The Warlord Level Proficiency Bonus Features Area of Focus Gambits 1st +2 Tactical focus, Tactics 2 __ 2nd +2 School of Battle, Fighting Style 3 __ 3rd +2 Gambits 3 2 4th +2 Ability Score Improvement, 4 2 5th +3 Extra Attack 4 3 6th +3 School of Battle Feature 4 3 7th +3 Tactics Improvement (4 known) 4 3 8th +3 Ability Score Improvement, 5 3 9th +4 Lead from the Front 5 4 10th +4 Ability Score Improvement 5 4 11th +4 School of Battle Feature 5 4 12th +4 Ability Score Improvement, 6 4 13th +5 Tactics Improvement (5 known) 6 4 14th +5 Tactical Maneuvers 6 5 15th +5 Unending Warrior 6 5 16th +5 Ability Score Improvement, 7 5 17th +6 School of Battle Feature 7 5 18th +6 Feature Improvements (50') 7 5 19th +6 Ability Score Improvement, Tactics Improvment (6 known) 7 5 20th +6 Perfect Coordination 8 6 Class Features As a Warlord, you gain the following class features Hit Points Hit Dice: 1d8 per Warlord level

1d8 per Warlord level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlord level after 1st Proficiencies Armor: All Armor, Shields

All Armor, Shields Weapons: Simple Weapons, Martial Weapons

Simple Weapons, Martial Weapons Tools: Choose one type of Artisan's tools Saving Throws: Intelligence or charisma, Constitution

Intelligence or charisma, Constitution Skills: Choose three skills from Acrobatics, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

(a) Chain mail (b) Leather, a Longbow, and 20 Arrows Tactical Focus Beginning at Level 1 you are able to observe the battlefield and shape the course of battle. As a bonus action you designate a number of 5' cubes on the ground within a 20' radius of you, equal to the number listed in the Area of Focus table, this becomes your Area of Focus. Each cube must have one face that is adjacent to the face of another cube. As a bonus action on subsequent turns you can change your Area of Focus to a different set of 5' cubes as long as all of the cubes remain within 20' of you. You can reposition your Area of Focus as many times as you wish. At 18th level this radius grows to 50'. Tactics At level one you can apply 3 Tactics to your Area of Focus, you gain one more tactic at levels 7, 13, and 19. The Tactics will be detailed at the end of the class description. You can change the tactics you know at the end of a long rest. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the follow ing options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense W hile you are wearing armor, you gain a +1 bonus to AC. Dueling W hen you are wielding a melee weapon in one hand and no other w eapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting W hen 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. The w eapon must have the two-handed or versatile property for you to gain this benefit. Protection W hen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to im pose disadvantage on the attack roll. You must be wielding a shield.

School of Battle At 2nd level you choose the specific philosophy of battlefield domination that you adhere to. These philosophies are often taught in specific academies, although it is entirely possible for a warlord to create her own method of ensuring victory. Choose whether your battlemaster is part of The School of Control, The School of Insight, or The School of Leadership. These will grant you features at leves 2, 6, 11, and 17 Gambits Starting at third level you are able to augment your attacks to expose weakness and deny advantages to enemies. These are your gambits. You know a number of gambits equal to the number listed on the Gambits table. You can use your gambits a number of times equal to your Intelligence, Wisdom, or Charisma modifier (Minimum 1) per long rest. You choose the ability when you first gain this feature. Saving throws Certain Gambits require saving throws to resist the effects, the DC is calculated as follows, 8+ your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (your choice) Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Lead From the Front You are a warrior as much as a general, as such you fight with your men on the front line, leading them to victory. Starting at level 9 all allies within 20 ft. of you can add your proficiency bonus to their initiative roll and gain an extra 10' of movement. At level 18 this radius becomes 50'. Tactical Maneuvers You know how to hold a line, and allow your fellow soldiers to exploit enemy weakness. at 14th level you can give up your movement and allow up to 3 creatures that can see and hear you to use a reaction and move. After you use this ability you cannot use it again until you finish a short or long rest. Unending Warrior The passion for battle, and needs of your allies burns brightly in your heart. Beginning at level 15 whenever you make a death saving throw, you can also roll a DC 10 constitution check. On a failure you take one failed death save, on a success you come back to life with hit points equal to 1d12 + your warlord level + your constitution modifier. Each subsequent time you use this ability the DC increases by 5. The DC resets to 10 at the end of a long rest. Perfect Coordination By 20th level you have become an artist; the battlefeild your canvas. Once per long rest, as an action you can allow up to 5 creatures of your choice to take an additional action and bonus action on their next turn. School of Battle All Warlords have a certain mental acuity, it the nature of these mental abilities which define their schools. Some schools place an emphasis on the exact nature of the battlefeild and where everyone stands, others put an emphasis on knowledge of the enemy and how to best defeat them. Other schools believe that in order to be a good leader, one must be able to inspire and bolster their own troops. School of Control Warlords of this school sometimes call themselves Chessmasters, due to their ability to analyse the battlefeild and move every peice in the most tactically advantageous way possible. The School of Control ensures that no movement goes unnoticed and no action is unanticipated. Zone of Command When you choose this subclass at 2nd level Enemies in your Area of Focus subtract 5 * your Intelligence modifier, feet from their movement. (Minimum 5) Area of Dominance Beginning at 6th level your Area of Focus does not have to be touching the ground. Additionally the 5' cubes that make up your Area of Focus only have to be connected by corners. Personal Focus Starting at level 11 when you create or change your Area of Focus you can create additional 5' cubes equal to your Intelligence modifier. (Minimum 1) These cubes must be adjacent to where you currently are. When you create or change your area of focus these cubes are no longer part of it. Battlefeild Mastery By 17th level you are able to predict the movement of your foes before they know it. If an enemy starts its turn in your Area of Focus it treats the ground within 10' of any of your allies as difficult terrain. School of insight Warlords of the school of insight spend their time analysing enemy weaknesses, and exploiting them. The see every chink in an enemies armor and every break in confidence. These warlords firmly believe that you must know thy enemy better than you know thyself. Find the Weakness When you choose this school 2nd level as a bonus action you can inform one of your allies, within 20' of you, of an enemy weakness. The next time that ally hits with an attack within the next minute they do an extra 2d10 damage. you can use this a number of times equal to your wisdom modifier (minimum 1) until the next long rest. Additionally you become proficient in Insight. Chink in the Armor Beginning at 6th level all allies within 5' of you can increase their critical hit chance by 1. For instance if they would normally crit on a 19-20 that ally now crits on an 18-20.

Exploit the weakness Starting at level 11 when you use your "Find the Weakness" ability that ally adds your wisdom modifier to their damage rolls until the end of your next turn. Destroy the Enemy By 17th level you are able to exploit every flaw in an enemies fighting. As an action one creature within 10' of you gains vulerability to all damage until the start of your next turn. Once you use this ability it cannot be used again until the end of your next long rest. School of Leadership Warlords from the School of Leadership pride themselves on their ability to assist and command their fellow adventurers. The School of Leadership teaches Warlords how to inspire and boost the natural abilities of their friends. Brace Yourself When you choose this School at level 2 you gain the ability to heal your allies from a distance. As a bonus action you can allow one creature within 20' that can hear you to reagain hit point equal to 1d10 + your warlord level + your charisma modifier. If this healing exeeds the targets max HP half of the remaining HP become temporary hit points. You can use this ability a number of times per long rest equal to your charisma modifier (minimum 1) Snap Out of It! Beginning at level 6 you can use your action to end one condition on a creature you can touch. These conditions can be Stunned, Charmed, Paralysed, or Frightened. You can do this a number of times per long rest equal to your charisma modifier (minimum 1) Get Back in There Starting at level 11 you are able to assist large numbers of people in need at once. As an action you can heal every creature at 0 HP, within 10'of you, and can hear you a number of hit points equal to your Warlord level + your charisma modifier. Once you use this ability you cannot use it again until the end of your next short or long rest. Hang On! By 17th level you have become an expert at keeping your allies alive. As a reaction when one creature within 20' of you takes damage you can reduce the amount of damage taken by an amount equal to your warlord level. Tactics Advance For every 2' that an ally moves through your Area of Focus they only expend 1' of movement. Barricade Enemies cannot enter your Area of Focus if that space is also within 5' of your ally. Clear the area If an ally hits a creature in your Area of Focus they can move that creature 5' in any direction. Cover the Flank If an enemy moves into your Area of Focus 3 allies of your choice outside your Area of Focus can use their reaction to move toward the enemy. If they end their movement within 5' of the enemy that ally regains their reaction. Get Down When an ally in your Area of Focus is subjected to a dexterity saving throw they can use their reaction to move, possibly avoiding the danger. At the end of this movement the ally falls prone. Float Like a Butterfly Allies in your Area of Focus don't provoke attacks of oppurtunity while they are within 5' of another ally. Form Shield Wall Allies in your tactical focus gain a +2 bonus to AC while they are adjacent to an ally using a shield. Creatures that already use a shield only gain +1 to their AC. A creature cannot benefit from this more than once. Reorder Ranks If two allies are in your Area of Focus they can switch places during the movement of one of the allies. The allies must be within each others movement. Sting Like a Bee When an ally in your Area of Focus is hit by an Attack of Oppurtunity they can make an attack against that creature. An ally can only do this once per turn. Stop the Retreat If an ally in your Area of Focus hits with an Attack of Oppurtunity they get their reaction back. Gambits All Gambits take an action to use. Cut Them Down You direct your allies to strike with perfect timing, landing blows just as your enemies are off balance to send them tumbling to the ground. Until the end of your turn, hostile creatures in your tactical focus that you can see must make a Strength saves each time they are hit by an attack. On a failed save, they are knocked prone. As part of this gambit, you make a weapon attack. Dire Wolf Tactics You follow the example of the dire wolf, using positioning and teamwork to destroy enemies. One within 5' of you can move up to 10'. If by the end of their movement they are adjacent to an enemy that you are adjacent to, both of you gain advantage on all attack rolls against that creature until the end of your next turn. I Won't Abandon You! You race across the battlefeild to aid an ally in need. You move up to your movement speed and make a weapon attack at advantage. For every Attack of Oppurtunity that targets you, you roll an extra damage die, as long as the target of your attack is within 5' of an ally.