Warchief (5e Class)
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Warchief[edit]
You have risen in the ranks either by might, luck, or charismatic means. The way you got here does not matter. The way you got to this rank does not matter, but how you use it does. Your armies will not respect you if you do not respect them. You can rule anyway you want with your army and treat them how you see fit, but your actions can have consequences. If you treat you army poorly enough your DM can step in and start an attempt on your life or position. If you lose your position, you loss any abilities related to it. Attempts on your life could be duels, assassinations, ambushes, straight out attacks, or any other way the DM deems fit and all enemies must be creatures of only evil intent.
Creating a Warchief[edit]
A warchief is a strong and proven captain. He leads orcs and other creatures of evil into battle. Playing as a warchief you should be Lawful Evil. You may be Lawful Good if you lead an army of evil creatures for a good goal. All creatures that serve you are loyal to you and obey your commands to the best of their abilities. If you disrespect them, they may end up being your downfall.
- Quick Build
You can make a Warchief quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Outlander or the Soldier background.
Class Features
As a Warchief you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Warchief level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Warchief level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Musical Instrument (Horn)
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Nature, Perception and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a battleaxe and a longbow and quiver with 20 arrows or (b) two martial weapons
- (a) leather armor or (b) chain shirt
- (a) explorer's kit or (b) dungeoneer's kit
- set of common clothes, a shield, a horn and a simple weapon
- If you are using starting wealth, you have 4d4 x 10 in funds.
Level | Proficiency Bonus |
Features | Commands Known |
---|---|---|---|
1st | +2 | Commands, Battle Orders | 2 |
2nd | +2 | War Cry, Loyal Companion | 3 |
3rd | +2 | Path of War | 3 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Master Tactician | 4 |
6th | +3 | Path of War Feature | 4 |
7th | +3 | Loyal Companion Improvement | 4 |
8th | +3 | Ability Score Improvement, Battle Ready | 4 |
9th | +4 | Loyal Companion Improvement, Restless Morale | 5 |
10th | +4 | Path of War Feature | 5 |
11th | +4 | Spoils of War | 5 |
12th | +4 | Ability Score Improvement | 5 |
13th | +5 | Spoils of War | 6 |
14th | +5 | Path of War Feature | 6 |
15th | +5 | Spoils of War | 6 |
16th | +5 | Ability Score Improvement | 6 |
17th | +6 | Spoils of War | 7 |
18th | +6 | Path of War Feature | 7 |
19th | +6 | Ability Score Improvement | 7 |
20th | +6 | War Master | 7 |
Battle Orders[edit]
Starting at 1st level, you gain the ability to give battle orders to your allies. Your battle orders are fueled by a resource called Morale.
- Morale
You have an amount of morale dice equal to twice your proficiency bonus, and you regain any morale dice spent when you finish a short or a long rest.
Your morale dice are d6's. You can use these morale dice to fuel combat orders.
- Combat Orders
Starting at 1st level, you can spend your Morale dice to give the following orders:
- Aim. When a creature within 60 feet misses an attack with a weapon, you can spend a morale dice as a reaction to add the result to the result of the attack. You must use this reaction before knowing if the attack is a hit or a miss.
- Kill. When a creature within 60 feet causes damage with a weapon attack, you can spend a morale dice as a reaction to add the result to the result of the attack. You must use this reaction before knowing if the attack is a hit or a miss.
- Brace. You can spend a morale dice as a bonus action to give temporary hit points to one allied creature within 60 feet equal to the number rolled + your Charisma modifier.
- Charge. You can spend a morale dice as a bonus action to allow an allied creature within 60 feet to move up to its movement speed, using a reaction. If the creature move at least 20 feet before making a melee attack after a charge, it can add the result of the die to the damage of its attack, on a hit.
- Retreat. You can spend a morale dice as a bonus action to allow an allied creature within 60 feet to take the Disengage action as a reaction and move a number of feet equal 5 x the number rolled on the die.
- Resist. You can spend a morale dice as a reaction to allow a creature within 60 feet to add the morale dice to the result of a saving throw.
Commands[edit]
You learn how to issue commands to enhance the ability to fight of your allies. Starting at 1st level, you learn two commands of choice. Your commands are detailed in the Command List bellow. As you gain levels in this class, you gain more commands, as shown on the Commands column on the Warchief class table.
You can issue a command to any friendly and willing creature within 60 feet that is able to see and hear you. Issuing a command uses your action.
War Cry[edit]
At 2nd level, you can use a bonus action to unleash a powerful scream to embolden the hearts of your allies.
When you do so, you can target one additional creature with a command you have issued using your action.
Loyal Companion[edit]
Starting at 2nd level, you also gain the service of a faithful servant, that fights alongside you and protect you from harm. You can choose either an ally or a mount as your loyal companion, choosing a humanoid, monstrosity or beast with a CR equal to 1/4. The CR of the chosen companion increases to 1/2 at 5th level, 1 at 7th level and 2 at 9th level.
Your companion acts on its own turn, and obey your commands, but the only action it takes is the Dodge, unless you command it to take another action using your Action or Bonus Action.
The companion have additional hit points equal to twice your Warchief level, and add your proficiency bonus to its AC, saving throws and damage rolls. In addition, when making attacks, your companion uses your proficiency bonus + your Charisma modifier as an attack bonus.
If your companion dies, you can replace him by searching for a new one spending 8 hours and 50 gp in funds to recruit another.
Path of War[edit]
Starting at 3rd level, you can choose one path of war to follow. Your choice give you features at 3rd level, and again at 6th, 10th, 14th and 18th level. The choices are described on the end of the class description.
Master Tactician[edit]
Starting at 5th level, whenever you give a Battle Order to a creature affected by one of your commands, you add roll one additional die and add the result to the Battle Order given.
Battle Ready[edit]
Starting at 8th level, you hone your command abilities. Whenever you hit a creature with an attack, an allied creature within 60 feet can make a weapon attack against the same creature using its reaction.
Restless Morale[edit]
Starting at 9th level, when you roll initiative and have no morale dice left, you regain two dice.
Spoils of War[edit]
Starting at 11th level, your constant victories have granted you with great prestige and power. You can choose one of the spoils of war from the list bellow, and you choose another at 13th, 15th and 17th levels.
War Master[edit]
When you reach the 20th level, your Charisma increase in 4, to a maximum of 24. In addition, if you start your turn without Morale Die, you gain one.
Paths of War[edit]
Path of the Bloodied Horde[edit]
Brutal and savage, the bloodier horde is made of monstrous humanoids and barbarians, roving and destroying the civilized lands.
- Bloodied Horde Battle Orders
When you choose the path of the Bloodied Horde, you gain the following additional battle order:
- Brutalize. As a bonus action, you can command an allied creature to brutalize a creature within 5 feet of it with a melee weapon attack, using its reaction. On a hit, the creature takes additional damage equal to the number rolled and is frightened until the end of your next turn.
- Bloodied Horde Command
When you choose the path of the Bloodied Horde, you gain the following additional command:
- Skirmish. As an action, you can command a creature of your choice to start a skirmish as a reaction. The target can move up to its movement speed and make an attack. On a hit, the attack deal additional 1d6 damage for each 10 feet moved.
- Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action. In addition, you can forgo one of your attacks on your turn to issue a Command.
- Enraged Command
Starting at 10th level, whenever a creature targeted by your Command or Battle Order makes an melee weapon attack, it gains resistance to bludgeoning, piercing and slashing damage until the end of your next turn.
- Furious Horde
Starting at 14th level, when you use your Battle Cry, you can choose a number of creatures equal to your Charisma modifier within 60 feet to enter in a frenzied stage.
The creatures gain the following benefits for 1 minute:
- They gain temporary hit points equal to your Charisma score.
- Each creature deal additional damage equal to your Charisma modifier on their damage rolls.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
Path of the Spiritual Guide[edit]
Acting as a bridge between the world of the living and of the dead, spiritual guides lead with wisdom instead of using their brutality, and are respected as sages and wise leaders.
- Wild Masters Battle Orders
When you choose the path of the wild masters, you gain the following additional battle order:
- Heal. As a bonus action, you can spend one morale die and heal a number of hit points to the chosen creature equal to the number rolled + your Charisma modifier.
- Wild Masters Command
When you choose the path of the wild masters, you gain the following additional command:
- Guidance. As an action, you can guide a allied creature within 60 feet of you. You give advantage to the next ability check, attack roll or saving throw of your choice that creature make.
- Leader's Wisdom
Starting at 6th level, you can give advice and counseling to a creature over the course of a short rest. Util the creature makes a new rest, it adds your Charisma modifier to all ability checks made with one ability score of your choice.
- Spirits Guidance
Starting at 10th level, you can cast Commune, but only as a ritual.
In addition, you can summon an ancestral guardian to protect a locale of your choice, as you cast guardian of faith once, and you regain the ability to do so after a long rest.
- Restore the Soul
Starting at 14th level, you can bring back form the realms of the dead the soul of a deceased creature. You can cast Raise Dead once, without spending material components. When you do so, the target can spend any amount of hit dice it currently has and regain hit points as if it had completed a short rest.
Once you use this ability, you can't do it again until you finish a long rest.
Path of the Wild Masters[edit]
Fighting on green environments, protecting tribes situated in forests and between trees, the Warchiefs who follow the path of the wild masters find strength in their connection to the wild.
- Wild Masters Battle Orders
When you choose the path of the wild masters, you gain the following additional battle order:
- Scout. As a bonus action, you can command an allied creature to take the Hide action. If the creature is on a Forest environment or within 5 feet of a wide enough tree, it can take the Hide action even when in plain sight. The creature add the die to its Stealth (Dexterity) checks made until the end of your next turn.
- Wild Masters Command
When you choose the path of the wild masters, you gain the following additional command:
- Vanish. As an action, you can command one allied creature within 60 feet to vanish. That creature become invisible until makes an attack, cast a spell, moves or until the end of your next turn.
- Wild Companion
At 3rd level, you can choose a Plant or Fey as your Loyal Companion.
- Wild Step
Starting at 6th level, you can move between trees and plants. Whenever you are within 5 feet of a tree or plant of at least your size, you can teleport to another one you can see within 30 feet.
In addition, while within 10 feet of you, you and any allied creatures ignore natural difficult terrain.
- Natural Guidance
Starting at 10th level, you can cast Commune With Nature, but only as a ritual.
In addition, when you unleash a Battle Cry to issue a Command to a creature, you can trigger the guardian of nature spell, targeting that creature, as part of the same bonus action. Once you do so, you can't do it again until you finish a short or a long rest.
- Wild Blessing
At 14th level, when you use a Battle Order, you can give additional benefits to the target, as follows:
- The target can use its bonus action to teleport to a place it can see within 20 feet until the end of its turn.
- The target is covered in barkskin, gaining resistance to bludgeoning and piercing damage until the end of your next turn.
- The area of 10 feet around the target become difficult terrain to hostile creatures until the end of your next turn.
Path of the Restless Scourge[edit]
Commanding an army of mindless corpses, the path of the restless scourge is for those Warchiefs who employ dark powers and necromancy as a tool and weapon on war. They march with an immortal army, spreading death and destruction in their path.
- Restless Scourge Battle Orders
When you choose the path of the restless scourge, you gain the following additional battle order:
- Keep Fighting. When an allied creature within 60 feet is reduced to 0 hit points, you can spend one morale die to allow that creature to make a melee weapon attack against a creature within 5 feet of it as a reaction. On a hit, the creature deal additional necrotic damage equal to the number rolled on the morale die.
- Restless Scourge Command
When you choose the path of the restless scourge, you gain the following additional command:
- Drain its Soul. As an action, you command an allied creature within 60 feet to execute an enemy within 5 feet of it. If that creature is reduced to 0 hit points, both you and your ally gain temporary hit points equal to your Warchief level + your Charisma modifier.
- Restless Soldier
At 3rd level, you no longer need to eat, drink or breathe. In addition, you can choose a Undead as a Loyal Companion.
- Raise Soldiers
Starting at 6th level, whenever a creature is reduced to 0 hit points within 60 feet of you, you can use your reaction to cause that creature to return as a zombie under your command, as if raised by a animate dead spell.
You can use this feature to raise dead or reassert your command over undead creatures a number of times equal to your proficiency bonus. You regain your uses of this feature after finishing a long rest. In addition, if your Loyal Companion is an undead, you can use the same bonus action to command him and your Raised Soldiers.
- Sacrificial Leap
Whenever a creature take damage from an attack while within 20 feet of an undead raised for you, you can use your reaction to cause that undead to move 20 feet and jump in front of the attack, taking the damage instead. After doing it, the protected creature is pushed 5 feet back and the undead occupies its space.
Once you use this feature, you can't use it again until you finish a short or a long rest.
- Undeath Lord
Starting at 14th level, you no longer age and can't be magically age or die from long age, and become resistant to necrotic damage.
In addition, you can cast Harm, Danse Macabre and Create Undead. You can cast each of these spells once, and regain your use of it after a long rest. Charisma is your spellcasting ability for this spell.
Command List[edit]
- Careful Maneuvers
As an action, choose one creature you can see within range. Until the end of its next turn, that creature can move without provoking opportunity attacks.
- Embolden
As an action, choose one creature you can see within range that is frightened. You end this condition on the creature.
- Instigate Follower
As an action, you can cause your follower reduced to 0 hit points to regain 1 hit point, and a number of temporary hit points equal 4 x your level in this class. Once you use this feature, you can't use it again until you finish a short or long rest.
- Assassinate
As an action, choose one creature you can see within range. That creature makes its next weapon attack at advantage, and causes additional 2d6 damage on a hit.
- Still your Mind
As an action, you can end the frightened or charmed condition on one creature within range.
- Run
As an action, choose one creature you can see within range. That creature's movement speed increases in 20 feet until the end of its next turn and its movement is not impeded by difficult terrain.
- Ward
As an action, you can empower your follower, giving it resistance against slashing, piercing and bludgeoning damage. In addition, all its damage rolls gain a bonus equal to your Charisma modifier. Once you use this command, you can't use it again until you finish a short or long rest.
- Get Up
As an action, choose one friendly creature other than yourself you can see within range that have been reduced to 0 hit points on the last round. That creature regain 1 hit point. You can't use this feature again on the same creature, before it takes a short or a long rest.
- Evade
As an action, can command a creature to parry attacks. Attack made against that creature have disadvantage until the end of its next turn.
- Endure
As an action, you can give one creature of your choice advantage on its next saving throw made until the end of your next turn.
- Attack
As an action, choose one willing creature of your choice within 30 feet. That creature can make one attack with a weapon as a reaction.
- March
As an action, all friendly creatures within range ignore difficult terrain until the end of your next turn.
- Attention
As an action, all friendly creatures within range gain blindsight of 10 feet until the end of your next turn and add your Charisma modifier to Wisdom (Perception) checks made for the same duration.
- Inspire Competence
As an action, you grant advantage to all attack rolls and ability checks a creature make until the end of your next turn.
- Parry
As an action, you can increase the AC of a friendly creature within range by an amount equal to your Charisma modifier until the end of your next turn.
- Till Death
As an action, you cause end the unconscious and incapacitated condition on a creature within range. If the creature is at 0 hit points, it still have to make death saving throws on each turn, and still dies after three failures.
- On Your Feet
As an action, you cause all friendly creatures within range to get up from prone without spending any movement.
Spoils of War[edit]
- War Magic
You learn how to cast spells that can empower your allies in a combat. You learn the following spells: heroism, healing word, magic weapon, flame arrows and haste. Charisma is your spellcasting ability for these spells.
You gain 9 spell points that you can use to create spell slots to cast these spells: 1st level spells cost 2 points, 2nd level spells cost 3 points and 3rd level spells cost 5 points. When you cast a spell using your War Magic, you don't need to concentrate on them. You can cast more than one spell on your turn using War Magic, by spending more points.
You regain any spent point when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Instant Order
You gain a pool of 6d10, which you can use to empower the damage dealt by the weapon attacks of your allies. Whenever a creature take damage from an attack from an ally within 60 feet of you, you can spend any amount of points without taking an action to increase the damage dealt. This damage bypasses resistances and imunities to nonmagical damage.
Alternatively, you can use these points to reduce the damage taken by an ally within range by the amount rolled on the die.
Once you use these points, you must finish a long rest to become able to use them again.
- Twinned Command
When you issue a Command, you can target two allies within range, instead of one.
- Inspirational Speech
You can spend 1 hour delivering a inspirational speech to your allies, preparing them to war. Doing so is considered light activity and can be done during a short rest. You can choose a number of allied creatures equal to twice your proficiency bonus.
Any allied creatures become immune to the frightened and charmed conditions, have advantage on all Wisdom saving throws and gain temporary hit points equal to your Warchief level.
Once you use this ability, you can't do it again until you finish a long rest.
- Chosen Champion
You can choose one allied creature as a champion as an action. For the next 10 minutes, your champion gain the following benefits:
- Your champion add your Charisma modifier to its attacks and damage rolls made with weapons.
- It have resistance to slashing, piercing and bludgeoning damage for the duration.
- Your champion can make one additional attack whenever it takes the Attack action.
When the duration ends, your champion suffer one level of exhaustion. You can use this ability once, and regain your use of it after finishing a long rest.
- Frontline Commander
When you use your action to issue a command, you can make an attack using your bonus action.
- War Banner
You craft a banner with the symbol of your warband. Any creature within 60 feet from the banner have advantage on Wisdom saving throws, death saving throws and regain the maximum amount of hit points possible from any healing.
- Ancestors Call
You call upon the spirits of the ancient warriors of ore to come to your aid. These spirits use the statistics of a berserker, but are considered either fey or fiends, instead of humanoids. You summon three of these ancestors, and they fight alongside you for 1 hour.
They act on their own initiative, but follow your commands. They are friendly towards you and your allies. In addition, they add your proficiency bonus to their attacks and damage rolls.
- Leadership
You develop the ability to attract followers. You can have an amount of followers equal to your proficiency bonus. Your followers must be humanoid creatures with a CR equal to 1/4 or lower.
On combat, they act after you, on your initiative; you command your followers issuing commands using your bonus action. When you give a command, your follower will follow it through to the best of their ability, until you issue a new one or until it dies. They are friendly to you and your companions.
If a follower dies, you can attract one to replace it when you finish a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the warchief class, you must meet these prerequisites: 13 Strength, 13 Charisma.
Proficiencies. When you multiclass into the warchief class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.
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