As you build your Warlord think about how they became a Warlord. Where did you receive your combat training? What made you stand out from the rest? Where they a natural born leader or was leadership thrust upon them in a time of need. You might have been raised in a military lifestyle, being trained from birth, battle and combat being a part of your everyday experience. Or you might have never experienced actual combat, only knowing what you know from books and stories.

Any solider can swing a sword or wield a bow. What set warlords apart are their minds. Warlords are leaders, strategists and tacticians. It is said that one Warlord is worth is worth 10 soldiers, in reality they are worth 100.

A female tiefling sits back, calmly releasing arrow after arrow at the raging giant in front of her. As one of her party members attacks he slips on the treacherous footing and the giant’s club swings for his head. With the same level of calm she fires another arrow striking the giant in the temple causing his strike to miss and allowing another member of her party a chance to strike.

A human man struggles to his feet as ahead of him a horde of orcs begins to ravage a village. He looks to his party members who are desperately attempting to fend of the orcs and save the villagers at the same time. With gritted teeth he steps forward, slamming his sword into his shield and screams a challenge at the horde. One by one the orcs turn and race towards him, greataxes drawn screaming for blood. The man looks past them and smiles as he braces for impact as he sees the villagers escaping.

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.

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.

You learn three Tactics of your choice at first level. Your Tactic options are detailed at the end of the class description. You learn one additional Tactic at 3rd, 7th, 10th and 15th level.

Additionally at 1st level you learn Tactics to help you and your allies on the battlefield. Tactics are applied after hitting a hostile creature with a weapon attack during your turn. Only one Tactic may be used per attack and you may not use the same Tactic more than once per turn.

At 1st level, you choose an archetype that you strive to emulate in the way that you command the battlefield. Choose Sentinel, Tactician, Magus or Templar, they are detailed at the end of the class description. The archetype you choose grants you features at 1st level and again at 3rd, 7th, 10th, 15th, and 18th level.

The prerequisites for multiclassing into a Warlord are either a Strength or Dexterity of 13 and a Constitution score of 13. When you multiclass into Warlord, you gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons.

Alternatively, you can ignore the equipment listed above and in your background, and buy 4d4 x 10gp worth of equipment from chapter 5 of the Player’s Handbook.

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

You can make your Warlord by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapon or on archery (or finesse weapons). Your next highest score should be Intelligence, followed by Constitution. Second, choose the soldier or mercenary background.

At 1st level, you are the first line of defense between your allies and danger, you gain proficiency in heavy armour. Additionally your maximum hit points increase by 1. Each time you gain a level in this class you gain 1 additional hit point.

A Sentinel is a symbol of unyielding strength for their companions. Leading them into battle without hesitation.

At 20th level your mental and physical prowess knows no equal, your Intelligence score and your choice of your Strength or Dexterity scores increase by 2 to a maximum of 22.

At 17th level, your Strategy save DC increases by half of your proficiency bonus.

At 14th level, your force of will is unparalleled, you have advantage on saving throws to avoid the frightened and charmed conditions. Additionally you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Charisma saving throws.

At 13th level, the art of war has become second nature to you, when you use your action to execute a Strategy you may use your bonus action to make a single weapon attack.

At 11th level, you gain the ability to instantly assess the weak points of any enemy, you may add your Intelligence modifier to damage rolls made with weapon attacks.

You can use this feature once between long rests, you gain an additional use of this feature at 13th level and again at 17th.

At 9th level, your mind always provides you with a way out of any situation, you may add your Intelligence modifier as a bonus to a saving throw. You may do so after seeing the result of the roll but before the DM tells you if it was a success.

At 6th level, your mind is never at rest always planning and thinking to the next battle, you can not be surprised while you are conscious. Additionally you may add your Intelligence modifier to initiative checks.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

When you reach 4th level, and again at 6th, 8th, 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.

At 3rd level your keen intellect allows to you to command the attention and respect of others, you may use Intelligence rather than Charisma when making any Deception, Intimidation or Persuasion checks

Some of your Strategies require your target to make a saving throw to resist it's effects. The saving throw DC is calculated as follows:

You may use your Strategies a number of times as shown in your class table and you regain your Strategy uses after a long rest.

Unless specified Strategies require an Action to use and you may not use more than one Strategy in a single turn. Your Strategy options are detailed at the end of the class description.

At 2nd level, your military insight grants you access to Strategies. After completing a long rest you may prepare a number of Strategies equal to your Intelligence modifier + your proficiency bonus. After completing a short rest you may replace an amount equal to your Intelligence modifier.

You gain a +1 to attack and damage rolls you make with versatile weapons.

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.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrips of your choice at 10th level.

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules for spellcasting and chapter 11 for the wizard spell list.

At 1st level, your pursuit of magic has afforded you the benefit of greater protection. As long as you're not wearing heavy armor, you may add your Intelligence modifier instead of your Dexterity modifier to your AC. If you wear medium armor, the maximum bonus is restricted as normal. Additionally you gain proficiency in the Arcana skill.

The Magus sublimate their physical prowess with knowledge of the arcane. Unlike wizards they have not dedicated their lives to the study of magic, they instead have taken what is needed to win.

At 18th level, you can choose to perform Strategies as a bonus action rather than an action.

Once you use this ability you may not do so again until you have completed a long rest.

At 15th level, as your skill grows so does your ability to hinder your enemies, when a creature within 30 feet of you makes a saving throw you may use your reaction to force it to fail. You must choose to do before the saving throw is rolled.

At 10th level, you have become familiar tactics of your allies. Allied creatures no longer need to expend their reactions to execute your Strategies and Tactics. Additionally your maximum Strategy uses increase by one. Your maximum increases by one again at 15th level.

At 7th level, you prepare yourself and your companions for any eventuality. Any creature that completes a short or long rest in your company gains temporary hit points equal to your Warlord level + your Intelligence modifier and gain advantage on the next initiative check they make.

At 3rd level, you gain strength from the weaknesses of your enemies. Whenever you successfully execute a Strategy that affects an enemy you can choose to either gain a bonus to your next weapon damage roll equal to half of your Warlord level, or, gain temporary hit points equal to your Warlord level.

At 1st level, your training allows you insight into the defenses of your enemies, when you attack with simple, light or ranged weapons, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

A rare breed of Warlord's exist known as Tacticians. Their strategic minds being without equal.

At 18th level, you are a wall between your allies and your enemies, when you use your Resilient ability you gain resistance to all damage and the ability lasts until the end of your next turn. Additionally the area within 10 feet of you is considered difficult terrain to all hostile creatures.

At 15th level, your body moves as fast as your mind, you gain additional reactions per round equal to half of your Intelligence modifier (rounded down).

At 10th level, your mind and body can withstand certain harmful effects, such as a white dragon's icy breath or a blight spell. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

At 7th level, you never allow your enemies to move beyond your reach, whenever a hostile creature moves 5 feet or more within your melee reach, you may use your reaction to make a melee attack against it. If the attack hits, the target's movement speed is reduced to zero until the start of your next turn.

You can use this ability a number of times equal to your Constitution modifier. You recover all expended uses after completing a short or long rest.

Also starting at 3rd level, you can brace yourself, digging deep to withstand oncoming onslaught. As a bonus action or reaction to being damaged, you can give yourself resistance to bludgeoning, piercing and slashing damage until the beginning of your next turn. When used as a reaction you gain resistance against the triggering attack if applicable.

At 3rd level, your every blow distracts and taunts your enemy drawing them to you and away from your allies, when you hit a creature with a melee weapon attack it has disadvantage on opportunity attacks against creatures other than you until the start of your next turn.

Spell Casting Warlord Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 ─ ─ ─ 4th 2 4 3 ─ ─ ─ 5th 2 4 3 ─ ─ ─ 6th 2 4 3 ─ ─ ─ 7th 2 5 4 2 ─ ─ 8th 2 6 4 2 ─ ─ 9th 2 6 4 2 ─ ─ 10th 3 7 4 3 ─ ─ 11th 3 8 4 3 ─ ─ 12th 3 8 4 3 ─ ─ 13th 3 9 4 3 2 ─ 14th 3 10 4 3 2 ─ 15th 3 10 4 3 2 ─ 16th 3 11 4 3 3 ─ 17th 3 11 4 3 3 ─ 18th 3 11 4 3 3 ─ 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1

Spell Slots The Magus Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast on of these spell, you must expand a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level slot available, you can cast shield using either slot.

Spell Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice.

The spell Known column of the Magus Spellcasting table shows when you learn more wizard spells of 1st level or higher. each of these spells must be a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. the new spell must be of a level for which you have spell slots.

Spellcasting Ability Intelligence is you spellcasting ability for your wizard spells, since you learn your spells through study and memorization. Your spell save DC is your Strategy save DC.

Student of the Arcane At 7th level you weave your martial and arcane abilities seamlessly When you use an action or bonus action to cast a spell you gain additional benefits based on the school of magic of the spell. Abjuration Your skin hardens increasing your defenses. You gain a +1 to your AC until the end of your next turn. Conjuration You temporarily change the space around you. Until the end of your next turn you can choose to teleport your movement speed. When you do so you move 5 feet for every 10 feet of movement expended. Divination You gain a portent of the future. You gain advantage on saving throws until the end of your next turn. Enchantment You magic shores the defences of your mind. You become immune to either the charmed or frightened condition, your choice, until the end of your next turn. Evocation Your weapons are empowered with arcane might. Until the end of your next turn your weapon attacks deal an additional d8 of force damage. Illusion Your form flickers and doubles. Attack rolls against you are made at disadvantage until the end of your next turn Necromancy An aura of dark magic surrounds you. If a hostile creature dies within 20 feet of you before the end of your next turn you regain hit points equal to twice your Intelligence modifier. Transmutation Your body changes to adapt to any situation. You gain resistance to a damage type of your choice until the end of your next turn.

Scholar At 10th level your pursuit of arcane understanding has allowed you to gain knowledge from other sources. Choose two spells from any class to learn. A spell you choose must be of a level you can cast, as shown on the Magus table, or a cantrip. The chosen spells count as Magus spells for you and don't count towards the total number of spells you can learn. Additionally whenever you gain a level in this class you may change one spell gained from this feature.

Magical Reserves At 15th level your magical reserves have increased. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your Intelligence modifier and none of the slots can be 4th level or higher.