Warlord, Variant (5e Subclass)
From D&D Wiki
Accomplished commanders, warlords stand on the frontline issuing orders and bolstering their allies with weapon in hand. Warlords know how to rally a team to win a fight.
- Command Points
Starting at 3rd level, you gain an ability called command points. Whenever you exercise your zone of control, you immediately gain a number of command points equal to your Intelligence modifier (minimum of 1). You can never have any more command points than your Fighter level. You gain an additional command points whenever any of the following happens:
- You use an action specifically to gain 1 command point.
- You hit a creature with a weapon attack (up to 1 command point as part of an attack action).
- The first time you are hit by an attack before the start of your next turn.
You can use command points in the following ways:
- As an action, you spend 2 command points to mark a target in your zone of control. Until the target leaves the zone of control or you use this ability again, attack rolls made against it gain a bonus to the attack equal to your proficiency bonus.
- As a reaction when a creature moves so that it would leave your zone of control, you spend 1 command point and move up to half your speed.
- Whenever a creature in your zone of control makes a Strength or Dexterity saving throw, you can expend any number of command points to increase the result by the number of points spent.
- Tactical Wit
Starting at 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
- Zone of Control
Starting at 3rd level, on your first turn of combat, you can use an action or bonus action to exercise a zone of control in a 20-foot radius around you. Attack rolls made against creatures of your choice in your zone of control that have yet to take a turn in combat have advantage. The zone of control lasts until combat ends or you are incapacitated.
At 18th level, your zone of control extends out to 40 feet.
- Commander's Strike
Starting at 7th level, you can use your reaction to cause up to two friendly creatures that can see or hear you to each make a weapon attack or unarmed strike against a creature they can target. If the target of an attack or the attacker is within your zone of control, you can use command points to increase the result of attack rolls made in this way by 1 per command point.
At 15th level, you can use this reaction to target up to three friendly creatures.
- Battlefield Commands
Starting at 10th level, you gain access to some commands that you can spend command points to use to bolster your allies:
- Once per battle when a creature in your zone of control fails a death saving throw, you can spend 2 command points to negate the effects of that failure (but it doesn't turn into a success).
- When a creature that can see and hear you in your zone of control fails a saving throw against being charmed, frightened, grappled, or restrained, you can use your reaction and spend 2 command points to cause it to reroll it. If it had disadvantage on the saving throw, it ignores such disadvantage when rerolling.
- When a creature that can see and hear you in your zone of control would suffer a level of exhaustion, you can use your reaction and spend 1 command point to delay your ally from suffering that level of exhaustion until your zone of control ends.
- When you use your Action Surge feature, you can spend 1 command point to allow another creature of your choice in your zone of control that can see or hear you to use its reaction to make one weapon attack or unarmed strike. You can spend 2 command points to grant such a creature an additional bonus action on its next turn instead, or you can spend 3 command points to grant it an action on its next turn instead. Choose only one option whenever you use Action Surge.
- When you use your Second Wind bonus action, you can spend command points to allow other creatures of your choice in your zone of control that can see or hear you to gain temporary hit points equal to your Fighter level. You can target one creature for each command point you spend.
- Formation Tactics
Starting at 15th level, you and your allies gain a +1 bonus on attack rolls against a target for each allied creature that isn't incapacitated within 5 feet of the target. This is in addition to flanking.
- Constant Control
Starting at 18th level, you have a passive form of your zone of control. Even when your zone of control wouldn't normally be active, targets within 5 feet of you count as if they were in your zone of control.
Additionally, when your zone of control is not active, you can have a maximum of 1 command point. If you have no command points remaining at the start of your turn, you gain 1.
- Coordinated Strike
Starting at 18th level, whenever you take the attack action, you can choose to forfeit each of your attacks after the first. For each attack forfeited, each allied creature that can see or hear you and that is in your zone of control can use their reactions to make a number of weapon attacks and/or unarmed strikes equal to the number of attacks you forfeited.