Warlord - Revision (5e Class)

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Warlord[edit]

A general discussing grand strategies in a war tent, a captain giving artillery commands to their platoon, a militia leader bracing with their soldiers as enemy cavalry charges towards them. A Warlord is a trained, capable leader that can both analyze and survive on a battlefield. From study done in prestigious military academies or from life lessons paid in sweat and blood, the Warlord has the tactics and respect to lead others to victory.


Creating a Warlord[edit]


Quick Build

You can make a Warlord quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: Light, Medium, Shields
Weapons: Simple
Tools: Land and Water Vehicles
Saving Throws: Wisdom, Charisma
Skills: Pick three from Athletics, History, Intimidation, Persuasion, Medicine, Perception, or Insight

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a spear and a shield or (b) two simple melee weapons
  • (a) two hand axes or (b) a light crossbow and 20 bolts
  • (a) a diplomat’s pack and a bedroll or (b) a scholar’s pack
  • If you are using starting wealth, you have 5d4x10 Gold in funds.

Table: The

Level Proficiency
Bonus
Command Points Tactics Die Features
1st +2 3 D4 Warlord Abilities, Fighting Style
2nd +2 4 D4 Battle Preparations
3rd +2 4 D4 First Strike, Leadership Style
4th +2 5 D4 Ability Score Improvement
5th +3 5 D6 Extra Attack
6th +3 6 D6 Rally,Leadership Style
7th +3 6 D6
8th +3 7 D6 Ability Score Improvement
9th +4 8 D8
10th +4 8 D8 Regroup, First Strike
11th +4 9 D8
12th +4 9 D8 Ability Score Improvement
13th +5 10 D10 Extra Attack x 3
14th +5 10 D10 Leadership Style
15th +5 11 D10
16th +5 11 D10 Ability Score Improvement
17th +6 12 D12
18th +6 12 D12 Regroup x 2
19th +6 12 D12 Ability Score Improvement
20th +6 13 D12 War Cry

Warlord Abilities[edit]

All abilities have the Verbal component as if spell casting. Tactics dice cause the same damage as the weapon that was used for the ability. There are four Warlord abilities that are available at the 1st level: Encourage, Retreat, Bolster, and Advance. Additional Warlord abilities can be gained by the Warlord’s Leadership Style. Any temporary health granted by a Warlord ability lasts until the start of the next short or long rest.

You use your Intellect modifier when setting the saving throw DC for a Warlord ability you use. Any attack rolls for Warlord abilities are used by an equipped weapon that is appropriate for the ability.

                Warlord ability save DC = 8 + your proficiency bonus + your Intelligence modifier

Encourage - You spend one command point to take the Help action as a bonus action to target an ally that can hear you up to 60ft away. The Help action can give advantage to an attack made to an enemy within either 5ft of you or your ally.

Retreat - You spend one command point and as a bonus action target a friendly creature within 60ft that can hear you. The creature can use its reaction immediately to move up to its movement speed and gain a bonus to its AC until the start of its turn. The AC added is by the roll of your Tactics die.

Bolster - You spend one command point and as a bonus action a friendly creature that can hear you within 60ft gains temporary hit points equal to twice the roll of your Tactics die.

Advance - You spend one command point and as an action you gain 15ft of movement speed and can perform one weapon attack. Any creature that you hit cannot use its reaction to make opportunity attacks until the start of its next turn.

Command Point[edit]

Your tactical knowledge and guidance is represented by a number of command points. Twice your proficiency bonus determines the number of points you have. You can spend these points to use Warlord abilities, class features, and sub-class features. When you spend a command point, it is unavailable until you finish a short or long rest. You must spend at least 15 minutes of the rest devising battle plans or studying enemy behavior to regain your command points.

Tactics Die[edit]

Used for Warlord abilities, class features, and subclass features based on how many levels of Warlord your character has. The die rolled is shown in the Tactics Die column of the Warlord table. d4 at 1st, d6 at 5th, d8 at 9th, d10 at 13th, d12 at 17th



Leadership Style[edit]

At 34rd level, you chose a Leadership Style. Choose between Banner Lord, Tyrant, and Marshal detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Fighting Style[edit]

Archery, Defense, Great Weapon Fighting, Protection, Two Weapon Fighting, Interception, Thrown Weapon Fighting (Benefits as listed in the Player's Handbook and Tasha's Cauldron for Everything)

Battle Preparations[edit]

While completing a short or long rest with a group your character describes simple tactics for 15 minutes. All willing creatures that can understand you gain a benefit upon the next initiative roll. During the next initiative roll, add your Intelligence modifier(a minimum of 1) and proficiency bonus to their initiative rolls. They and the Warlord also gain that many temporary hit points. Each creature can choose to not gain one or both of these benefits.

First Strike[edit]

Starting at 3rd level, you can add your proficiency bonus to your initiative rolls. At the 10th level, your proficiency bonus is doubled for your initiative rolls.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach the 13th level of this class.

Rally[edit]

You gesture and cheer to unite your ally’s resolve. You can use your action to cause all targets that you choose within 30ft that can hear or see you to use their reaction to attempt to save versus a frightened or charmed effect if they are affected by one of those conditions.

Regroup[edit]

You bellow out commands and give guided direction on the battlefield to increase your ally’s bearing. As a bonus action, you can have any friendly creatures, including yourself, that can hear or see you within 30ft regain a number of hit points equal to twice your Tactics die + your Intelligence modifier(a minimum of 1). Once you use this feature, you must finish a long rest before you can use it again. Starting at 18th level, you can use it twice before finishing a long rest.

War Cry[edit]

On your first turn in combat, any friendly creature within 60ft of you that can hear you can use their reaction to move up to their movement speed and make 1 weapon attack. Once you use this feature, you must finish a long rest before you can use it again.


[edit]

You gain the additional Warlord Abilities Epic Charge at 3th level and Ram at 6th level.

Bonus Proficiency

When you choose this style at 3rd level, you gain proficiency with martial weapons.

Sure footed

At 3rd level you gain advantage on acrobatics checks. At the 5th level in this class, your movement speed increases by 10 feet.

Warlord Ability - Epic Charge

You spend one command point and as a bonus action take the Disengage action. If you move at least 10 feet toward a creature before you hit it with a melee attack this turn, add your Tactics die to the damage rolls.

Vanguard Warrior

At 6th level When you use the Advance Warlord ability, you can attack up to the amount that your Extra Attack feature allows.


Warlord Ability - Ram

You spend 2 command points and as an action gain 20 feet of movement speed this turn and take the Attack action. If you moved at least 10ft towards a creature before hitting it with an attack, the target must make a Charisma saving throw. On a failure, the target has disadvantage on all attack rolls until the end of its next turn. Only one creature can be made to make the saving throw per turn.

Inspiring Strikes

Once per turn, when you hit a creature with a melee attack you can choose an ally within 10 feet of the creature, other than yourself, and give them temporary hit points equal to your Tactics die.

Tyrant[edit]

You gain the additional Warlord Abilities Subjugate at 3th level and Marked Target at 6th level.

Bonus Proficiency

When you choose this style at 3rd level, you gain proficiency with martial weapons.

Overseer

At 3rd level When you use the Encourage Warlord ability, the Help action can give advantage to an attack made to any creature.

Warlord Ability - Subjugate

Spend a command Point and as an action a creature you choose within 30ft of you must make a Wisdom saving throw. If the target fails, they are frightened by you for 1 minute. The creature can make the saving throw again at the end of each of its turns.


Overlord

At 6th level you can gain advantage on Intimidation ability checks and are immune to the frightened condition.


Warlord Ability - Marked Target

Spend a command Point and as an action make a ranged weapon attack against a creature with a ranged weapon or a weapon with the thrown property. If the attack hits, deal 3x your Tactics die in damage and the next attack against the target has advantage.


Lead from Behind

When you use the Warlord abilities Retreat and Bolster, you give an additional Tactics die to the AC or temporary health granted.

Marshal[edit]

You gain the additional Warlord Abilities Stand Strong at 3th level and Shield Slam at 6th level.


Bonus Proficiency

When you choose this style at 3rd level, you gain proficiency with heavy armor.

Bunker Down

At 3rd level when you use the Bolster Warlord ability, you regain the same amount of hit points as the temporary hit points gained by the initial target.

Warlord Ability - Stand Strong

Spend a command point and as a bonus action you can take the Dodge action as well as give yourself temporary hit points equal to your Tactics die.


Battlefield Trauma

At 6th level you gain advantage on medicine checks and are immune to the charmed condition.


Warlord Ability - Shield Slam

Spend a command point and as an action you can make a melee attack against a creature using your shield. If it hits, deal 4x your Tactics die as bludgeoning damage and if the target is size Large or smaller it must succeed a Strength saving throw or be knocked prone. If the shield is magical, the damage counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.


Field Commander

At 14th level when you use the Warlord abilities Retreat and Bolster you target an additional ally within range to gain the AC or temporary health granted for the same duration.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Warlord class, you must meet these prerequisites: Intelligence of 13

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, medium armor, shields, and simple weapons


Notes[edit]

This class is a non-caster based off of the fighter and bard classes from the Player's Handbook. It is intended to be a support class can fill a front line or damaging role depending on the sub-class chosen. Temporary health was used for most of the abilities to have the class feel uniquely different from other classes that can heal and represent emboldening allies instead of mending injuries.

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