Warlord
Hit Points
Hit Dice: d10 per Warlord level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warlord level after 1st
Proficiences
Armor: Light armor, medium armor
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidate, Medicine, Persuasion, and Survival.
Class Features
level |
proficiency bonus |
ability |
1 |
2 |
Warlord's Favor |
2 |
2 |
Inspiring Word, Fighting Style |
3 |
2 |
Commander's Style |
4 |
2 |
Ability Score Increase |
5 |
3 |
Extra Attack |
6 |
3 |
Commander Feature |
7 |
3 |
|
8 |
3 |
Ability Score Increase |
9 |
4 |
|
10 |
4 |
Commander Feature |
11 |
4 |
Commanding Presence |
12 |
4 |
Ability Score Increase |
13 |
5 |
Inspiring Fervor |
14 |
5 |
Knight's Move |
15 |
5 |
|
16 |
5 |
Ability Score Increase |
17 |
6 |
|
18 |
6 |
Commander Feature |
19 |
6 |
|
20 |
6 |
Crescendo of Violence, Ability Score Increase |
Multiclass requirements
strength : 13
Charisma: 13
Warlord's Favor
Your attacks help to point out the flaws in an enemy's defenses. Once per round when you hit with an attack, you can choose to use this feature. If you do, you forego adding your ability modifier to the damage roll. One ally who can see and hear you within gains advantage on the next attack roll he or she makes against the creature you hit.
Inspiring Word
At 2nd level, you can inspire allies to fight on, no matter what the odds. You can spend your bonus action to allow an ally who can hear you to gain a number of temporary hit points equal to 3 times your Warlord level.
You may use this ability a number of times equal tour intelligence modifier. You regain all uses of this ability on a short or long rest. At 7th level, the number of temporary hit points gained equals 5 + 3 times your Warlord levels.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Commander's Style
At 3rd level, you choose an archetype that emulates the your leadership style. Your style grants features at 3rd level, and again at 6th, 10th, and 18th levels.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Commanding Presence
At 11th level, you may use your bonus action to command an ally to make a single attack against a creature you've attacked this round. Once you use this feature, you must finish a short or long rest before you can use it again. In addition, when you use your Inspiring Word, you may command one ally affected by your Inspiring Word to make a single attack against a creature you've attacked this round.
Inspiring Fervor
At 13th level, if you have no uses of your Inspiring Word when you roll initiative, you regain 1 use of Inspiring Word.
Knight's Move
At 14th level, when you use your Commanding Presence on an ally, that ally can move up to 10 feet before making the attack.
Crescendo of Violence
At 20th level, your Warlord's Favor affects all allies that can hear you.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a chain shirt or (b) leather, longbow, and 20 arrows
• (a) a martial weapon
• (a) a dungeoneer’s pack or (b) an explorer's pack
Or 5d4*10 gold pieces
Subclass Options
Icon of Victory
Icon of Victory |
Features |
3 |
Inspirational Surge |
6 |
Indomitable Inspiration |
10 |
Bastion of Defense |
18 |
Stand Invincible |
Inspirational Surge
At 3rd level, add your Charisma modifier to the number of temporary hit points granted by your Inspiring Word.
Indomitable Inspiration
At 6th level, the target of your Inspiring Word gains advantage on all saving throws until the end of your next turn.
Bastion of Defense
At 10th level, all allies who can see and hear you gain a +1 bonus to AC and saving throws.
Stand Invincible
At 18th level, when an ally who can see and hear you and is reduced to 0 hit points and not
killed outright, you can spend your reaction to allow that ally to drop to 1 hit point instead.
Once you use this feature, you must take a short or long rest before you may use it again.
Guerrilla
guerilla |
Features |
3 |
Brutal Ambush, Spellcasting |
6 |
Coordinated Ambush, Press the Advantage |
10 |
Covering Fire |
18 |
Paint the Bulls-Eye |
Brutal Ambush
At 3rd level, you and your allies gain a +2 bonus to attack rolls and damage rolls against creatures that haven't acted in the turn yet.
In addition, when you roll initiative, enemies have disadvantage on initiative until the end of your next turn.
Spellcasting
At 3rd level you gain the ability to cast spells drawn from the ranger spell list. The following table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of your spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Your spellcasting ability is Charisma.
level |
1st |
2nd |
3rd |
4th |
3 |
2 |
|
|
|
4 |
2 |
|
|
|
5 |
3 |
2 |
|
|
6 |
3 |
2 |
|
|
7 |
3 |
3 |
1 |
|
8 |
4 |
3 |
1 |
|
9 |
4 |
3 |
2 |
1 |
10 |
4 |
3 |
2 |
1 |
11 |
4 |
3 |
2 |
1 |
12 |
4 |
3 |
3 |
2 |
13 |
4 |
3 |
3 |
2 |
14 |
4 |
3 |
3 |
2 |
15 |
4 |
3 |
3 |
2 |
16 |
4 |
3 |
3 |
2 |
17 |
4 |
3 |
3 |
2 |
18 |
4 |
3 |
3 |
2 |
19 |
4 |
3 |
3 |
2 |
20 |
4 |
3 |
3 |
2 |
Coordinated Ambush
At 6th level, you gain proficiency in the Dexterity (Stealth) checks. Whenever your allies make a Dexterity (Stealth) check, they may use the better of their result or yours.
Press the Advantage
At 6th level when an ally hits a creature that has not yet acted in the turn, you can spend your reaction to make a single weapon attack against that creature. If you hit, all attacks made against that creature until the end of the next turn deal 1d6 extra damage.
Covering Fire
At 10th level when you hit a creature with an attack for the first time in a turn, that creature gains disadvantage on attack rolls until the end of it's next turn.
Paint the Bulls-Eye
At 18th level, when you use your Commanding Presence on ally, the attack that is granted is considered a critical if it hits.
Chieftain
Chieftain |
Features |
3 |
Reckless Inspiration |
6 |
Brash Assault |
10 |
Forced Respect |
18 |
Bravura Warcry |
Reckless Inspiration
At 3rd level, your inspiring word can whip allies into a frenzy. When you use your inspiring word on an ally, that ally can instead deal additional damage on it's next attack equal to the healing it would have received. The attack must be made before the end of the creature's next turn or the abilty is wasted.
Brash Assault
At 6th level, when you grant your Warlord's Favor to an ally, you can choose for that ally to also deal extra damage equal to your Charisma modifier if he or she hits with his or her next attack.
Forced Respect
At 10th level, when an enemy within 15 feet of you starts its turn, you may spend your reaction to give that enemy disadvantage to any attack roll that targets anyone but you until the end of its turn. If it chooses to attack you this turn, all of your allies have advantage on attack rolls against it until the end of the next turn.
Bravura Warcry
At 18th level, when you roll initiative, every enemy that can hear you must make a Charisma saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. If it fails, it is frightened for 1 round. Every ally that can hear you gains 15 temporary hit points.
White Raven General
White Raven General |
Features |
3 |
Lead the Attack |
6 |
Wolf Pack Tactics |
10 |
White Raven Tactics |
18 |
Tactical Inspiration |
Lead the Attack
At 3rd level, when you hit an enemy with an attack, all allies that hit the target deal extra damage equal to your proficiency bonus until the end of the turn.
Wolf Pack Tactics
At 6th level,when you're within 5 feet of an enemy, allies have advantage on attack rolls against that enemy.
White Raven Tactics
At 10th level, you may grant an ally an action as a bonus action.
Once you use this feature, you must take a short or extended rest before you can use it again.
Tactical Inspiration
At 18th level, your Inspiring Word can affects all allies within 30 feet that can hear you. Once you use this feature, you must finish a short or long rest before you can use it again.
Noble
Noble |
Features |
3 |
This Land is My Land |
6 |
Silver Tongue |
10 |
People's Champion |
18 |
Regal Command |
This Land is My Land
At 3rd level, space within 5 feet of you is difficult terrain for enemies.
Silver Tongue
At 6th level, when you use your Inspiring Word feature, you may instead force the creature to make a Charisma saving throw, with a DC equal to 8 + your Charisma modifier + your proficiency bonus. If it fails, it is either charmed or frightened for 1 minute.
People's Champion
At 10th level select Justice or Tyranny. If you selected justice you gain advantage on all persuasion checks, if you selected tyranny instead gain advantage on all intimidate checks. In addition, the aura of difficult terrain created by your This Land is My Land feature increases to 15 feet.
Regal Command
At 18th level, you may spend your bonus action to force one creature who can hear you to succeed on a Charisma saving throw, with a DC equal to 8 + your Charisma modifier + your proficiency bonus, or make an attack against a creature of your choice. Once you use this feature, you must finish a short or long rest before you can use it again.