The Warlord

You are an experienced leader. Whether you were an officer in the military, lead a group of bandits, or were chief of your clan you have taken the lessons of battle to heart. Where others are one fighter among many, you are a leader of men. Your voice rings above the din of battle and directs the flow of combat.

Warlord

At 3rd level when you choose this subclass of fighter you gain the following benifits.

Comanding Voice

You may choose as no action to make your voice heard over the din of the battle field. Your voice can be heard up to 120 feet away, unless barriers or magical effects prevent your voice from being heard.

Ambush Tactics

When your party sets up an ambush and has at least 10 minutes to prepare gain advantage on initiative rolls.

Tactical Command

Your tactical knowledge gained through rigorous study and experience allows you to issue commands to your party that will change the flow of battle.

You gain a number of Commands equal to your intelligence modifier.

You can only use one Command per turn. All commands must be made to allies, who can hear you and understand you. Gain Commands back after a short or long rest.

Commands

Attack! - Use your bonus action to allow an ally to make a mellee or ranged attack.

Get Out of There! - Use a bonus action to allow an ally to take the disengage action on your turn.

Snap Out of It! - Use an Action to allow an ally to make a saving throw from an effect that they are suffering from on your turn, they add your proficiency bonus to their saving throw roll plus any modifiers that would normally apply.

Fight Through the Pain! - Use your action allow an ally to use Hit Die to heal. Your ally can spend Hit Die equal to Profiency, if they have the Hit Die to spend. You can not spend more Hit Die then you have.

Hold! - As a reaction if an ally is forced to move for any reason you stop that movement.

Attack the Weak Spot! - Give up your entire turn to allow an ally to cast a spell on your turn.

Buff Me! - As a free action on an allies turn you can let an ally cast a spell that normally has the target "self" to target another ally.

Always Prepared

You may your Intelligence Modifier for Initiative instead of Dexterity. If you roll above any enemy in initiative during a surprise round against your party, you are not surprised.

Battle Field Reflexes

At 7th level with your training in battle you are able to make attacks of opportunity up to your Inteligence modifier a round, and they do not require a reaction to use. You may only use one attack per opponent per turn.

Battle Plan

At 15th level Any time after you roll initiative you may choose a tactic to help win the fight.

Pincer When you and one ally are within 5 feet of the same enemy you both gain advantage on your attacks.

Close Ranks When you are surrounded by your allies you and they gain a +3 bonus to AC.

Charge Your party can use their bonus action to add +20 to movement for their turn.

General

At 18th level you gain the ability to literally shape the battle field. You gain the ability to once per long rest cast: Halucinatory Terrain, Stone Shape, Wall of Fire, Pass Wall, Wall of Force, or Wall of Stone once per day. This funtions like casting the spell like normal however the size and duration double and you do not need to maintain a concentration check.

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