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 Commander's Strike, Leadership Style, People Person 2nd +2 Fighting Style, Inpsiring Word 3rd +2 Tactics 4th +2 Ability Score Improvement 5th +3 Adept Command (2) 6th +3 Leadership Style Feature 7th +3 War Cry 8th +3 Ability Score Improvement, Tactics (2) 9th +4 Leadership Style Feature 10th +4 Ability Score Improvement 11th +4 Adept Command (3) 12th +4 Ability Score Improvement 13th +5 Leadership Style Feature 14th +5 Blind Faith, Tactics (3) 15th +5 War Cry Improvement 16th +5 Ability Score Improvement 17th +6 Leadership Style Feature 18th +6 Battle Sense 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. Second, choose the Soldier background. Lastly, choose the Vanguard Leadership Style. 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 First Level : 8 plus your Constitution Modifier

: 8 plus your Constitution Modifier Hit Points at Higher Levels: 1d8 (or 5) 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, History, Insight, Intimidate, Perception, Persuasion, 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 diplomat's pack or (b) an explorer's pack Leadership Style At 1st level, you choose a Style that will grant you additional features in this class at 1st, 6th, 9th, 13th and 17th level. Commander's Strike At 1st level, you can use your Action to allow an ally within 30 feet of you that can see or hear you to immediately use their reaction to make a single weapon attack or cast a cantrip against a creature you can see, adding your Charisma modifier to one damage roll against the targeted creature on a hit. People Person At 1st level, you have excellent communication skills and can signal your allies silently when needed. You can nonverbally communicate simple ideas (verbs, non-proper nouns) to any humanoid creature that speaks a language, even if you don't share a language. Fighting Style At 2nd 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.

Inspiring Word At 2nd level, you can inspire your allies to draw upon reserves of strength. As a bonus action, you can allow an ally within 30 feet of you that can see or hear you to expend a number of their hit dice up to one-third of your Warlord level (round up), gaining 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 completing a long rest. Tactics At 3rd level, you learn to adapt based on the circumstances. Upon completing a short or long rest, choose one of the following bonuses, which applies to all allied creatures within 30 feet as long as you are not incapacitated. Tactics bonuses are inactivated while you are concentrating on a spell. By conversing with your allies for one minute, you can exchange one active Tactic with another. You must complete a short or long rest before you can change your Tactics in this way again. Coordinated : When initiative is rolled, you may exchange the d20 rolls of a number of creatures up to your Charisma modifier with each other (each creature still applies their own initiative modifiers).

: When initiative is rolled, you may exchange the d20 rolls of a number of creatures up to your Charisma modifier with each other (each creature still applies their own initiative modifiers). 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. Form Up : Immediately after initiative is rolled and before the first creature acts, you can allow a number of allies up to your Charisma modifier to move up to half of their speed (this movement can provoke opportunity attacks).

: Immediately after initiative is rolled and before the first creature acts, you can allow a number of allies up to your Charisma modifier to move up to half of their speed (this movement can provoke opportunity attacks). Hold the Line : Allied creatures that end their turn without willingly moving gain 1 AC until the beginning of their next turn.

: Allied creatures that end their turn without willingly moving gain 1 AC until the beginning of their next turn. Phalanx : Creatures within 5 feet of an allied creature wielding a shield gain 1 AC.

: Creatures within 5 feet of an allied creature wielding a shield gain 1 AC. Pincer : If two or more allied creatures are within 5 feet of a creature that they can see, they make opportunity attacks against that creature with advantage.

: If two or more allied creatures are within 5 feet of a creature that they can see, they make opportunity attacks against that creature with advantage. Prepared : When your party rolls initiative, they can add half of your Charisma modifier (round up) to their initiative score.

: When your party rolls initiative, they can add half of your Charisma modifier (round up) to their initiative score. Responsive: When a creature would provoke an opportunity attack from you, you can use your reaction to instead target an ally with Commander's Strike, although that ally must attack the creature that would have triggered the opportunity attack. At 8th level, you can have up to two tactics active at the same time. At 14th level, you can have up to three tactics active at once. 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.







Adept Command At 5th level, when you use your action on your turn to use your Commander's Strike feature, you can target up to two allies instead of one. Alternatively, you can target one ally and make a single weapon attack as part of the same action. At 11th level, you may target up to three allies per use of Commander's Strike, or target two and make a weapon attack. War Cry At 7th level, when your party rolls initiative, you can expend one use of your Inspiring Word feature to grant a number of creatures up to your Charisma modifier within 30 feet temporary hit points equal to your Warlord level. These temporary hit points last up to 10 minutes. At 15th level, your presence bolsters your allies' mental fortitude: if a creature with temporary hit points from this feature takes damage, they have advantage on any saving throws to maintain concentration caused by that damage. Blind Faith At 14th level, your allies trust you enough to use your senses as their own. If an allied creature is deafened but can see you, or is blinded but can hear you, they do not suffer the effects of those conditions so long as you are not also afflicted with the same condition. Battle Sense At 18th level, your feel for battle becomes a sixth sense. You cannot be deafened or blinded. In addition, if you see a creature turn invisible, you can track its location as long as it remains within 60 feet of you. While you are tracking the invisible creature's location, allies that can hear you don't suffer disadvantage on their attacks against the invisible creature due to its invisibility. Unerring Commander At 20th level, your ability to command becomes almost limitless. When you use your Commander's Strike feature, the targeted allies can cast any cantrip or spell with a casting time of 1 action or 1 bonus action, and attack rolls made because of your command are made with advantage. Leadership Styles Vanguard 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. Center of Attention Upon choosing this Style at 1st level, you gain proficiency with heavy armor and your choice of Persuasion or Intimidation.



Inspiring Presence Also at 1st level, your raw confidence inspires your allies to shrug off injuries. When you target an ally with Commander's Strike, you can also grant them temporary hit points equal to half of your Warlord level plus your Charisma modifier. You can use this feature a number of times up to your Charisma modifier, and regain uses upon taking a long rest. Covered Retreat At 6th level, your mere presence on the battlefield disrupts enemy tactics. If you hit a creature with a melee weapon attack, it has disadvantage on opportunity attacks unless it is targeting you until your next turn. Draw Their Eye At 9th level, people have a hard time taking their eye off of you. When you are not in combat, any creature in conversation with you has disadvantage on Perception and Insight checks unless targeting you. Fearless Rescue At 13th level, you can throw caution to the wind to save an ally. When a creature you can see takes damage that would drop them to 0 hit points, you can use your reaction to immediately move twice your speed towards them. If you reach the creature by the end of your movement, they gain temporary hit points equal to double your Charisma modifier, plus additional temporary hit points equal to your Charisma modifier for every opportunity attack you provoked during your movement. The damage from the triggering attack is only applied after they gain these temporary hit points. Once you use this feature, you must complete a short or long rest before you can use it again. Lead by Example At 17th level, you become a pillar of inspiration around which entire armies can rally. When you hit a creature with a weapon attack, you can mark them until the beginning of your next turn as a bonus action. An allied creature that damages the marked creature gains temporary hit points equal to your Warlord level, which last for up to 1 minute. Once you use this feature, you must complete a short or long rest before you can use it again. Tactician Tacticians focus on positioning and gaining tactical advantages, rather than raw strength. General Knowledge Upon choosing this Style at 1st level, you gain proficiency in Insight, either Cartographer's Tools or Navigator's Tools, and one type of gaming set. When a Warlord feature refers to your Charisma modifier, you instead use your Intelligence modifier. You have proficiency in Intelligence saving throws instead of Charisma saving throws. En Passant At 1st level, when you use your Commander's Strike feature, the targeted ally can also move up to half their speed as part of their reaction before or after attacking. Any opportunity attacks triggered by this movement are made at disadvantage. If the ally moves using this feature, they can move only half their speed on their next turn.



Grandmaster At 6th level, your familiarity with tactics sharpens into expertise. You can have an extra Tactic active, and the following are added to your list of Tactics options: 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. Zugzwang : Once per round, one allied creature can make an opportunity attack without expending their Reaction.

: Once per round, one allied creature can make an opportunity attack without expending their Reaction. Zwischenzug: If an ally does not use the Attack, Cast a Spell or Use Object actions on their turn, they can take the Dodge action as a bonus action. Blitz Chess At 9th level, you are extremely adept at changing your strategies on the fly. You can swap out Tactics by conversing with your allies over the course of one minute an unlimited number of times. In addition, as a bonus action you can swap one Tactic with another. You must complete a short or long rest before you swap a Tactic in this way again. Your proficiency bonus is doubled for any skill check made with a gaming set you are proficient with. Endgame At 13th level, you adjust the battlefield to suit your needs. As a bonus action, choose a number of allies up to your Intelligence Modifier within 60 feet that can hear you: they can all move up to half of their speed. Opportunity attacks triggered by movement granted by this feature are made at disadvantage. Once you use this feature, you must complete a short or long rest before you are able to use it again. Checkmate At 17th level, you are able to orchestrate an enemy's inevitable end. As a bonus action, you can designate a creature within 60 feet as the King and a number of allied creatures within 60 feet up to your Intelligence modifier as Pieces. At the beginning of your next turn, the King must make a Constitution saving throw with a DC equal to 10 plus the number of successful attack rolls made by Pieces against them in the previous round. If the King fails this saving throw, it is reduced to 0 hit points. Once you use this feature, you must complete a long rest before you are able to use it again. Guerrila Commander Guerrila Commanders believe that flexibility and ruthlessness are the most reliable paths to victory. Underhanded Tactics Upon choosing this Style at 1st level, you gain proficiency in Deception or Stealth and with one set of Tools. Resourceful Command At 1st level, you can turn a failure into an opportunity. If an ally misses with an attack you granted with Commander's Strike, you can use your Reaction to grant a different ally advantage on their first attack roll against the targeted creature.

Fighting Dirty At 6th level, your allies learn to embrace your non-traditional combat style. Attacks made by allies within 30 feet of you against creatures that have not yet acted in combat add your Charisma modifier to their damage. This does not apply to attacks granted by your Commander's Strike feature. 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 must make a Dexterity saving throw, they can use their Reaction to gain advantage on that save. In addition, you learn to marry your skill at improvising with that of your allies'. 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 already adding their proficiency bonus. Violent Recovery At 13th level, when you use your Inspiring Word feature, the targeted ally can also use their Reaction to make a single weapon attack against a target of their choice (this does not apply the bonus damage from your Commander's Strike feature). Make it Work At 17th level, you and your allies exploit any advantage. Attacks made with advantage by your allies within 30 feet of you add half of your Charisma modifier to their damage (round up). This does not apply to attacks granted by your Commander's Strike feature and does not stack with your Fighting Dirty feature. Inquisitor 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.

Sanctification Upon choosing this Style at 1st level, you gain proficiency with Heavy Armor and the Religion skill. Command of the Gods Also at 1st level, the deities you serve protect your allies. When you target an ally with Commander's Strike, you can also grant them a bonus to AC equal to half of your Charisma modifier (round up) until the beginning of your next turn. You can use this feature a number of times equal to your Charisma modifier and regain uses upon completing a short or long rest. Foretold Attack At 6th level, your strikes are harbingers of your god's will. The first creature you hit with a weapon attack on your turn is marked with holy light. The next attack roll made against that creature before the beginning of your next turn is made with advantage. Divine Guidance At 9th level, the gods begin to place a firmer hand on the wheel, steering you towards the greater goal that you are meant to fulfill. You can cast augury twice per day without material components, and without the penalty for casting it two or more times. David and Goliath At 13th level, the gods begin to twist fate around you to even the odds. When you Command an ally to attack a creature that is of a size larger than them, they score a critical hit on a 19 or 20. Mission from God At 17th level, you and your comrades become a divinely protected army. While a creature has temporary hit points from your War Cry feature, it is resistant to all damage. Warden Warlords typically gain their leadership experience by leading other sentient humanoids, but rare individuals learn by commanding animals and other natural forces. While that experience doesn't necessarily translate smoothly to commanding fully sentient beings, these Warlords generally have enough tricks up their sleeve to compensate for any deficiencies. Natural Talent Upon choosing this Style at 1st level, you gain proficiency with the Nature and Survival skills. Wild Servant Also at 1st level, you can cast the find familiar spell once per long rest without material components. The creature summoned with this spell is a beast. When you use your Commander's Strike feature, the familiar summoned with this feature can first take the Help action as a reaction. When you use your War Cry feature, the familiar gains the temporary HP from the feature (it does not count against the number of targets for the feature). In addition, the effects of your People Person feature also apply to beasts that don't have a language. Ounce of Prevention At 6th level, the forces of nature protect your allies. When you target an ally with Commander's Strike, you can use your bonus action to cause the terrain in a 15-foot radius around them to be difficult terrain for hostile creatures until the beginning of your next turn. Once you use this feature, you must complete a short or long rest before you are able to use it again. Nature's Army At 9th level, your mastery of the natural environment allows you to sway beasts to your side. You can cast conjure animals twice per long rest as a 3rd level spell. Concentrating on this spell does not disable your Tactics. At 14th level, conjure animals cast with this feature is cast as a 5th level spell. At 18th level, it is cast at 7th level. Commanding Grasp At 13th level, you can cause nature to work through the actions of your allies. When an ally hits with an attack granted by your Commander's Strike feature, you can use your reaction to cause the target's surroundings to attempt to grab ahold of it. After damage calculation, the target must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or else be restrained. They can attempt to repeat the saving throw as an action on their turn, ending the effect on a success. You can use this feature a number of times equal to your Charisma modifier, and regain uses on completing a long rest.



Vigor At 17th level, your leadership bolsters your allies' vitality. Whenever you use your War Cry feature, you grant double your Warlord level in temporary hit points, and creatures with temporary hit points from this feature have advantage on all Constitution saves. Spellguider The study of magic is a more diverse field than most consider; most study its application, but some rare individuals study its direction. These Warlords specialize in leading spellcasters, even though they do not cast spells themselves. Takes One to Lead One While you are not truly a spellcaster, you've picked up the basics. At 1st level, you become proficient in your choice of Arcana, Nature or Religion. You also learn one of the following cantrips and can cast it at will: Prestidigitation, Thaumaturgy or Druidcraft. Mage Commander You are an expert at guiding the spellcasting of others. At 1st level, creatures make saving throws to resist cantrips you command at disadvantage. Arcane Geometries At 6th level, you develop new techniques for guiding the attacks of your allies. Ranged attacks granted by your Commander's Strike feature ignore the effects of half-cover, treat three-quarter cover as if it were half cover, and do not suffer disadvantage when targeting a prone creature. Thaumic Conduit At 9th level, you are able to tap into more magical energy than you can actually use, allowing others to siphon the excess off. You have a pool of Spell Points equal to half of your Warlord level plus your Charisma modifier. When an allied creature within 30 feet of you casts a spell of 5th level or below while you are not incapacitated, they can draw from your pool of Spell Points to create and use a spell slot, as shown in the below table: Spell Slot Point Value Spell Slot Level Points Required 1st 2 2nd 3 3rd 5 4th 7 5th 9 You recover your spell points after a long rest. Invigorating Spell At 13th level, you learn to twist ripples of spent magical energy to protect your allies. When an ally casts a spell of 5th level or lower, you can grant them temporary hit points equal to the corresponding spell point value of the slot, as seen in the table above. You can use this feature a number of times equal to your Charisma modifier (min. 1) before it must be refreshed with a short or long rest.





Force Multiplier At 17th level, you become able to manipulate your allies' spells as they are cast. When an allied creature within 30 feet of you casts a spell, you can use your reaction to modify the spell in one of the following ways: All damage done by the spell is converted to force damage

Creatures healed by the spell gain additional hit points equal to your Charisma modifier

You concentrate on the spell instead of the caster (this does not disable your active Tactics, but otherwise normal rules surrounding concentration still apply) Mentat Many who develop psionic abilities seek seclusion to protect themselves from the thoughts and wills of others. Some rare individuals, however, instead use their abilities specifically to interact with others, and become fearsome leaders. Mental Command At 1st level, your mind has been sharpened by experience and application. You gain proficiency in one Intelligence skill of your choice. You can communicate telepathically with any creature within 120 feet of you that speaks a language or is telepathic itself. When a Warlord feature refers to your Charisma modifier, you instead use your Intelligence modifier. You have proficiency in Intelligence saves instead of Charisma saves. Psychic Assist At 1st level, your psychic link with your allies allows you to detect and adjust for your allies' mistakes. Once per turn, when an ally misses with an attack you granted with your Commander's Strike Feature, you can allow them to attack the same target again with disadvantage. Alacrity At 6th level, you are able to speed up an ally's mind by focusing upon them. When an ally would expend their Reaction, you can expend your Reaction instead. Telepathic Coordination At 9th level, your telepathic abilities become much easier to maintain. You can cast rary's telepathic bond once per long rest. While a creature is a part of your telepathic bond, you do not need to be able to see or hear them (nor do they need to see or hear you) to target them with a Warlord ability. Psychic Shield At 13th level, you can use your abilities to protect the minds of your allies. When an ally you can see within 30 feet would take psychic damage, you can use your reaction to grant them resistance to psychic damage until the end of the current turn. Fight as One At 17th level, your comrades cooperate effortlessly. You can add an additional 4 creatures to your rary's telepathic bond, and it lasts for up to 8 hours. In addition, attacks granted by your Psychic Assist feature are no longer made at disadvantage.

Lord of the Dead The logistics of a living army are a nightmare to coordinate---food, rest and morale are all key factors in warfare that generals must consider. Some, however, bypass these considerations by commanding the undead to do their bidding, training in the arts of necromancy to literally raise an army. These warlords are not wizards, as their training is significantly more limited and focused around commanding the undead once they are created, rather than wielding the vast magical power necessary to create a horde from scratch. Lords of the Dead command small squads of highly effective troops, rather than the vast hordes of a true Necromancer. Dread Commander At 1st level, your study of the command of the undead has given you both knowledge and training in your own protection. You gain proficiency in Arcana and with heavy armor. Undead Minions At 1st level, you are able to reanimate corpses with an extremely limited amount of sentience. Over the course of an hour, you can reanimate two corpses you can touch into Undead Minions, the stat blocks for which follow this subclass description. Undead Minions can not take actions or move during combat unless you command them to with Commander's Strike. If you target an Undead Minion with Commander's Strike, it can also move its speed before or after the attack. You can have a maximum of two Undead Minions active at a time. If you create more than your maximum then the Minion(s) with the lowest current HP crumbles into dust. Note that Undead Minions do not have hit dice, and therefore cannot be healed with your Inspiring Word. Undead Minions have proficiency with simple weapons and light armor. When your proficiency modifier goes up, their proficiency modifier also increases by 1. You can target two Undead Minions with Commander's Strike for every one normal creature you would otherwise be able to target with it. The number of Undead Minions you can have active at a time increases to four at level 5, six at level 11, and eight at level 17. Squad Command At 6th level, you are able to imbue your Minions with a greater degree of self-sufficiency. Undead Minions you create are now able to make attacks of opportunity and if you target at least one Minion with Commander's Strike, you can order all of your currently active Minions to move. Minions targeted with Commander's Strike can now be commanded to make a weapon attack, grapple or shove a creature, Use an Object or Dash. Undead Warriors At 9th level, your Minions become capable Warriors. Undead Warriors have proficiency in all simple and martial weapons as well as medium armor and shields. Their Strength and Dexterity increases to 16, their Intelligence increases to 6, and they are now resistant to Psychic damage rather than being immune. They also gain proficiency in Constitution saving throws. You also are considered proficient with disguise kits when attempting to disguise your Undead Warriors as non-undead. Hero's Sacrifice At 13th level, you can sacrifice the necromantic power fueling your Undead Warriors to protect your allies. As a reaction when you or an ally you can see within 30 feet takes damage, you can cause one of your Undead Warriors to immediately drop to 0 hit points. The ally then gains temporary hit points equal to half of the Undead Warrior's HP at the time you activated this ability. You can use this ability a number of times equal to your Charisma modifier, and regain uses upon completing a long rest. Undead Commandos At 17th level, your Undead Warriors are now highly effective Undead Commandos. The Intelligence of your Commandos increases to 10, and they can speak any language that you speak in raspy, clearly unnatural voices. When any number of Commandos have to make a Dexterity saving throw, you can use your reaction to give them all advantage on Dexterity saving throws until the end of the current turn. In addition, when you target a Commando with Commander's Strike, you can instead give it ongoing orders for the next minute, such as to attack a certain target or protect a certain ally. The Commando will follow these orders independently until the order is completed, one minute has elapsed or you give them a new order. Giving an order in this way counts as a full target for Commander's Strike, rather than the normal half-order when targeting an Undead Minion. While following this order the Commando does not benefit from the damage bonus from Commander's Strike.