The Warlord, Variant (5e Subclass)

From D&D Wiki

Jump to: navigation, search

The Warlord Patron[edit]

Warlock Subclass

The Warlord is a broad term used to describe a powerful entity that lives for war and bloodshed. Whether it is a pagan deity of war or a particularly violent Demon, you have made a pact with this entity to empower you in battle.

Expanded Spell List[edit]

Spell Level Spells
1st searing smite, shield
2nd heat metal, spike growth
3rd bestow curse, protection from energy
4th compulsion, stoneskin
5th geas, steel wind strike
Eldritch Constitution

Starting at 1st level, you have learned to shed the constraints of armor, instead relying on your own power. While you are not wearing any armor, your armor class equals 10 + your Constitution modifier + your Charisma modifier and your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Your hit point maximum can not be reduced to less than half its original amount by means of spells or similar features.

Put the War in Warlock

Also at 1st level, your Patron has deemed that your place is on the battlefield. You gain proficiency with shields and martial weapons, you may choose one fighting style from the fighter class.

In addition, your martial prowess is bolstered by your magical prowess. Whenever you finish a long rest, you can touch one weapon that you are proficient. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure, no matter the weapon's type.

Skilled Soldier

At 3rd level, your time on the battlefield has bolstered your skills. You gain proficiency in any two skills, or one skill and one type of artisan's tool.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Advanced Pact Boon

At 6th level, your Patron awards you with a more powerful Pact Boon. Depending on which boon you have chosen, you gain the following benefits:

Pact Boon Benefits
Pact of the Blade You can create and/or summon two pact weapons, instead of one, when using your pact advantage. You choose the form both weapons take when you summon them, and they don't have to be identical. You can summon them as a bonus action instead of an action. Additionally, summoned weapons can be used as an arcane focus for the Warlock's spells.
Pact of the Chain You may have up to two familiars active at one time. In addition, the time required to create a familiar is reduced in half. You may not create both familiars at once.
Pact of the Tome Choose one spell from any class's spell list. It must be a spell that you have the spell slots to cast. While the book is on your person, you may cast that spell using a warlock spell slot. This spell does not count against your maximum spells known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you have the Book of Ancient Secrets feature, you may add up to two additional spells that you find on your journeys. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 8 hours and costs 150 gp for the rare inks needed to inscribe it.
Pact of the Talisman Your talisman die increases to a d6. If you have an Invocation with the Pact of the Talisman prerequisite and involves a roll of your talisman die (Such as Protection of the Talisman), that die increases as well. Your talisman die increases further to a d8 at 10th level and 1d10 at 14th level.
Fervent Charge

On the 10th level, your ferocity in battle does your patron proud. While unarmored, your movement speed increases by 15 feet and you may add your Charisma modifier to initiative rolls.

Brutal Critical

Also at 10th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee or spell attack. This increases to two additional dice at 14th level.

Aspect of War

Starting at 14th level, you are able to summon the power for war that your patron has given you over time, condensing it into yourself to be a personification of war. As part of an action you summon the full power of the patron and your body grows to a creature one size larger than your type and you gain the following effects for the duration of this state:

  • You count under the effects of the Haste spell for the duration of the effect and without concentration.
  • You have advantage in the saves and strength tests you make.
  • You have +5 to all types of damage you cause with weapons or spells.
  • You have resistance to bludgeoning, piercing and slashing damage.
  • You can't be Charmed, put to sleep or Stunned.
  • Creatures within 15 feet of you must pass a save equal to your DC of your spell save or they will be frightened of you and will not be able to maintain concentration on their spells while under this fear, they may be targets of this effect again if they enter your area once more (creatures immune to being frightened have disadvantage on all their actions if they are within the area and do not pass the save).

This state lasts 1 minute and ends sooner only if you fall unconscious, at the end of this effect you must make a Constitution save with difficulty 20 or you will have 3 exhaustion points, if you pass the roll you will only have 2 exhaustion points.

You will be able to use this trait once a long rest is over.

Unique Eldritch Invocations[edit]

War Body (Prerequisite: The Warlord Patron)

Now your armor class is 12 + your Constitution modifier + your Charisma modifier and all bludgeoning, piercing, and slashing damage is reduced by 2 points. Starting from the 10 level, you can choose 2 additional types of damage

Mad Rusher (Prerequisite: The Warlord Patron)

Using your additional action on your turn for the rest of the combat or until you fall unconscious, you gain 10ft of additional movement and if you move in a straight line at least 10ft towards a target, this target will receive +1 damage for every 5ft you move in its direction before you hit it. Once you use this invocation, you can't use it again until you finish a short or long rest.

Son of War (Prerequisite: The Warlord Patron, 5th level)

If you cast a spell or cantrip using your Action, you can use your bonus action to make an weapon attack.

Bring Back the Pain (Prerequisite: The Warlord Patron, 5th level)

When you are hit by a melee attack or ranged attack, you can use your reaction to force the attacking creature to make a Constitution save with DC equal to your spell casting DC, you do not need to be able to see it as you feel due to the hit it gave you for this invocation, if the creature fails the saving throw it suffers the damage you were going to receive + your charisma modifier (with a minimum of 1) and its attack is cancelled. Once you use this invocation, you can't use it again until you finish a short or long rest.

Blade Addition (Prerequisite: The Warlord Patron, Pact of the Blade)

You can fuse multiples magic weapons inside your pact weapon, the magic and special abilities stack (with a maximum of your Proficiency modifier) except for the magical enchantments which you only take the highest of.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: