Warlord, Variant (3.5e Class)

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Warlord, variant[edit]

"A weapon is not a destructive force, it is the one who wields the weapon that leaves things in ruin." - Aivus Silverbeard, of Cold Fire City

Whether it's the harsh tundras, or the dry heated deserts, a Warlord makes his place upon the battlefield. As a master of the art of war, a Warlord's body is a destructive force, his mind is a tool of strategy, and his will is the will of the battlefield. Civilizations refer to them as mercenaries, and often leave them in charge of armies. They know little difference between right and wrong, and ally and enemy, however for those who they know to be allies, they are a powerful guardian. For those who they define as enemies, the Warlords are like an atom bomb on a timer.

Making a Warlord, variant[edit]

Adventuring: A Warlord can make his place in either society and civilization or the outskirts of the wild. Those who choose to remain amongst civilization end up becoming more then just guards. Because of their abilities, they are often used as vanguards or leaders of the military. If they choose to be nomadic and travel between civilizations, they become that of either a warmonger or a mercenary. Warlords revel in the idea of battle, so as long as there is a fight to be had, a Warlord is more than happy to accompany you.

Characteristics: A Warlord is an amazing warrior, unstoppable in its great force. While a fighter has his combat techniques, a Barbarian has his wrath, and a monk has his teachings, a Warlord has his will. His shout is enough to raise allies' spirits, his presence is enough to scare a foe half to death, and his merciless nature preys on the weaknesses of those against him. As he terrifies his opponents, he rends them and mauls them until there is nothing left. Warlords get caught up in the moment and are prone to rash decisions and deviant actions.

Abilities: A Warlord is a decent off-tank, however they are more focused on dealing damage. A high strength score is required. Warlords enjoy life, so either a good constitution score or a good dexterity score will help.

Alignment: A Warlord is never lawful and hardly neutral. They believe that there are no rules to warfare and that all is fair.

Religion: A Warlord may follow any deity, but are commonly known to worship those of a darker, more chaotic path, if they choose to worship any at all.

Background: A Warlord is a person who lives for the glory of combat. Not victory per say, but the pursuit of their enemies. How they came to this is extremely varied.

Races: Its not hard to do what a Warlord does, any race could pretty much do it. Races that have a strict code of conduct, similar to the plane-touched, would have a harder time being a Warlord than a half-orc.

Other classes: Warlord will easily work with other classes, whatever will help them destroy the enemy. Warlords do not discriminate against other classes, although some Warlords may view casting classes as cowards, as they are not on the front-lines in battles.

Starting Gold: 4d6 x 10 gp (140 gold).

Starting Age: Simple or "As rogue".

Table: The Warlord, variant

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Frightful Strike, Murderous Intent, Intimidate Prowess
2nd +2 +3 +0 +0 Warcry (1/day), Rend (+1d4)
3rd +3 +3 +1 +1 Fighting Style
4th +4 +4 +1 +1 Indomitable (+1 AC)
5th +5 +4 +1 +1 Warcry (2/day)
6th +6/+1 +5 +2 +2 Rend (+2d4), Iron Will
7th +7/+2 +5 +2 +2 Drag Down
8th +8/+3 +6 +2 +2 Warcry (3/day)
9th +9/+4 +6 +3 +3 Retaliation
10th +10/+5 +7 +3 +3 Taunt, Rend (+3d4), Improved DC (Rend+Frighten)
11th +11/+6/+1 +7 +3 +3 Warcry (4/day), Dominant Mind (+2)
12th +12/+7/+2 +8 +4 +4 Spirit of War, Iron Will (+3)
13th +13/+8/+3 +8 +4 +4 Indomitable (+2 AC), Frightful Death, Improved Rend and Frighten
14th +14/+9/+4 +9 +4 +4 Warcry (5/day), Rend (+4d4), Maul (+1d6)
15th +15/+10/+5 +9 +5 +5 Circle of Blades
16th +16/+11/+6/+1 +10 +5 +5 Spirit of Blood, Dominant Mind (+3)
17th +17/+12/+7/+2 +10 +5 +5 Warcry (6/day), Indomitable (+3 AC), Maul (+2d6)
18th +18/+13/+8/+3 +11 +6 +6 Rend (+5d4), Iron Will (+4)
19th +19/+14/+9/+4 +11 +6 +6 Spirit of Glory
20th +20/+15/+10/+5 +12 +6 +6 Warcry (7/day), Maul (+3d6), Flurry

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Intimidate (Cha), Jump (Str), Swim (Str), Listen (Wis), Climb (Str), Spot (Wis), Tumble (Dex), Ride (Dex), Survival (Wis)

Class Features[edit]

All of the following are class features of the Warlord, variant.

Weapon and Armor Proficiency: The Warlord is proficient with light and medium kinds of armor. They view anything heavier as too clunky, as it will get in the way of combat. Most Warlords prefer to fight without armor on, because this will give them the most versatility. The Warlord is proficient with all simple weapons and all martial weapons. They are proficient with light shields and bucklers, but they feel that the best defense is a great offense. None of the Warlord's abilities apply when wearing heavy armor, although specially forged armors such as Warforged's and other constructs won't interfere with the Warlord's abilities.

Frightful Strike: Warlords are very frightening beings, and in turn, they intend to inflict that upon anyone who they come across on the battlefield. Beginning at 1st level, whenever a Warlord attacks, if it's a successful attack, in addition to the damage, the target must make a will save (DC = 10 + 1/2 Warlord's level + 1/2 strength mod). If the target fails he is shaken for rounds equal to the Warlord's strength modifier. Once a target is affected by successful strike, he cannot be affected by it again 1d4 rounds after the shaken effect wears off. This ability only effects living targets. Undead, Constructs, and Oozes are immune to this ability, just like sneak attacks. A Warlord may only try to rend or frighten a target once per round.

Murderous Intent: Warlords enter battle fully prepared to slaughter their foes and take any advantage they can get. Where a Knight might stop and help his opponent back up, a Warlord will perform the killing blow. Warlords gain +4 on Disarm and Trip attempts.

Intimidate Prowess: The image of a Warlord is terrifying to behold. Warlords gain an automatic +4 on Intimidate checks.

Warcry: A Warlord rages the battlefield, destroying anything in its path, and inspiring confidence and courage. Beginning at 2nd level, once per day (and an additional time per day every 3 levels) as a free action, the Warlord can shout out a rallying warcry. A Warlord may only use this ability once per battle. When he lets loose this warcry, the Warlord and all friendly targets within hearing distance gain a bonus to attack rolls, ability checks and damage equal to half the Warlord's strength modifier. This effect lasts for a number of rounds equal to half the Warlord's strength modifier.

Rend: A Warlord has a knack for making his foes bleed out. Beginning at 2nd level, when a Warlord gets a successful strike on a target, the target must make a Fortitude save (DC = 10 + 1/2 Warlord's level + 1/2 strength mod) or become rended. A rended target takes an additional 1d4 damage per round, until affected by a healing spell or bandages (heal check DC 10 + Warlord's class level). A Warlord cannot Rend again a target who is already rended. The damage increases by 1d4 every 4 levels. Finally, a Warlord may only try to rend or frighten a target once per round.

Fighting Style: At 3rd level, a Warlord may choose between Two-Weapon Fighting or Monkey Grip as a bonus feat, even if he does not meet the prerequisites for those feat. Once chosen, he cannot change it.

Indomitable: A Warlord has been hardened by countless battles, their thick muscle a substitute for their lack of armor. Beginning at 4th level, the Warlord gains a permanent natural armor bonus to AC equal to 1. This bonus increases to 2 at 13th level and to 3 at 17th level. If the warlord does not wear armor, he adds half his strength modifier to this natural armor bonus (wearing an armor uses his muscles to bear the weight). The total given this way may never exceed the Warlord's level (for example, a 4th level Warlord with +4 Str will have a +3 nat armor bonus if he isn't wearing armor (+2 Str, +1 for 4th level) but will cap at +4 if a spell increases his Str to +6 or more).

Iron Will: Beginning at 6th level, a Warlord gains Iron Will as a bonus feat. The +2 bonus increases to +3 at 12th level and to +4 at 18th level.

Drag Down: A Warlord doesn't stop fighting for any reason, including going unconscious. Beginning at 7th level, if an enemy were to knock a Warlord unconscious (reduce to 0 or fewer hit points) the Warlord may make one final attack of opportunity at the enemy that brings him down. This attack cannot apply frightful strike or rend but can add maul damage.

Retaliation: A Warlord knows how to get an opening against an opponent who is attacking him. Beginning at 9th level, whenever an opponent attacks and misses on an attack of opportunity, the Warlord may instantly counter attack with an attack of opportunity. If the Warlord successfully hits with this attack, he cannot gain the benefits from Rend, Frighten or Maul.

Taunt: In addition to seeing an opening, a Warlord knows how to force an opponent to give him an opening. A Warlord may, once per battle, taunt a single opponent. The opponent must be at least 10 feet away from the Warlord (and max 50ft away). The target must make a will save (10 + 1/2 Warlord level + Warlord's strength mod) or on the next round attack with the Warlord as its target. An opponent with spells must use all, if any, metamagic feat based spells on the Warlord. Additionally, the Warlord gets a +2 attack bonus against the taunted target for the duration of the taunt. The round following the taunt, the opponent returns to normal.

Improved DC (Rend + Frigthen): Beginning at 10th level, the DC for Rend and Frightful Strike increases to 10 + 1/2 Warlord level + Warlord's strength mod (instead of 1/2 Str mod).

Dominant Mind: At 11th level, the Warlord gains a +2 bonus against all mind affecting effects. This bonus increases by 1 every 5th level (16, 21, 26).

Spirit Abilities: Beginning at 12th level, Warlords may activate their spirit abilities. A Warlord can only activate one ability per day. Spirit abilities last for an hour. Activating one requires a move action, but can be combined with a movement on the battlefield.

Spirit of War: If Spirit of War is active, the Warlord gains a +2 bonus to all attack rolls, and a +2 bonus to all saving throws.

Frightful Death: Beginning at 13th level, a Warlord learns how to kill his foes in a completely diabolic way. Whenever a Warlord kills an enemy during combat, all enemies within 10 feet of him become appalled in the way he does it, and must make a Will save (10 + 1/2 Warlord's level + 1/2 Warlord's strength mod) or become shaken for rounds equal to the Warlord's strength modifier. After using this ability, a Warlord may not use this ability for another 2d4 rounds. This ability, just like Frightful Strike, only effects living creatures. Undead, Constructs, Oozes and Elementals are immune to this effect.

Improved Rend and Frighten: Beginning at 13th level, a Warlord may use Rend and Frightful Strike when he successfully hits a target.

Maul: A Warlord takes advantage of a wounded foe. At 14th level, whenever a Warlord makes a successful attack against a foe that has been shaken or rended, he deals an additional 1d6 points of damage for mauling his target. This damage increases by 1d6 every 3 levels.

Circle of Blades: Beginning at 15th level, whenever a Warlord full attacks he may chose to split the attack between the enemies surrounding him. He can strike at every enemy within five feet of him by using a full action and taking a -5 on attack rolls for every attack (he uses his best attack bonus). For example, a Warlord with a +18 attack bonus will make an attack at +13 on every enemy within 5 feet (and make a new roll for every target).

Spirit of Blood: If Spirit of Blood is active, the Warlord gains a +4 bonus to Constitution and temporary hit points from the increased Con score. In addition the Warlord's maul ability increases by 1d6.

Spirit of Glory: If Spirit of Glory is active, the Warlord gains one extra standard action using a melee weapon per round. In addition he gains 10 feet to his move speed and acts as if he possesses the spring attack feat.

Flurry: A Warlord knows how to strike a foe very effectively. Beginning at 20th level, a Warlord may sacrifice rending a target to get a second attack. With this second attack, the Warlord cannot gain neither rend or maul. A Warlord may only use this ability once per opponent. A Warlord can only get his second attack against the foe he is already attacking.

Epic Warlord, variant[edit]

Table: The Epic Warlord, variant

Hit Die: d10

Level Special
21st Veteran (+1), Avatar of War
22nd Rend (+6d6)
23rd Maul (+4d8), Avatar of Blood
24th Indomitable (+4 AC)
25th Bonus Feat, Avatar of Glory
26th Rend (+7d6), Maul (+5d8)
27th Veteran (+2)
28th Avatar of Superb Glory
29th Maul (+6d8)
30th Rend (+8d6), Indomitable (+5 AC)

4 + Int modifier skill points per level.

Wrathful Maul: For levels 21-30, Maul uses a d8 instead of a d6.

Gouging Rend: For levels 21-30, Rend uses a d6 instead of a d4.

Veteran: A Warlord has seen many battles, and has received many scars. They have better honed their abilities in order to dodge attacks and take less damage. Beginning at 21st level, the Warlord receives a +1 dodge bonus to AC. This bonus increases at +2 on level 27.

Avatar of War: Spirit of War now grants a +5 to all attack rolls (instead of +2), and +3 to all saving throws (instead of +2).

Avatar of Blood: Spirit of Blood now grants +8 to total Constitution (instead of +4), and an additional +2 to Fortitude saving throws.

Avatar of Glory: Spirit of Glory now grants a move speed of +20 feet (instead of +10).

Avatar of Superb Glory: Spirit of Glory now grants two (instead of one) extra standard actions (for the purpose of attacking).

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Human Warlord (variant) Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Warlord, variant[edit]

Religion: Warlord are physical beasts on the battlefield, and have little time to worship. They can believe in any god they want, however, they do not follow their gods will as specifically as a Cleric or a Paladin would. Religion is merely a pass-time for them.

Combat: The Warlord is at the center of the fray, bashing targets and ravaging his foes. The Warlord will usually be the center of attention, allowing his weaker, more fragile companions to deal damage without getting smacked around.

Advancement: Warlord can multi-class very well with fighting classes. A Warlord that chooses to multi-class will not lose any of his bonuses, and can continue gaining levels in Warlord whenever the player decides.

Warlords (variant) in the World[edit]

He stopped at nothing. He tore through enemy after enemy, the blood of his foes covering his body from head to toe. The Parastin Army fled before his onslaught, seeking to find refuge from this artisan of war.
—General Henderson, describing the Warlord in battle

Warlord tend to live.. well, wherever they please. If they choose to live in cities, chances are they are part of the local military or town guard, and fight regularly. If they choose to live on their own or in small tribes, the Warlord would be more of a barbaric sort who goes around killing what he needs to survive.

Daily Life: Warlord will wake up early in the morning and begin training with their weaponry. They will train until they need to rest, or eat, or sleep. They will regularly take up any opportunity they receive to do battle, or spar.

Organizations: While it isn't very common, Warlords could sometimes meet up to spar, or to trade battle stories. Usually they end up drunk and fist-fighting.

Warlords (variant) in the Game[edit]

Warlord are prone to fighting whatever they want. They love it. They revel in the battle. Warlords do not enjoy fleeing, and will take to any battle, whether the odds are stacked against them or not. (A Warlord with a high enough intelligence or a player that wants to play differently can obviously make smart decisions that won't get everyone killed.)



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