The Warlord (5e Subclass)

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The Warlord Patron[edit]

Warlock Subclass

The Warlord is a broad term used to describe a powerful entity that lives for war. Whether it is a Pagan Deities or Noble Gods of War you have made a pact with this entity to empower you in battle.

   As long as you fight worthy opponents, do not harm the weak and helpless and accept the importance of peace after wars. Your deity grants you power and blessing.

Expanded Spell List[edit]

Spell Level Spells
1st shield, compelled duel
2nd heat metal, spike growth
3rd thunder step, motivational speech
4th stoneskin, compulsion
5th geas, steel wind strike

Eternal Constitution[edit]

Starting at 1st level, you have learned to shed the constraints of armor, instead relying on your own power. You gain the following benefits:

  • While you are not wearing any armor, your armor class equals 10 + your Constitution modifier + your Charisma modifier.
  • Your hit point maximum increases by 2, and increases by 1 for every level you gain in this class.

In addition, you may choose to expend all of your remaining spell slots until your next long rest to gain one of the following benefits:

  • When you die, you disappear with all your equipment. You will rise from the dead with all your equipment after a number of days equal to 7 minus your Charisma score (minimum of 1)
  • If you have lost a limb, you can regenerate it.
  • You can mark an object or creature to resurrect in an unoccupied space within 5 feet of it.

Put the War in Warlock[edit]

Also at 1st level, your Patron has deemed that your place is on the battlefield. You may choose one fighting style from the any of classes.

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 with. 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 with that feature, no matter the weapon's type.

Moments of peace[edit]

Even the fiercest wars are interrupted by intervals of peace. You understand better than anyone how important these periods of calm are.

At 3rd level, You gain proficiency in any two skills, or one skill and one type of artisan's tool.

Thrill[edit]

Starting at 6th level, you can make additional attack, whenever you take the Attack action on your turn. (This feature is combined with a thirsty blade and not working with Extra Attack feature from another classes).

Advanced Pact Boon[edit]

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 Your weapon bypass resistance to it's type of damage. And you can change one of the weapon Properties Melee and ranged weapons can only have the appropriate properties. (For example, one-handed weapons cannot become heavy and two handed weapons cannot become one-handed) In addition, you may summon your weapon as a part of Attack action instead of an action.
Pact of the Chain Your familiar's hit modifier becomes equal to your spell attack modifier. And your Charisma modifier is added to the damage. For each of your 2 levels, the familiar gets an additional hit bone (rounded down). Also familiar uses your constitution modifier.
Pact of the Tome You can choose one level 1 spell available to your class. Now you can use it for free the number of times equal to your Charisma modifier. You will be able to use this once a long rest is over.
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.

Valor[edit]

At 10th level, your might in battle does your patron proud.

While unarmored, your movement speed increases by 15 ft, and you may add your Charisma modifier to initiative rolls (minimum of 1).

Also you was granted immunity to Frightened condition.

Brutal Critical[edit]

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.

War Aspect[edit]

War Aspect 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 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 immunity to conditions.

When you are subjected to an effect that allows you to make saving throw to take only half damage, you take no damage if you succeed on the saving throw, and only half damage if you fail.

This state lasts 1 minute and ends sooner only if you fall unconscious.

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

Unique Eldritch Invocations[edit]

Body of War (Prerequisite: The Warlord Patron)

As a bonus action, you may expend a spell slot to increase your own defensive power. Your armor class increases to 12 + your Constitution modifier + your Charisma modifier, and you have resistance to Bludgeoning, Piercing and Slashing damage. Starting from the 10 level, you can choose 2 additional types of damage. This bonus lasts for 1 minute.

    As long as you are under the effect of this invocation, only you can be the target of your spells.

Furious Charge (Prerequisite: The Warlord Patron)

As a bonus action on your turn, you may choose to expend a spell slot to channel your power to fuel your fervor. Your movement speed increases by 10 ft. In addition, if you move towards a creature in a straight line, for every 5 ft. you move you gain a +1 to your first attack and damage roll, to a maximum of your Charisma modifier (minimum of 1). This bonus lasts until the end of your turn.

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

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

Eldritch Denial (Prerequisite: The Warlord Patron, 5th level)

When you are forced to make a saving throw, you can spend 1 spell slot to add your Charisma modifier to the result of your roll.

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