Warlord Facing impossible odds, a Dragonborn captain smashes through an enemy's guard and barks orders at his squad. Fortified by his confidence, the soldiers each begin to fight with the strength of ten men, slowly turning the tide of battle back in their favor. Surveying the battlefield as her companions fight, a Gnome archer spies a weakness in the enemy lines. Under her direction, the group's rogue slips through the hole and strikes down the mage supporting the enemy fighters. As foreign soldiers march through their forest, a Wood Elf signals for her team to hold until the perfect moment. Once the invaders are surrounded, the defenders strike as one from the shadows. A Warlord is a special kind of warrior, one whose strength lies not in their own body, but in the bodies of those around them. In the presence of a Warlord, soldiers fight harder, spellcasters focus more adeptly, and the whole party works together more effectively. Warlords lead their parties in battle, ensuring that everyone works together and achieving victory through teamwork, coordination and tactics. Leaders and Warriors Warlords are usually primarily focused on making sure that their squad, party, or team is working effectively. After all, their strength comes from the people that they direct and work with, so it's in their own interest to ensure that the team is as strong as it can be. Many are diplomats, smoothing over intra-group tensions and making sure everyone gets along, but some may consider babysitting beneath them. Their ability to lead others is what makes a Warlord truly special, but even alone a Warlord is a capable warrior. The additional exigencies of command mean that they are not the paragons of martial ability that Fighters are, but they trade raw power for the ability to support their team. Creating a Warlord As you build your Warlord, think about two related elements of your character's background: Where did you get your combat training, and what pushed you into a position of leadership? Perhaps you come from a military background, and were promoted through the ranks thanks to your own merit--or through family connections. Maybe you led a mercenary company, or led a group of guards that watched over a temple or town. Or maybe your training was more informal--you were the leader of a band of rebels, or bandits in some far-off wilderness. A Warlord is often comfortable in a position of leadership, but that doesn't have to be the case. As leaders, a Warlord's relationship to their party is more important than it is to most classes. Consider how you came to join the party, and what you see as your position in the party. Warlords typically had a position of leadership in the past, so how did you lose it? Did you walk away willingly, or was it taken from you? Perhaps the temple you were guarding was burned down, or perhaps you were caught sleeping with your superior's husband. Do you see yourself as the leader of the party, and does that cause conflict within the party? Or perhaps you take more of a supporting role, tired of the stress of leadership but always willing to command the party in combat.

The Warlord Level Proficiency Bonus Features 1st +2 Command to Strike, Fighting Style, People Person 2nd +2 Tactics, Rally 3rd +2 Leadership Style 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Leadership Style Feature 7th +3 War Cry 8th +3 Ability Score Improvement 9th +4 Leadership Style Feature 10th +4 Ability Score Improvement 11th +4 Command to Strike Improvement 12th +4 Ability Score Improvement 13th +5 Leadership Style Feature 14th +5 Blindfold Chess 15th +5 War Cry Improvement, Command to Strike Improvement 16th +5 Ability Score Improvement 17th +6 Leadership Style Feature 18th +6 Blindfold Chess Improvement 19th +6 Ability Score Improvement 20th +6 Unerring Commander Quick Build You can make a Warlord quickly by following these suggestions. First, make Strength or Dexterity your highest ability score depending on whether you want to focus on melee or ranged (or finesse) weapons. Your next-highest score should be in Charisma, or Intelligence if you plan to adopt the Tactical Leader Style. Second, choose the Soldier background. Class Features As a Warlord, you gain the following class features: Hit Points Hit Dice : 1d10 per Warlord level

: 1d10 per Warlord level Hit Points at First Level : 10 plus your Constitution Modifier

: 10 plus your Constitution Modifier Hit Points at Higher Levels: 1d10 (or 6) plus your Constitution Modifier per Warlord level after the 1st Proficiencies Armor : Light, Medium, Shields

: Light, Medium, Shields Weapons : All Simple and Martial Weapons

: All Simple and Martial Weapons Tools : None

: None Saving Throws : Constitution, Charisma

: Constitution, Charisma Skills: Choose two from Athletics, Persuasion, Intimidate, History, Insight, Medicine or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor, longbow and quiver of twenty (20) arrows

(a) a martial weapon and a shield or (b) two martial weapons

(a) a light crossbow and 20 bolts or (b) two daggers

(a) a dungeoneer's pack or (b) an explorer's pack Command to Strike At 1st level, you can use your Action to allow an ally to expend their reaction to take the Attack action or cast one cantrip that requires an attack roll, adding your Charisma modifier to the damage done by any attacks that hit. This feature can only be used once per round. At 11th level, if you use the Attack action, you can forsake one of your attacks to use this feature. The ally must target a creature that you have attacked this round. At 15th level, you can use this feature for free when taking the Attack action. Fighting Style At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus on attack rolls you make with ranged weapons. 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. People Person At 1st level, your experience leading people lends you certain, very specific communication skills. You can communicate simple ideas (verbs, non-proper nouns and simple adjectives) to any humanoid creature that speaks a language, even if you don't share a language. You also have advantage on Insight checks to understand gestures or Charades-like communication. Tactics At 2nd level, you learn how to adjust your leadership based on the circumstances. Upon completing a long rest, choose one of the following bonuses, which is active as long as you are not incapacitated. The bonus lasts until you complete another long rest, at which point you can change your active bonus.

Shield Wall : Allied creatures holding a shield, and creatures within 5 feet of an allied creature wielding a shield, gain 1 AC.

: Allied creatures holding a shield, and creatures within 5 feet of an allied creature wielding a shield, gain 1 AC. Fire Support : Allied creatures do not make ranged attack rolls at disadvantage in melee range if a friendly creature is within 5 feet of them.

: Allied creatures do not make ranged attack rolls at disadvantage in melee range if a friendly creature is within 5 feet of them. Vigilant : When your party rolls initiative, they can add your Intelligence or Wisdom modifier to their initiative score.

: When your party rolls initiative, they can add your Intelligence or Wisdom modifier to their initiative score. Focus Fire: When an allied creature makes multiple attack rolls in a turn, they gain a bonus to their attack roll when attacking the same creature multiple times. They gain +1 to the second consecutive attack roll, +2 to the third attack roll, and so on. Rally At 2nd level, as a bonus action, you can allow an ally to expend hit dice equal to one-third of your Warlord level (round up), gaining a number of hit points equal to the numbers rolled plus your Charisma Modifier. You can use this feature a number of times equal to your Charisma Modifier (min. 1), and regain uses on taking a long rest. Leadership Style At 3rd level, you choose a Leadership Style that will grant you additional features in this class. Ability Score Improvement At 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 At 5th level in this class, when you take the Attack action you can make two attacks, rather than one. War Cry At 7th level, when your party rolls initiative, you can expend one use of your Rally feature to grant every ally within 30 feet temporary hit points equal to your Warlord level plus your Charisma modifier. At 15th level, your allies have advantage on Constitution saves to maintain concentration if they had temporary hit points from this feature at the beginning of their most recent turn. Blind Trust At 14th level, your allies trust you enough to use your senses as their own. If you can speak and see, and they can hear you while blinded, they do not suffer disadvantage on attack rolls and do not grant advantage to enemy attack rolls as a result of the condition. Flow of Battle At 18th level, your feel for war becomes its own sense. You know the location of invisible creatures if you saw them turn invisible, or if they have attacked since turning invisible. In addition, your allies do not suffer disadvantage on attacks against invisible creatures you are aware of as long as they can hear or see you. Unerring Commander At 20th level, your party's cohesion is almost supernatural. Whenever your allies make an attack roll due to one of your Warlord features, it is made with advantage. In addition, you can ignore restrictions on Warlord features that require your allies to see or hear you. Leadership Styles Each Warlord has different methods of leadership. At third level, you will choose between the Tactical Leader, Inspiring Leader, Resourceful Leader, Divine Leader or Natural Leader Styles. Tactical Leader Some Warlords lead because of their incredible understanding of battlefield tactics, and use their keen mind to lead their parties to victory. These Warlords are usually found in the back line, where they can keep a good view of the battlefield. Additional Proficiencies Upon choosing this Style at 3rd level, you gain proficiency in two of the following choices: Insight, Perception, Cartographer's Tools, Navigator's Tools or one set of gaming tools. Sacrifice Also at 3rd level, your focus results in smoother operation from your team. When a Warlord feature indicates that the targeted allies must use their Reaction, you can instead expend your own Reaction to make it a free action for them. En Passant At 3rd level, when you use your Command to Strike feature, the targeted ally can also move up to half their speed without provoking opportunity attacks. Grandmaster At 6th level, your familiarity with tactics sharpens into expertise. You can have two Tactics active at the same time, and you can choose from an expanded list that also includes the following: Kriegspiel : You and allied creatures within 60 feet can take the Hide action as a bonus action.

: You and allied creatures within 60 feet can take the Hide action as a bonus action. Zweischenzug : If an ally does not take the Attack action or cast a spell on their turn, they can take the Dodge action as a bonus action.

: If an ally does not take the Attack action or cast a spell on their turn, they can take the Dodge action as a bonus action. Zugzwang: Once per round per ally, when an ally makes an opportunity attack, they do not expend their Reaction. Blitz Chess At 9th level, your mind accelerates to the edge of mortal ability. At the end of a short rest, you can switch one of your Tactics. You must finish a long rest before you can use this feature again. In addition, unless you are incapacitated, you can perfectly retrace your steps since your last long rest and can't become lost except through magical means.

Endgame At 13th level, your allies move more surely under your direction. As a bonus action, choose a number of allies equal to your Intelligence Modifier within 60 feet that can hear you: they can expend their reaction to take the Dash action, or take the Disengage action and move up to half their speed. Checkmate At 17th level, you push your tactical and logistical skills to their limit. You can use your action to target a number of creatures equal to your Intelligence modifier (min. 1). Each of those creatures can expend their reaction to take the Attack action. Inspiring Leader Many Warlords lead not necessarily through tactical genius, but rather by example and bravery. These Warlords are often found on the front line, barking commands over the clash of steel or even simply directing with their weapon rather than their voice. Additional Proficiencies Upon choosing this Style at 3rd level, you gain proficiency with heavy armor and your choice of Persuasion or Intimidate, or double your proficiency bonus if you are already proficient with one. Inspiring Word Also at 3rd level, when you use your Rally feature, the targeted ally can expend their Reaction to make saving throws to end effects causing them to be frightened or charmed. These saving throws are made with advantage. At 11th level, you can target a number of creatures up to your Charisma modifier with Rally. Draw Their Eye At 6th level, your mere presence on the battlefield disrupts enemy tactics. Creatures hostile to you within 15 feet of you cannot take opportunity attacks, except against you. This feature is disabled until your next turn if you take the Disengage action. Center of Attention At 9th level, your distracting skills become applicable off the battlefield. Any creature within 60 feet of you that can see you has disadvantage on Perception and Insight checks unless targeting you. In addition, you can use your War Cry feature as a bonus action during combat. Hero Time At 13th level, you and your squad shine brightest when you should be outmatched. Allied creatures within 60 feet of you gain advantage on saves against being frightened or charmed. In addition, when an allied creature within 60 feet of you makes an attack roll against a creature that currently has more hit points than them, they can add your Charisma bonus to the attack roll. Each of your allies can use this feature once per round. Lead by Example At 17th level, you become a pillar of inspiration around which entire armies can rally. When you reduce a creature to 0 HP using an attack or score a critical hit, one ally of your choice within 30 feet that can see and hear you can move their speed and use the Attack action. This effect can only trigger once per attack. Cunning Leader Some Warlords believe that flexibility and ruthlessness are the most reliable paths to victory. You'll find these Warlords wherever they need to be to make sure that the battle is won. Additional Proficiencies Upon choosing this Style at 3rd level, you gain proficiency in Deception or Stealth and with one set of Tools. Flexible Command When you use your Command to Strike feature, your ally applies the bonus to both the attack roll and the damage roll. Fighting Dirty At 6th level, your allies take on your underhanded fighting style. You and any allied creature within 30 feet gain a +2 to attack rolls against any creature that has not yet acted in the combat. This bonus increases to +3 at 11th level, and +4 at 16th. Ready for Whatever At 9th level, your habit of being prepared for anything begins to rub off on your allies. When an ally within 30 feet of you makes a Dexterity saving throw to take half damage from an effect, they can use their Reaction to instead take no damage on a successful save, or half damage on a failure. In addition, your resourcefulness allows you to assist your allies in ways even you thought impossible. When taking the Help action out of combat, the ally you are helping can add half their proficiency bonus to the result if they are not adding their own proficiency bonus. Explosive Rally At 13th level, when you use your Rally feature, the targeted ally can also make a single attack against a target of their choice, with the bonuses from Flexible Command, without expending their Reaction. Make it Work At 17th level, your resourcefulness becomes almost supernatural. Your Fighting Dirty feature also applies to any attack roll made with advantage, and if at least one hostile creature is surprised when you roll initiative (and you are not), you can take another turn at your initiative minus 10 in the first round of combat. Divine Leader Most Warlords choose their path, but for some Warlords, the path chooses them. Some rare Warlords are appointed by divine edict, chosen by gods of war and conflict to lead armies in their patron's name. Additional Proficiencies Upon choosing this Style at 3rd level, you gain proficiency with Heavy Armor and the Religion skill.