever your Wisdom modifier increases, select a new feature. You cannot select the same feature twice) :

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 +3 bonus to damage rolls with clubs, javelins, and slings.

Stone Thrower: you gain proficiency with improvised thrown weapons, provided they are of natural origin.

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 ranged weapon, you ignore half-cover provided by natural obstacles, such as trees, shrubs or rock formations.

Relentless Hunter

9th-level Borderlands Marshal feature


Tracking down enemies has become second nature for you, and you've become extremely hard to outrun. Your maximum speed increases by 10 feet, and your swim and climb speed is now equal to your full speed.

Skirmisher Tactics

13th-level Borderland Marshal feature


Fighting superior odds in the wilderness often involves hit and run tactics and good mobility. Your speed further increases by 10 feet. You also gain the following use for your Battlefield Insight:

Skirmisher Evasion: When you, or a willing creature within 30 feet of you that can see you, is missed by an attack, or succeeds at a Dexterity saving throw, you can spend your reaction and remove 3d6 from your Insight Pool to allow that creature to move their speed. The attacking creature cannot make an Opportunity Attack as a result of this movement.

Vicious Assault

17th-level Borderland Marshal feature


Monstrous beasts eat anything they can reach, with no chance for reason or mercy, brutal hordes of marauders and vicious bandit kings will plunder villages before burning them down. With the lives of others on the line, you also show no mercy when in battle. When you inflict damage with a Simple or Improvised Weapons, you can choose to inflict additional damage equal to a roll of your Insight Pool.

You can use this feature a number of time equal to proficiency bonus, and you regain all expended uses when you finish a long rest.

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 who are surrounded by incredible companions only they could bring together. Whether unwittingly, or after hearing about it from some mysterious oracle, you have stepped into the role of the star of 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 a 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 see it through.

Divine Luck

3rd-level Chosen One feature


You have inexplicable luck that seems to spill over to those you call your allies while bad luck seems to follow your enemies. Whenever you or a creature within 30 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 use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Furthermore, whenever you or a creature within 30 feet of you 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.

Fateful Companion

3rd-level Chosen One feature


You're always looking out for your friends, always ready to lend a hand. You can use the Help Action as a bonus action.

Magnetic Personality

9th-level Chosen One feature


No one knows why, but people tend to find you extremely likeable and trustworthy and you have a knack for making friends. 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 Charisma increases by 2 and your maximum Charisma score is now 24 instead of the normal 20.

Blessed Touch

13th-level Chosen One feature


In your times of needs, when your friends seem to suffer the most, a strange radiant power emerges from within you, allowing you to sooth other. You know the spells Cure Wounds, Lesser Restauration and Protection from Poison, and you gain a number of 2nd level spell slots equal to your proficiency bonus.

You can only use these slots for the spells granted by this feature. Charisma is your spellcasting ability for these spells.

Pull of Destiny

17th-level Chosen One feature


The spark of divine power hidden within your soul continues to pull you along to your destiny, all the while bending the laws of probabilities in your favor. When you or a creature you can see within 30 feet of you rolls a d20, you can make the dice roll a 20. You cannot use this feature again until you take a long rest.

Rabble Rouser

The bandit king who eludes authority, the revolutionary who strikes back at tyrants and the strategist who succeeds while outnumbered, all those leaders embody the tradition of the Rabble Rouser. Able to inspire even the common man to overcome incredible odds, be they a natural obstacle or simply larger number, becomes even more effective when paired with season adventurers.

Your charismatic personality, your way with words and your willingness to use even underhanded tactics make you a natural fit for this role. Being the underdog is no problem for you, its practically a way of life!

Ambusher Presence

3rd-level Rabble Rouser feature


You know that the first few seconds of a fight are crucials. If you wish to succeed over superior forces, you must strike fast and strike hard! This manifests into your force of personality being even more striking when swords are drawn that normal. When you select this tradition at 3rd level, you gain an additional Warlord Presence. You can select one from the Warlord Presence class feature (you cannot select the same presence twice), or one of the Presences below:

Dashing Presence: When you roll for initiative, and you are not surprised, you and all creatures of your choice that can see you within 30 feet of you gain a bonus to their first damage roll equal to your Charisma modifier. Furthermore, if you use the MOVE! shout, you may select an additional number of allies equal to your Charisma modifier (minimum +1). One of those additional ally can be yourself.

Surmounting Presence: When you roll for initiative, you and all creatures of your choice that can see you within 30 feet of you cannot be surprised. Furthermore, if you use the STRIKE! shout, the target has advantage on the next attack roll made against creatures at least 1 size larger than them until the end of their next turn.

Steadfast Presence: When you roll for initiative, and you are not surprised, you and all creatures of your choice that can see you within 30 feet of you gain a bonus to all saving throw equal to your Charisma modifier until the start of your second round. Furthermore, if you use the RISE UP! shout, the creature you target can make a saving throw and still use its reaction for the second effect.

Underdog Tricks

3rd-level Rabble Rouser feature


You've learned a few tricks that some might call underhanded and dirty, but for you, they're just a way to level the playing field. Starting when you select this tradition at 3rd level, you gain your choice of proficiency between Deception, Sleigh of Hand, Stealth, or proficiency in either the Thieves' Tools or the Disguise Kit.

Furthermore, you now rely entirely on physical signals to communicate with your allies in combat. After spending 20 minutes teaching one or more willing creatures your secret codes, you no longer need to speak to select one of those creatures as the target of a shout, or as target of your Battlefield Insight, provided the target can still see you.

Underhanded Expertise

9th-level Rabble Rouser feature


At 9th level, choose two of your proficiencies from the following list: Deception, Disguise Kit, Sleigh of Hand, Stealth, Thieves' Tools. Your proficiency bonus is doubled for any abilty check you make that uses either of the chosen proficiencies.

Rousing Speech

13th-level Rabble Rouser feature


When times are tough and everybody around you is feeling down, it's your duty to raise their spirit up and help them dig deep into reserves they did not know they had. Starting when you gain this feature, you can take ten minutes to make a speech to rouse your allies. At the end of your speech, any creature of your choice that can hear you recovers spent hit dice until they have a number of hit dice equal to your Charisma modifier, and they regain their lowest level spell slots until they have a total number of spell slots equal to your Charisma modifier. A creature cannot benefit from one of your Rousing Speech again until they have taken a long rest.

Overcoming the Odds

17th-level Rabble Rouser feature


You've gotten used to being faced by surperior numbers and superior foes, to the point that you thrive in such environment. If you percieve more hostile creatures than friendly creatures within 60 feet of you, all attacks made against you, or creatures of your choice within 5 feet of you, have disadvantage. Creatures (hostile or friendly) of size Large or greater count as two creatures for the purpose of this effect.

Silverblade Captain

The Silverblades, named after their silvered weapons, were a famous squad of special assault troopers in charge of disrupting enemy spellcasters during wartime. They did so by learning special techniques to counter spellcasters, and even basic spellcraft to oppose them.

After the end of the war, they went on to put skills they had developped to use by becoming witch hunters or leaders in various inquisitions around the land, hunting down those who would abuse magic for their evil ends.

Maybe you were once trained to be part of the Silverblade, or you were trained by a retired member, or you were part of one of their peacetime investigations, or maybe you simply heard of their legends and read all about them. Whatever the case, you now specialize in disrupting spellcasters and protecting your allies from dangerous spells.

Caster Hounder

3rd-level Silverblade Captain feature


Your mere presence disrupts the users of magic, as you know exactly how to make them vulnerable and distract them. When you gain this tradition, any creature of your choice within 5 feet of you has disadvantage on all Concentration checks. Starting at 9th level, this distance becomes 10 feet, and at 13th level that distance is 15 feet.

Witch Hunter Training

3rd-level Silverblade Captain feature


You've educated yourself on the basics of magic and even learned basic rituals that can be helpful in tracking down dangerous spellcasters.

You gain proficiency in either the Arcana skill or Investigation skill. You can now cast Comprehend Languages, Detect Magic and Identify, but only as rituals. Intelligence is your spellcasting ability for these rituals.

Improved Ritualist

9th-level Silverblade Captain feature


You continue to add more tricks to your arsenal, learning more ways to track foes and counter their mystical influence. You add Augury, Gentle Repose and Silence to the list of spells you know that you can cast as rituals.

Inquisitor Warding Glyph

13th-level Silverblade Captain feature


You've expended your knowledge to includes the secret of protective glyphs. You can, as an action, trace a protective glyph somewhere on your armor or clothing. When you do so, select a damage type from this list: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder. For the next 8 hours after you traced the glyph, while you are wearing the piece of clothing or armor you traced the glyph on, you have resistance to magical damage of the selected type.

As a reaction, you can tap into the remaining energy of the glyph to grant you, and every creature of your choice within 30 feet, immunity to the selected damage type until the start of your next turn, after which the glyph is no longer active. You cannot trace a new glyph until you finish a long rest.

Silverblade Riposte

17th-level Silverblade Captain feature


Your exposure to magical energies have made you adept at turning them away from you and from your allies. You do so by concentrating raw magical energy within your weapon and swinging it to disrupt the incoming energies. If you would make a saving throw against magic, you can spend your reaction to make an Intelligence (Arcana) check and then take the best result between the two rolls as your Saving Throw. Any creature of your choice that makes a saving throw against the same effect can also choose to use the result of your Intelligence (Arcana) check instead of their own saving throw.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Steel Vanguard

Steel Vanguard is a title given to those Warlords choose to fight on the front line of a conflict, juggling between landing powerful attacks and setting up their own allies for their own devastating blows. Steel Vanguards improve their own martial prowess as they believe it is essential to their success and they indeed become fierce warriors in their own right.

A Steel Vanguard might look like just any other knight, clad in armor and wading into battle, but it would be a grave mistake to underestimate their impact on the battlefield. A squad accompanied by a single Vanguard can seem to break through enemy lines as if their number were doubled.

Other Warlords might look down at the Steel Vanguards as brutish and simple, but it is far from being the case. Their brutal prowess is suplemented by a cold and calculating mind that results in a fighting style where they can turn an opponent's strength against them and, through clever application of strength, they can destabilize enemy lines like no others.

Steel Proficiency

3rd-level Steel Vanguard feature


You've improved your martial ability through observation of friend and foes alike. You now have proficiency in all martial weapon and heavy armor. In addtion, if you don't already have it, you gain proficiency in the Athletic skill and you now add a bonus equal to your Intelligence modifier to any ability check that use that proficiency.

Steel Wrestler

3rd-level Steel Vanguard feature


Steel Vanguards are known to simply brush aside enemy soldiers, sending them tumbling to the ground or dragging them into the line of fire of the Steel Vanguard's ally. This ability is obtained by simply applying knowledge of balance, anatomy and physics in the right places. You can use your movement to drag a grabbed creature to any space within five feet of you, provided you don't move during this movement.

In addition to this, you can now use your opportunity attack to shove a creature instead.

Furthermore, as one of your attack, you can attempt to sweep aside a grabbed creature: you make another grapple check, and if you succeed the grab ends but you move the creature 15 feet and it is knocked prone.

Brain and Brawn

9th-level Steel Vanguard feature


You're not just a brute, you are also on the lookout for knowledge hat can be useful on and off the battlefield. Wether it is a skill that allows you to maintain your equipment, or a language that would let you understand your enemies' plan, more knowledge can be the key to victory. You gain proficiency in one artisan's tool of your choice and you learn a number of languages equal to your Intelligence modifier.

Giant Toppler

13th-level Steel Vanguard feature


Even the mightiest of foes can be sent to the ground thanks to your knowhow and your ability to turn the momentum of attackers against them. You can now shove creatures who are two size larger than you. In addition to this, when a creature within 5 feet of you declares an attack, you can use your reaction to attempt to knock them prone with a shove. If your Strength (Athletic) check is greater than their attack roll, the attack automatically misses and they take damage equal to your Strength modifier + your Intelligence modifier.

Master of Steel

17th-level Steel Vanguard feature


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

White Raven Tactician

The Military School of the White Raven is famous the world over for their complex and advanced strategy with a high emphasis on formations. The school has a long storied History of famous generals turning the winds of war, and many noble families will send their brightest to take on the brutal training of the White Raven.

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.

Tactician Shouts

3rd-level White Raven Tactician feature


Communicating your insight to your allies becomes your specialty. When you take this tradition, whenever you use your Attack Action to use a Shout, you can also, on the same turn, spend a Bonus Action to use another Shout. You cannot use the same Shout, or target the same creature with a Shout, twice in the same turn. You also gain the following shouts:

DEFENSIVE FORMATION! Select two willing creatures that are within 5 feet of each other and both within 30 feet of you. If they both spend their reaction, they gain the effect of the Dodge action.

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

SEARCHING FORMATION! Select up to three creatures within 30 feet of you. On their next turn, those creatures can spend a bonus action to make a Wisdom (Perception) check to detect hidden creatures.

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

White Raven Fighting Style

3rd-level White Raven Tactician feature


While your specialty lies in tactics and influencing the flow of combat, student of the White Raven school are not useless in combat either. They have developped a fighting style specializing in using reach weapon to maneuver opponents into favorable position. You gain proficiency in all weapons with the Reach property. Whenever you hit a creature with a reach weapon, you can remove 2d6 from your Insight Pool to move that creature 5 feet. The creature must be 1 size category larger than you or smaller to be affected.

Analyze Enemy

9th-level White Raven Tactician feature


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 a number of the following characteristics of your choice equal to your Intelligence Modifier:

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

If your roll fail, you cannot use this ability on the same target again until you finish a long rest.

Improved Presence

13th-level White Raven Tactician feature


Your allies instinctively glance to you when battle is met, for they know you already have a plan. Your Warlord Presence now affects allies within 60 feet of you instead of 30.

Potent Insight

17th-level White Raven Tactician feature


Your insight into the battlfield has grown to new heights of strength and reliability.

Whenever the dice in your Insight Pool are rolled, you can choose to make the roll of each d6 equal to your Intelligence modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.