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