The Warlord A human atop the wall shouting directions for the Warlords are the ultimate team players, putting themselves reinforcements to make their way to where they at risk and giving up their own chances to make opportunities are needed. An elf pointing out targets for the for their allies. Perfectly suited to be a member of an archers to take down first to keep the ladders adventuring party. It's a small price to pay to let the glory of away from the fortress. The Half-Orc steps up to combat pass them by and fall on their companions when the hold the barred gate closed, leading the way for day ends with a victory that they know they assured. the troops to secure it as the battering ram strikes again. Creating a Warlord A dwarf in plate wielding a tower shield stands before the As you build your Warlord, consider how your background siege towers as its ramp crashes onto the wall. Beside her a caused you to join those you lead. When did you first know Half-Elf with bow in hand picks off a target before you wanted to help those around you to reach their potential? commanding a companion to do the same. Where was it that you first became interested in tactics and A general is in their war tent with their allies studying the warfare? Were you trained in it? Did you study it reading out plans of the enemy taken in a raid that they bravely lead of an insatiable desire to learn? Were you inspired by another, alongside their companions. During the raid, the wizard was who showed you how important a good leader could be to the struck down only for the general to run to their aid and get success of those you care about? The passion to help those them back on their feet. you fight with, the drive to make changes in the world on a All of these heroes are warlords, the natural leaders of the large scale or the need to control those around you could all world who go out of their way to support and uplift their have contributed to you becoming a warlord. companions while fighting with them. Noble monarchs, You could have attended a noble war college and have military officers, ship captains, town watch leaders and learned the ways of statecraft and diplomacy. Maybe you criminal bosses —as warlords, they understand the ebb and studied under a great philosopher who impressed upon you flow of combat, have the vision needed to make detailed the importance of protecting those around you and the value plans and the tact needed to negotiate precarious political of society. Or perhaps you learned it all the hard way on your relationships. With a warlord by their side, an adventuring own, fighting in a mercenary company with no formal party knows that no one will be left behind and they will be education. Did you earn the respect of those around you or victorious whatever the day throws at them. did you demand it? Did the responsibility of keeping those Students of Strategy you love safe drive you to learn how to lead men? Warlords train in both weaponry and armour use but where Quick Build they excel most is not in using such things themselves but in You can make a Warlord quickly by following these effectively commanding and aiding those around them to suggestions. First, Charisma should be your highest ability exploit the weaknesses of any given equipment or technique. score, followed by Intelligence if you want to become a Many warlords focus on bolstering their allies with Tactician focused on battle planning. Choose Wisdom to encouraging words, insightful commands and direction to make a diplomatic and supportive Commander or make the most of their own attacks. Constitution to make a bold and competent Vanguard. Finally, Outside of combat, warlords can learn a large variety of choose the Noble background or Soldier background. skills but often focus on ones most useful in negotiation and diplomacy or for employing large scale warfare plans. They inspire their allies, protect those around them and promote Class Features their ideals all while planning long term for how the group As a Warlord, you gain the following Class Features. will reach its goals Hit Points Community Leaders Hit Dice: 1d10 per Warlord level All communities, factions and societies need leaders, be they Hit Points at 1st level: 10 + your Constitution modifier the ruthless boss of a thieves guild, a wise town watch Hit Points at Higher Levels: 1d10 (or 6) + your Constitution captain, or the commander of an army. These people are modifier per Warlord level after 1st compelled to help or control those around them for noble and Proficiencies nefarious reasons. Often they are a source of stability in a You are proficient with the following items, in addition to any dangerous world as they keep their party together through Proficiencies provided by your race or Background. encouragement and direction. In many instances, warlords Armor: Light Armor, Medium Armor, Shields marshal armies, lead exploration expeditions and defend Weapons: Simple Weapons, Martial Weapons towns from monsters looking to destroy their way of life on Tools: Calligrapher's Supplies the edge of civilization. Saving Throws: Constitution, Charisma Skills: Choose three from Animal Handling, Athletics, Deception, Insight, Intimidation, Performance, Perception and Persuasion. The Warlord The Warlord Level Proficiency Bonus Features 1st +2 Fighting Style, Dictate 2nd +2 Martial Authority 3rd +2 Leadership Archetype 4th +2 Ability Score Improvement 5th +3 Authority Die (d6), Extra Attack, Preperation Time 6th +3 Through the Breach 7th +3 Martial Inspiration 8th +3 Ability Score Improvement 9th +4 Leadership Archetype feature 10th +4 Authority Die (d8), Repelling Speech 11th +4 Extra Attack (2) 12th +4 Ability Score Improvement 13th +5 Leadership Archetype feature 14th +5 None Left Behind 15th +5 Authority Die (d10) 16th +5 Ability Score Improvement 17th +6 Leadership Archetype feature 18th +6 Martial Inspiration (two uses) 19th +6 Ability Score Improvement 20th +6 Continual Authority When you are wielding a melee weapon in one hand and no Equipment other Weapons, you gain a +2 bonus to Damage Rolls with You start with the following items, plus anything provided by that weapon. your Background. • (a) Chain Shirt or (b) Leather Armor, Light Crossbow, and Great Weapon Fighting 20 Bolts When you roll a 1 or 2 on a damage die for an Attack you • (a) a Longsword and a Shield or (b) two Simple Weapons make with a melee weapon that you are wielding with two • (a) a Dungeoneer's Pack or (b) an Explorer's Pack hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two- Fighting Style Handed or Versatile property for you to gain this benefit. You adopt a particular style of fighting as your specialty. Protection Choose a Fighting Style from the list of optional features. You When a creature you can see attacks a target other than you can't take the same Fighting Style option more than once, that is within 5 feet of you, you can use your Reaction to even if you get to choose again. impose Disadvantage on the Attack roll. You must be wielding Defense a Shield. While you are wearing armor, you gain a +1 bonus to AC. Two-Weapon Fighting Dueling When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack. Dictate Ability Score Improvement Starting at level 1, when you take the Attack action on your When you reach 4th Level, and again at 8th, 10th, 12th, 16th, turn, you can forgo one of your own attacks to allow a friendly and 19th level, you can increase one ability score of your creature that can hear you with its reaction to make one choice by 2, or you can increase two Ability Scores of your immediate attack with a bonus equal to your Charisma choice by 1. As normal, you can’t increase an ability score modifier. above 20 using this feature. Martial Authority Extra Attack Starting at level 2, you learn to give orders that are fueled by Beginning at 5th Level, you can Attack twice, instead of once, special dice called authority dice. You learn three orders that whenever you take the Attack action on your Turn. The you can use. You learn additional Orders from your number of attacks increases to three when you reach 11th Leadership Archetype. level in this class. Orders Preparation Time You learn three orders which are detailed below. Many orders Beginning when you reach 5th level, you regain all of your enhance your allies in some way. You learn two additional expended authority dice when you finish a short or long rest. orders at 3rd level when you choose your Leadership Through the Breach Starting at 6th level, you always try your Archetype. best to lead your allies into whatever danger first. You can Authority Dice give yourself a bonus to your initiative rolls equal to your You have a number of authority dice equal to your Charisma Charisma modifier. modifier (minimum of 1), which are d4s. An authority die is expended when you use it. You regain all of your expended Martial Inspiration authority dice when you finish a long rest. The die becomes a At 7th level, you can use your Action, to give a friendly d6 at 5th level, a d8 at 10th level, a d10 at 15th level. creature other than yourself Inspiration. This Inspiration acts Saving Throws as normal Inspiration except it is lost when the creature finishes a long rest. You have one use of this feature and you Some of your orders require your target to make a saving regain all expended uses when you finish a long rest. throw to resist the order's effects. The saving throw DC is Beginning at 18th level you can use your Martial calculated as follows: Inspiration twice between long rests. Order save DC = 8 + your proficiency bonus + your Charisma modifier Repelling Speech At 10th level, you gain the gravitas needed to command those Bolster around you so as to disrupt mind-altering effects. As an You give words of encouragement to a friendly creature that action, you can start instructions that last until the end of can hear and understand you. You can use your bonus action your next turn. During that time, you and any friendly to expend one authority die and grant the target temporary creatures within 30ft of you have Advantage on Saving hit points equal to the authority die + your Charisma modifier. Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The instructions Daunt end early if you are Incapacitated or silenced or if you You intimidate a creature that can see you, causing it to voluntarily end it (no action required). hesitate. You can use your bonus action to expend one authority die and the target must make a Wisdom saving None Left Behind throw. On a failed save, the target has a penalty to its next At 14th level, you can use your reaction to a friendly creature attack roll equal to the authority die + your Charisma within 60ft falling unconscious, to move up to your movement modifier. speed towards the unconscious ally. Attacks of opportunity made against you for this movement are made with Strike Disadvantage and if you end within 5ft of the friendly You advise a friendly creature other than yourself that can creature as part of this movement, you and friendly creature hear you and understand you, telling it the perfect time to may each expend up to a number of Hit Dice (minimum of 1) attack. You can use your bonus action to expend one equal to the number of attacks of opportunity you provoked authority die and the target adds the authority die + your during the movement. The ally immediately gains Hit Points Charisma modifier to their next attack's damage roll. equal to the expended Hit Die + their Constitution modifier per hit die. Leadership Archetype At 3rd Level, you choose an Archetype that you fulfill for your Continual Authority allies and impose on your enemies in your Commands and At 20th level, when you roll initiative and have no authority Tactics, such as Commander. The Archetype you choose dice left, you regain one authority die. grants you features at 3rd Level and again at 9th, 13th, and 17th level. Leadership Archetypes Tactician Different warlords choose different Archetypes to ensure Information Warfare battle is won with minimal losses in a variety of different When you choose this archetype at 3rd level, you gain ways. The leadership archetype you choose to emulate proficiency in one of the following skills of your choice: reflects your Archetype. History, Investigation or Religion. You also gain proficiency with the forgery kit & the cartographer's tools. Commander Additionally, you can study a map or document pertaining Prescient Command to warfare and intrigue for 1 minute and memorize its When you choose this archetype at 3rd level, you gain general layout and most important details to be recreated proficiency in one of the following skills of your choice: from memory. Insight, Medicine or Perception. You also learn two False Intelligence languages of your choice. Starting at level 3, you know how to shroud your true plans. Additionally, you can engage in conversation for 1 minute Whenever you make a Charisma (Deception) check to hide with a humanoid who isn't immediately hostile towards you your intentions or plans from a creature that can hear and in a language you both know to determine if they intend to understand you, treat a roll of 7 or lower on the d20 as an 8. harm you or your allies within the next 24 hours. Convincing Strategy Archetype Orders Starting at level 3, you know how to convince someone your Starting at 3rd level, you can make the following orders using goals are in their best interest. Whenever you make a your authority dice. Charisma (Persuasion) check to convince a creature that can Predict hear and understand you to help a plan of yours, treat a roll of You quickly respond to a hostile creature that you can see 7 or lower on the d20 as an 8. ending its turn within 5 feet of a friendly creature that can hear you. You can use your reaction to expend one authority Archetype Orders die to allow the friendly creature to move up to five times the Starting at 3rd level, you can make the following orders using authority die in feet. your authority dice. Mark Ward You warn a friendly creature that can hear you against You identify a hostile creature that you can see that is the coming charms and enchantments. You can use your reaction greatest threat to victory for all friendly creatures that can to expend one authority die and the friendly creature gains a hear you. You can use your action to expend one authority die bonus to their next Intelligence, Wisdom or Charisma saving and the target must make a Wisdom saving throw. On a failed throw equal to the authority die. save, whenever a friendly creature who heard you hits the target with a weapon attack until the end of your next turn, Prepare they deal an extra die of damage equal to the size of your You sense a battle coming before it is fully upon you, warning authority die. all friendly creatures within 30ft that can hear you. You can Precise Dictation use your action to expend one authority die and the friendly Starting at 9th level, the first time you forgo an attack each creatures gain a bonus to their next initiative roll within the turn when you take the Attack action with Dictate, the next hour equal to the authority die. friendly creature's attack roll is made with Advantage. Tactful Dictation Erudite Orders Starting at 9th level, the first time you forgo an attack each At 13th level, you can add a bonus equal to your Intelligence turn when you take the Attack action with Dictate, the next modifier to your authority die when making Predict & Mark attack roll made against the friendly creature is made with orders. Disadvantage. Astute Orders When I Say So At 13th level, you can add a bonus equal to your Wisdom Starting at 17th level, as long as you are within 30ft of a modifier to your authority die when making Prepare & Ward friendly creature and able to speak a language it understands, orders. the creature makes all death saving throws with Advantage. Also, creatures within 30ft of you, only takes 1 death save Recover failure upon taking damage from a critical hit while At 17th level, you can use your bonus action to demand a unconscious. friendly unconscious within 30ft of you creature recover, Additionally, you can use your bonus action to make a which requires you to make a DC10 Wisdom (Insight) check. single melee weapon attack against an unconscious creature. On success, the creature regains hit points equal to your This attack causes unconscious creatures to take 3 death authority die. save failures on a hit and if the unconscious creature dies, you gain temporary hit points equal to your authority die. Vanguard Lead from the Front When you choose this archetype at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with the smith's tools. Additionally, you can use your action to make a DC12 Wisdom (Insight) check to study a creature and learn its Type, Constitution score and Challenge Rating. Formidable Demands Starting at level 3, you know how to show an enemy how truly hopeless a situation is. Whenever you make a Charisma (Intimidation) check to cause a creature that can hear and understand you to yield to you, treat a roll of 7 or lower on the d20 as an 8. Archetype Orders Starting at 3rd level, you can make the following orders using your authority dice. Exploit You capitalize on an opening you see, when you hit a target with a weapon attack. You can use your reaction to expend one authority die to deal additional damage equal to the authority die. Antagonize You distract and threaten a hostile creature who can see you, leaving them vulnerable. You can use your action to expend one authority die and cause a creature within 60ft who can hear you to make a Wisdom saving throw. On a failed save, the target takes a penalty to their next Intelligence, Wisdom or Charisma saving throw equal to the authority die. Exemplary Dictation Starting at 9th level, the first time you forgo an attack each turn when you take the Attack action with Dictate, you may make a single immediate melee weapon attack against a creature within range. Robust Orders At 13th level, you can add a bonus equal to your Constitution modifier to your authority die when making Exploit & Antagonize orders. Momentum Starting at 17th level, when you make an attack or a friendly creature making an attack with your Dictate feature reduces a hostile creature to 0 hit points, you deal additional damage equal to your authority die on your next weapon attack until the end of your next turn. Version 1.0.0 Written & Designed by Owen "Boots" Davies
Enter the password to open this PDF file:
-
-
-
-
-
-
-
-
-
-
-
-