Class Split: Fighter and Warlord In making this homebrew, I had two intentions. The first was to update the Fighter class, described on pages 70-75 of the Player's Handbook, in order to grant it a more exciting feel in comparison to some of the game's other classes, as well as to better tie the class's mechanics into its flavor as a highly disciplined martial combatant. The second was to bring the warlord, a perennial favorite from D&D 4th Edition, into 5th Edition. In doing so, I decided to separate the fighter into two distinct classes: one that operates much the same as the Player's Handbook fighter, relying on personal might and martial discipline to overcome obstacles; and a master tac-tician and combat leader, skilled at guiding their teammates to victory. Note that this split was not necessarily done for balance reasons. Though some of the fighter subclasses included in this homebrew have been revised from their appearances in official publications, I do not believe the fighter as described in the Player's Handbook is underpowered or in need of ma-jor alterations to compete with other classes in terms of power level, or that the Battle Master is inherently the "best" martial archetype in all situations and should have its power reduced. This homebrew was primarily created as an exercise in game design. However, I do believe balance is paramount, and am open to all constructive feedback regarding the balance of these split classes. If you like this split version of the fighter class better than the official version, feel free to use it in your own campaigns--at your DM's discretion, of course. Fighter A human in clanging plate armor holds her shield before her as she runs towards the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. A dwarf in chain mail interposes his shield between the ogre's club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a deadly blur as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for spots in an area, a master with the trident and net, skilled at toppling foes and moving them around for the crowd's delight--and his own tactical advantage. His opponent's sword flares with blue light an instant before she sends lighting flashing forth to smite him. All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons and Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings--as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. See the Player's Handbook for more information on what defines a fighter. The Fighter Level Proficiency Bonus Features 1st +2 Fighting Style, Second Wind 2nd +2 Action Surge 3rd +2 Martial Archetype 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Ability Score Improvement 7th +3 Martial Archetype feature 8th +3 Ability Score Improvement 9th +4 Indomitable (one use) 10th +4 Martial Archetype feature 11th +4 Extra Attack (2) 12th +4 Ability Score Improvement 13th +5 Indomitable (two uses) 14th +5 Ability Score Improvement 15th +5 Martial Archetype feature 16th +5 Ability Score Improvement 17th +6 Action Surge (two uses), Indomitable (three uses) 18th +6 Martial Archetype feature 19th +6 Ability Score Improvement 20th +6 Extra Attack (3) Quick Build You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight or Arcane Archer martial archetype. Second, choose the soldier background. Class Features As a fighter, you gain the following class features. Hit Points Hit Dice: 1d10 per fighter level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background. (a) chain mail (b) scale mail and two daggers or (c) leather armor, a longbow, and a quiver of 20 arrows

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

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

(a) a dungeoneer's pack or (b) an explorer's pack Alternatively, you can ignore the equipment here and in your background, and instead purchase 5d4 x 10 gp worth of equipment from chapter 5 of the Player's Handbook. Fighting Style You have adopted a particular style of fighting as your speciality. 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 to attack rolls you make with ranged weapons. Close-Quarters Shooting When you make a ranged attack against a creature that is within 5 feet of you, you don't have disadvantage on the attack roll, and the attack roll has a +1 bonus. 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. Protection When a creature you can see attacks a target other than you that is within 5 feet of you while you're wielding a shield, you can use your reaction to impose disadvantage on that creature's attack roll. Throwing Artistry When you miss a ranged attack with a weapon that has the light and thrown properties, roll a d6. On a 5 or 6, the weapon returns to your hand. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Versatility You can don or doff a shield as a bonus action. In addition, you gain a +1 bonus to attack rolls you make with melee weapons that have the versatile property. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one of the following options, detailed at the end of the class description. Champion. An exemplar of physical perfection.

An exemplar of physical perfection. Brute. A mighty destroyer of all who oppose them.

A mighty destroyer of all who oppose them. Sharpshooter. An unparalleled marksman and sniper.

An unparalleled marksman and sniper. Skirmisher. A fast-moving wilderness commando.

A fast-moving wilderness commando. Cavalier. A mounted defender and protector.

A mounted defender and protector. Exalted Heart. A bearer of an unbreakable will.

A bearer of an unbreakable will. Eldritch Knight. A wielder of both blades and spells.

A wielder of both blades and spells. Arcane Archer. A master of an elven tradition. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Optional Rule: Additional Fighting Styles If you are using this variant on the Fighter class in your campaign, you may offer other classes that gain the Fighting Style class feature some of the additional fighting styles introduced here. Paladins may select the Throwing Artistry or Ver-satility fighting styles, in addition to the standard options for that class. Rangers may select the Close-Quarters Shooting or Throwing Artistry fighting styles, in addition to the standard options for that class. Bards of the College of Swords may select the Throwing Artistry fighting style, in addition to the standard options for that Bard College.

Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Indomitable Beginning at 9th level, when you fail a saving throw, you can reroll it and must use the new roll. Once you use this feature, you must finish a short or long rest before you can use it again. You can use it twice before a rest starting at 13th level, and three times before a rest starting at 17th level. Martial Archetypes Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal massive damage to their enemies in battle. Remarkable Athlete Starting when you choose this archetype at 3rd level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already include your proficiency bonus. In addition, when you make a running jump, the distance you can cover increases by a number of feet equal to your Constitution modifier. Improved Critical Also starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Devastating Blow Starting at 7th level, when you score a critical hit with a weapon attack, the attack deals additional damage equal to half your fighter level (round up). Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18, 19, or 20 on the d20. Survivor By 18th level, you have achieved the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to your Constitution modifier (minimum of 1). If you have less than half your hit points left, you regain an additional 5 hit points. You don't gain this benefit if you have 0 hit points.

Brute When most think of fighters, they think of brutes--warriors reliant on nothing but their own might and durability to overcome their foes. Some brutes combine their sheer power with cunning and tactical knowledge; others simply hit things until those things stop hitting them back. Brute Force Beginning when you choose this archetype at 3rd level, you can attack with exceptional power. This application of force is represented by your Brute Force die, a d4. When you make an unarmed strike or melee weapon attack using Strength, you can expend your Brute Force die. If the attack hits, roll the expended die and add the number rolled to the attack's damage roll. You regain your Brute Force die at the start of your next turn. You gain a second Brute Force die when you reach 10th level in this class, and a third Brute Force die when you reach 18th level in this class. You can only expend one Brute Force die per attack. Imposing Figure Also at 3rd level, your prodigious strength makes you a fearsome figure. You gain proficiency in the Intimidation skill. If you're already proficient in it, you instead gain proficiency in one other skill of your choice from the fighter skill list. Your proficiency bonus is doubled for any ability check you make that uses Intimidation. You receive this benefit regardless of the skill proficiency you gain from this feature. Brutish Durability Starting at 7th level, your toughness allows you to shrug off assaults that would devastate others. When you are hit by an attack, you can expend one of your Brute Force dice, rolling the die and adding the number rolled to your AC against that attack. Improved Brutality At 10th level, your Brute Force dice turn into d6s. At 18th level, they turn into d8s. Destructive Attack Starting at 15th level, when you expend a Brute Force die and roll a 1 or 2 on it, you can roll the Brute Force die again and use the total of both numbers. If the new roll is also a 1 or a 2, you must use it regardless. Sharpshooter The archetypal Sharpshooter is a master of ranged combat. Though any fighter may wield a bow with skill, Sharpshooters are unparalleled archers, capable of striking with pinpoint accuracy for maximum damage at nearly any range. Eagle-eyed scouts and snipers with unmatched perception, these fighters are perilous foes for any melee combatant. Power Shot Beginning when you choose this archetype at 3rd level, you gain the ability to make more powerful attacks at range. This heightened marksmanship is represented by your Power Shot die, a d4. When you make a ranged weapon attack, you can expend your Power Shot die. If the attack hits, roll the expended die and add the number rolled to the attack's damage roll. You regain your expended Power Shot die at the start of your next turn. You gain a second Power Shot die when you reach 10th level in this class, and a third Power Shot die when you reach 18th level in this class. You can only expend one Power Shot die per attack. Marksman's Senses Also starting at 3rd level, you become a keen spotter, adept at noticing foes who are attempting to hide. You gain the following benefits. You gain proficiency in the Investigation skill if you don't already have it.

You can take the Search action as a bonus action on each of your turns in combat.

When you make an Intelligence (Investigation) or Wisdom (Perception) check with disadvantage, you can choose to ignore that disadvantage. You must then finish a short or long rest before you can do so again.

Reactive Shot Beginning at 7th level, you develop the ability to quickly strike at foes who attempt to flee your weapon's range. When you are wielding a ranged weapon, you can use your reaction to make an oppor-tunity attack with that weapon against a hostile creature that you can see when it moves out of your weapon's normal range. For example, if you are wielding a light crossbow, you can make an opportunity attack against any hostile creature that attempts to move from a location that is within 80 feet of you to a location that is more than 80 feet away from you. Improved Marksmanship At 10th level, your Power Shot dice turn into d6s. At 18th level, they turn into d8s. Supreme Shot Starting at 15th level, when you expend a Power Shot die, you add the number rolled to both the attack and damage roll of your attack. Skirmisher The archetypal Skirmisher is quick on their feet and even quicker with a blade. Moving almost elegantly through the chaos of combat, Skirmishers move rapidly from target to target, cutting their foes down before their presence can be detected. Though similar in some aspects to rogues, fighters of this archetype rely on physical power more than the stealth and cunning of the rogue, and are more often found in wild regions of the world, hunting their enemies and honing their skills in solitude. Fighters of the Skirmisher archetype are often found on the high seas. The ability to strike nimbly and move with ease in any terrain comes in handy when battling pirates amongst the rigging of a ship. Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Nature, Stealth, or Survival. Alternatively, you learn one language of your choice. Wild Warrior Also at 3rd level, your speed increases by 5 feet, and you gain a climbing and swimming speed equal to your walking speed. You don't gain these benefits while you're wearing heavy armor. Agile Combatant Starting at 7th level, you learn how to move quickly through combat, from one target to the next. When you take the Attack action on your turn, you gain 10 feet of special movement. You can use this special movement before or after any of the attacks you make as part of the Attack action. This movement doesn't count against the distance you can move on that turn, and it doesn't provoke opportunity attacks. Hamstring At 10th level, you learn how to make attacks that impair your foes' ability to move, at the expense of accuracy when strik-ing. Once per turn, when you make a melee weapon attack, you can choose to make the attack with disadvantage if you don't already have disadvantage on the attack roll. If the attack hits, the target's speed is halved until the end of your next turn. You can't use this feature on the same target again until this penalty to their speed no longer applies. Canny Counter Beginning at 15th level, your quick reflexes allow you to dodge incoming attacks, then strike back against your attacker. When a creature you can see attacks you, you can use your reaction to impose disadvantage on the attack roll. If the attack misses, you can make one weapon attack against the attacker, as part of the same reaction. Swift Death At 18th level, your speed transforms you into the ultimate weapon. Once per turn, when you hit a creature with a weapon attack, you can cause the attack to deal extra damage. The extra damage equals the difference between your walking speed and the target's walking speed. If the target's walking speed is equal to yours or higher, the attack deals no extra damage.

Cavalier The archetypal Cavalier excels at mounted combat and at guarding those in their charge from harm, often serving as the protectors of their superiors and of the weak. Drawn to right wrongs or earn prestige, many of these fighters leave lives of comfort in the courts of nobles or the inner circles of diplomats to embark on glorious adventure. Born to the Saddle When you choose this archetype at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. In addition, if you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Master of the Stable Also starting at 3rd level, you have a knack for controlling your mount and interacting with other beasts. You gain proficiency in the Animal Handling skill. If you're already proficient in it, you instead gain proficiency in one other skill of your choice from the fighter skill list. Your proficiency bonus is doubled for any ability check you make that uses Animal Handling. You receive this benefit regardless of the skill proficiency you gain from this feature. In addition, on each of your turns in combat, you can make a Wisdom (Animal Handling) check as a bonus action. Unwavering Mark Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a weapon attack, you can choose to mark the target until the end of your next turn. This effect ends early if you are incapacitated or die, or if someone else marks the creature. You can use this mark a number of times equal to your Strength modifier (a minimum of once), regaining all expended uses when you finish a long rest. While it is within 5 feet of you, the marked creature has disadvantage on attack rolls against creatures other than you. In addition, if the marked creature deals damage to a creature other than you, you can use your reaction to make a melee weapon attack against it. You have advantage on the attack roll, and if it hits, the attack deals extra damage equal to half your fighter level (round up). Warding Maneuver Starting at 7th level, you can fend off strikes directed at you, your mount, or other nearby creatures. When you or a creature within 5 feet of you is hit by an attack, you can use your reaction to roll a d8 and add the number rolled to the target's AC for that attack. If the attack still hits, the target has resistance against the attack's damage. You must be wielding a melee weapon or a shield to use this feature. You can use this feature a number of times equal to your Strength modifier (a minimum of once), regaining all expended uses when you finish a long rest. Hold the Line At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you while they move 5 feet or more while within your reach. In addition, if you hit a creature with an opportunity attack, that creature's speed is reduced to 0 feet until the end of the current turn.

Ferocious Charger Starting at 15th level, you can run down your foes, whether you're mounted or not. Once on each of your turns, if you move or ride your mount at least 10 feet in a straight line right before hitting a creature with a melee weapon attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Vigilant Defender Starting at 18th level, you respond to danger with extraordi-nary vigilance. In combat, you get a special reaction that you can take once on each creature's turn except your own. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction. Exalted Heart The archetypal Exalted Heart draws on an implacable fighting spirit to overcome enemies. The resolve of an Exalted Heart is nearly unbreakable, and the enemies in the path of an Exalted Heart have two choices: yield, or die fighting. Fighting Spirit When you choose this archetype at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain a number of temporary hit points equal to your fighter level. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all expended uses when you finish a long rest. Warrior's Wisdom Also starting at 3rd level, your disciplined mind allows you to excel in situations that require understanding and comprehension. Whenever you make an Intelligence or Charisma ability check, you can gain a bonus to the check equal to your Wisdom modifier (minimum of 1). Unbeatable Heart Starting at 7th level, your Fighting Spirit empowers you to battle, even when you are afflicted with an impairment. When you use your Fighting Spirit feature while affected by a condition that a saving throw can end, you can immediately make a saving throw against that condition. Tireless Spirit Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use of it. Rapid Strike Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll, you can forgo that

advantage. If you do so, you can make one addi-

tional weapon attack, as part of the same

action. You can use this feature only once

per turn. Strength Before Death Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points but doesn't kill you outright, you can use your reaction to delay falling unconscious. When you do so, you can immediately take an extra turn, interrupting the current turn. You automatically gain the benefits of your Fighting Spirit feature during this extra turn, without expending a use of the feature. During your extra turn, taking damage while at 0 hit points causes death saving throw failures as normal, and failing three death saving throws can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points and haven't died, and turn order resumes as normal. Once you use this feature, you can't do so again until you finish a long rest.

























































Why Not Samurai?: A Note from the Author The Exalted Heart martial archetype was heavily based on the Samurai martial archetype from Xanathar's Guide to Everything. However, when adapting this subclass, I chose to give it a different name and flavor to divorce it from any connection to a real-world archetype. I did this because I felt that samurai were too specific to simply be ported into any given campaign setting, and that I would rather change the subclass's flavor than disallow it in games. If you are using this revised version of the Fighter in your game, you are obviously free to reflavor the Exalted Heart subclass as a samurai, or as anything else you see fit.

Eldritch Knight The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 11 for the wizard spell list. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend 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 spell slot available, you can cast shield using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of 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. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. 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, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = Your proficiency bonus + your Intelligence modifier

Eldritch Knight Spellcasting Fighter

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 Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you're incapacitated. You can use a bonus action to summon the weapon if it is on the same plane of existence as you, causing it to teleport instantly to your hand. In addition, the bonded weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage, if it wasn't already a magic weapon. You can also use a bonded weapon as a spellcasting focus for the spells you learn as a result of gaining levels in this class. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must choose one of the other two weapons, instantly breaking your bond with it. War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can choose to teleport before or after the additional action. Improved War Magic Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. Arcane Archer An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery. Arcane Archer's Lore When you choose this archetype at 3rd level, you learn magical theory and some of the secrets of nature—typical for practitioners of this elven martial tradition. You gain proficiency in your choice of either the Arcana or Nature skill, and you learn your choice of either the druidcraft or prestidigitation cantrip. Arcane Shot At 3rd level, you learn how to unleash special magical effects with your shots. You learn two Arcane Shot options of your choice, which are detailed under "Arcane Shot Options" below. Once per turn when you fire a piece of ammunition as part of making a ranged weapon attack, you can apply one of your Arcane Shot options to that piece of ammunition. You can use this feature a number of times equal to half your fighter level (round up), and regain all expended uses when you finish a long rest. You gain one additional Arcane Shot option of your choice at 7th, 10th, and 15th level. Each time you learn a new Arcane Shot option, you can also replace one Arcane Shot option you know with a different one. Some of your Arcane Shot options require your target to make a saving throw to resist the maneuver's effects. The saving throw DC for your maneuvers is calculated as follows: Arcane Archer maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

Magic Arrow At 7th level, you gain the ability to infuse your ranged attacks with magic. Whenever you fire a nonmagical piece of ammunition as part of making a ranged weapon attack, you can choose to make that piece of ammunition magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the piece of ammunition once the attack hits or misses. Curving Shot At 10th level, you can learn how to direct an errant shot back towards a new target. Once per turn, when you fire a piece of ammunition as part of making a ranged weapon attack and miss, you can reroll the attack roll against a different target within 60 feet of the original target. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), regaining all expended uses when you finish a long rest. Empowered Shot At 15th level, you learn how to expend additional magical power to amplify the effects of your arcane shots. When you deal damage with an Arcane Shot option, you can expend a second use of Arcane Shot to roll twice as many dice to determine the shot's extra damage. For example, if you would normally roll 2d6 to determine the extra damage, you instead roll 4d6. Ever-Ready Shot Starting at 18th level, when you roll initiative and have no uses of Arcane Shot remaining, you regain two uses of it.

Arcane Shot Options The options are listed in alphabetical order. Banishing Arrow. When you hit a creature with a ranged weapon attack, you can use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. Your attack deals an extra 1d6 force damage to the target, and the target must succeed on a Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it occupied before being banished, or in the nearest unoccupied space if that space is occupied. Beguiling Arrow. When you hit a creature with a ranged weapon attack, you can use enchantment magic temporarily beguile the target. Your attack deals an extra 2d6 psychic damage to the target, and the target must make a Wisdom saving throw. On a failed save, the target is charmed by one of your allies you choose until the start of your next turn or until the chosen ally does anything harmful to it. The chosen ally must be within 30 feet of the target. Bursting Arrow. When you hit a creature with a ranged weapon attack, you can imbue your arrow with radiant energy drawn from the school of evocation. The piece of ammunition you fired to make the attack explodes in a burst of searing light, dealing 2d6 radiant damage to the target and all other creatures within 10 feet of it. Enfeebling Arrow. When you hit a creature with a ranged weapon attack, you can weaken the target of your attack with necromantic magic. Your attack deals an extra 2d6 necrotic damage to the target. In addition, the creature must succeed on a Constitution saving throw or deal half damage with weapon attacks that use Strength until the start of your next turn. Grasping Arrow. When you hit a creature with a ranged weapon attack, you can entangle the creature in grasping, poisonous brambles summoned with conjuration magic. Your attack deals an extra 1d6 poison damage to the target. In addition, the target becomes entangled in vines. Its speed is reduced by 10 feet, and it takes 1d6 slashing damage the first time on each of its turns it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this Arcane Shot option again. Piercing Arrow. You can use transmutation magic to give your ammunition an ethereal quality. When you use this option, you don't make an attack roll. Instead, the piece of ammunition fires forward in a 30-foot line that is 1 foot wide. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes the ammunition's normal damage, plus an extra 1d8 piercing damage. On a successful save, a target takes half as much damage. Seeking Arrow. You can use divination magic to cause your ammunition to track its target. When you use this option, you don't make an attack roll. Instead, the piece of ammunition flies towards one creature of your choice you have seen within the past minute, moving around corners if necessary and ignoring half cover and three-quarters cover. If the target is within the weapon’s range and there is a path large enough for the piece of ammunition to travel to the target, the target must make a Dexterity saving throw. On a failed save, a target takes the ammunition's normal damage, plus an extra 1d8 piercing damage, and you learn the target's current location. On a successful save, a target takes half as much damage and you don't learn its location. Shadow Arrow. When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to occlude the target's vision with illusion magic. Your attack deals an extra 2d6 psychic damage to the target. In addition, the target must succeed on a Wisdom saving throw or become unable to see anything other than 5 feet away until the start of your next turn.

Warlord Bellowing a war cry, a dragonborn leads his company of soldiers into battle, charging into the hobgoblin horde. As he smashes into his foes with mace and shield, the dragonborn's presence inspires his allies, allowing them to overcome their fears and fight on. After dodging the heavy swings of its club, a half-orc raises a hand to her ogre foe, beckoning it closer. Enraged, the ogre rushes back into the fray, only to be caught off guard by a deft swing of the half-orc's sword, toppling thunderously to the ground as its opponent laughs. A tiefling raises a hand, giving a complex series of signals to her fellow warriors. When their target's guard is down, they burst forth from their hiding place within the trees--except for the tiefling, who readies her longbow and aims for the fray of battle, confident that her arrow will weave through the forest of her allies and strike true at her foe. Warlords are leaders on the field of battle, commanding their allies and leading them to victory with their tactical know-ledge and inspiring presences. Whether gained through years of battlefield experience or academic study, the command ability of a warlord can instill bravery and discipline into all who witness it, making living weapons of even inexperienced warriors. Martial Leaders Warlords are set apart from fighters by their leadership ability. A warlord must blend a knowledge of battle tactics and the history of warfare with an ability to instill confidence in their fellows. To be a successful warlord, one must have the charisma of a natural leader, whether one is commanding foot soldiers in a city militia or participating in an egalitarian adventuring band. Not all warlords are suited to entering battle themselves, however. Unlike fighters, who tend to concentrate solely on the practical aspects of martial study, warlords see warfare as an academic field. As a result, warlords are often less suited to frontline combat than fighters of equivalent experience and training. Some warlords prefer to remain at a safe distance from combat, just close enough for their allies to hear their commands, while others disregard their own safety and lead by example in the fray of combat. Masters and Commanders A leader is nothing without followers, and thus

warlords are rarely found alone. They can often

be found as officers in the military forces of great

nations or the private armies of nobles, or occupying leadership positions in city watch forces or guard corps. Warlords can also frequently be found taking up adven-turing lives. Many an overconfident adventurer has met

their end after assuming that a sharpened blade or a

mastery of magic was all they needed to overcome the perils of dungeoneering, and allowed interpersonal strife and disorganization to un-dermine their party's efforts. The presence of a warlord in-spires such undisciplined souls to work together, elevating their chances of success--and therefore glory. Creating a Warlord When creating your warlord character, think about where their leadership ability developed. Did they work their way up through the ranks of a military organization? Did they display a natural tendency for leadership, allowing them to take command of a clan or outland tribe? Perhaps they led in a different capacity, serving as a guild organizer or political figure, before some defining event pushed them into a life of adventuring. Where did your character hone their skills before they became an adventurer? Perhaps they served as a city guard, or as a keeper of law and order in a small village or town. They might have served in a military force, or been a member of a tribe or horde existing outside the bounds of civilization. Or they might have little to no practical experi-

ence, and are eagerly delving into adventuring

to test their theories on the arts of war.

The Warlord Level Proficiency Bonus Superiority Dice Features Combat Leader 1st +2 ─ Combat Leader, Commander's Strike +1 2nd +2 3 Fighting Style, Inspiring Word, Combat Superiority (d6) +1 3rd +2 3 War Path +1 4th +2 3 Ability Score Improvement +1 5th +3 4 Extra Attack, Combat Superiority (d8) +2 6th +3 4 Maneuvering Strike +2 7th +3 5 War Path feature +2 8th +3 5 Ability Score Improvement +2 9th +4 6 Know Your Enemy +3 10th +4 6 War Path feature +3 11th +4 6 Cry Havoc, Combat Superiority (d10) +3 12th +4 7 Ability Score Improvement +3 13th +5 7 Defiance +4 14th +5 7 Victorious Strike +4 15th +5 8 War Path feature +4 16th +5 8 Ability Score Improvement +4 17th +6 8 Furious Order, Combat Superiority (d12) +5 18th +6 9 War Path feature +5 19th +6 9 Ability Score Improvement +5 20th +6 9 Relentless +5 Quick Build You can make a warlord quickly by following these suggestions. First, make Charisma your highest ability score, followed by Strength or Constitution. Next, choose the soldier background. Class Features As a warlord, you gain the following class features. Hit Points Hit Dice: 1d8 per warlord level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlord level after 1st

Proficiencies Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: Navigator's tools Saving Throws: Constitution, Charisma

Skills: Choose two from Animal Handling, Athletics, Deception, History, Insight, Intimidation, Perception, and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background. (a) leather armor, a light crossbow, and 20 bolts or (b) scale mail and two daggers

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

(a) a diplomat's pack or (b) an explorer's pack Alternatively, you can ignore the equipment here and in your background, and instead purchase 5d4 x 10 gp worth of equipment from chapter 5 of the Player's Handbook. Combat Leader Your inspiring presence urges your allies to act quickly in combat. You and each friendly creature within 30 feet of you that can see or hear you gains a +1 bonus to initiative. The bonus increases as you gain levels in this class, as shown in the Combat Leader column of the Warlord table.

Commander's Strike Your martial knowledge allows you to attack decisively, and to command or inspire your allies to attack alongside you. When you take the Attack action on your turn, you can use a bonus action to give a command or inspiring word to another friendly creature within 60 feet of you that can see or hear you. That creature can use its reaction to make one weapon attack, if it wishes. Fighting Style At 2nd level, you adopt a particular style of fighting as your speciality. 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 to attack rolls you make with ranged weapons. Close-Quarters Shooting When you make a ranged attack against a creature that is within 5 feet of you, you don't have disadvantage on the attack roll, and the attack roll has a +1 bonus. 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. Protection When a creature you can see attacks a target other than you that is within 5 feet of you while you're wielding a shield, you can use your reaction to impose disadvantage on that creature's attack roll. Versatility You can don or doff a shield as a bonus action. In addition, you gain a +1 bonus to attack rolls you make with melee weapons that have the versatile property. Inspiring Word Starting at 2nd level, you can call out to an ally to bolster their resolve. You can use a bonus action to inspire one friendly creature within 60 feet of you that can see or hear you. That creature gains temporary hit points equal to your Charisma modifier + half your warlord level (round up). You can use this feature a number of times equal to your Charisma modifier (a minimum of once), regaining all expended uses when you finish a long rest. Combat Superiority Also starting at 2nd level, your intensive training in battle tactics manifests itself in the form of special dice. These dice, called superiority dice, fuel your warlord abilities. You have three superiority dice, which are d6s. You spend superiority dice to fuel special combat abilities called maneuvers, which are detailed under "Maneuvers" below. You regain all of your expended superiority dice when you finish a long rest. Your superiority dice change when you certain levels in this class. The dice become d8s at 5th level, d10s at 11th level, and d12s at 17th level. In addition, you gain additional superiority dice as you gain levels in this class, as shown in the Superiority Dice column of the Warlord table. Maneuvers Some maneuvers enhance an attack in some way. You can use more than one maneuver per turn, but only one maneuver per attack. Power Attack. When you hit a creature with a weapon attack, you can expend one superiority die, rolling the die and gaining a bonus to the attack's damage roll equal to the number rolled + your Charisma modifier (minimum of 1). Precision Attack. When you make a weapon attack roll, you can expend one superiority die, rolling the die and adding the number rolled to the attack roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Unbreakable. When you make a saving throw, you can expend one superiority die, rolling the die and adding the number rolled to the saving throw. You can use this maneuver before or after you make the saving throw, but before the DM tells you whether you succeed or fail. Warlord's Insight. When you make an Intelligence, Wisdom, or Charisma ability check, you can expend one superiority die, rolling the die and adding the number rolled to the ability check. You can use this maneuver before or after you make the ability check, but before the DM tells you whether you succeed or fail. War Path At 3rd level, you choose a school of tactics from which you draw inspiration and education, shaping your warlord abilities. Choose one of the following options, detailed at the end of the class description. Battle Master. A warrior armed with complex knowledge of battle and tactics.

A warrior armed with complex knowledge of battle and tactics. Knight Commander. An inspiring presence on the front lines of battle.

An inspiring presence on the front lines of battle. Vanguard. A resilient warrior who traps their enemies in single combat.

A resilient warrior who traps their enemies in single combat. War Chief. A commander of a warrior horde who strikes fear into the hearts of their enemies. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Maneuvering Strike Starting at 6th level, your attacks can give openings to your allies, allowing them to move into more advantageous positions. When you use your Commander's Strike feature, the friendly creature you choose may use its reaction to move up to half its speed, instead of making a weapon attack. This movement doesn't provoke opportunity attacks from any creature you hit with a weapon attack as part of the Attack action on that turn. Know Your Enemy Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following charac-teristics of your choice: Strength score

Dexterity score

Constitution score

Armor Class

Current hit points

Total class levels (if any)

One class in which it possesses levels (if any) Cry Havoc Starting at 11th level, your allies attack with greater precision when you lead them into battle. On the first round of combat, you and each friendly creature within 30 feet of you gains a bonus to all attack rolls you make during that round. The bonus equals your Combat Leader bonus. Defiance Starting at 13th level, your presence inspires your allies to fight for their lives. While you're not incapacitated, any ally within 30 feet of you gains a bonus to death saving throws equal to your Charisma modifier (minimum of 1). Victorious Strike By 14th level, your allies can capitalize on moments of victory. When one of your allies reduces a creature to 0 hit points with a weapon attack as part of the reaction granted by your Commander's Strike feature, they may choose to either make a second attack with the same weapon or move up to half their speed without provoking opportunity attacks, as part of the same reaction. Furious Order Starting at 17th level, you can forgo some of your own combat ability to give an ally an opportunity to strike. When you take the Attack action on your turn, you can forgo one of your own attacks and choose a friendly creature you can see within 60 feet of you that can see or hear you, as part of the same ac-tion. This creature can make one additional weapon attack as part of the Attack action if it takes that action on its next turn. Once you use this feature, you can't do so again until you finish a short or long rest. Relentless At 20th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die. War Paths Many paths are available to a warlord--the branching roads of history, paved by tacticians and commanders who came before. You choose one of these paths to emulate, gaining features based on its teachings.

Battle Master Warlords of the Battle Master path employ martial tech-niques passed down through generations. To a Battle Master, combat is an academic field, including subjects beyond battle itself such as weaponsmithing and calligraphy. The lessons of history, theory, and artistry that are reflected in the Battle Master path mold the warlords who follow it into well-rounded leaders and warriors of great skill and knowledge. Bonus Proficiency When you choose this path at 3rd level, you gain proficiency with one type of artisan's tools of your choice. Expanded Maneuvers Also at 3rd level, you learn two Battle Master maneuvers of your choice, which are detailed under "Battle Master Maneuvers" below. You learn two additional Battle Master maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new Battle Master maneuvers, you can also replace one Battle Master maneuver you know with a different one. Some of your Battle Master maneuvers require your target to make a saving throw to resist the maneuver's effects. The save DC for your Battle Master maneuvers is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier--whichever you used for the attack and damage roll of the attack the maneuver enhanced. Tactical Command Starting at 7th level, you can momentarily impart your strategies onto your allies. When one of your allies hits a creature with a weapon attack as part of the Commander's Strike reaction, you can choose one of your Battle Master maneuvers and expend a superiority die, rolling the die and applying the effects of that maneuver to your ally or the target of your ally's attack, as appropriate. You cannot choose a maneuver that would require your ally to take an additional reaction or a bonus action. If the maneuver you choose requires its target to make a saving throw, you use your ally's Strength or Dexterity modifier, as appropriate, to calculate the save DC instead of your own. Font of Tactics Beginning at 10th level, you regain half your expended superiority dice (round up) when you finish a short rest. Master's Precision Starting at 15th level, your knowledge of warfare allows you to strike with precision, even when using a complex maneuver. Once on each of your turns, you can use Precision Attack and a Battle Master maneuver on the same attack, expending a separate superiority die for each maneuver. Unerring Command Starting at 18th level, your expertise in combat tactics lets you and your allies strike more accurately when using your maneuvers. When you roll a number on a superiority die that is lower than your Charisma modifier, you can use your Charisma modifier in place of the number rolled. Battle Master Maneuvers When you use one of these maneuvers to enhance an ally, all effects that would normally apply to you apply to that creature instead. Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. Roll the superiority die and add the number rolled to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Evasive Footwork. You can expend one superiority die and use a bonus action on your turn to move swiftly and in an unpredictable pattern. The next time you move, roll the superiority die and add the number rolled to your AC until you stop moving. Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, roll the superiority die and add the number rolled to the attack’s damage roll. Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. Roll the superiority die and add the number rolled to the attack’s damage roll. In addition, the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Impeding Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to block the target's movement. Roll the superiority die and add the number rolled to the attack’s damage roll. In addition, the target must make a Strength saving throw. On a failed save, the target's speed is halved until the end of its next turn. Inspiring Attack. When you hit a creature with a weapon attack, you can expend one superiority die to enhance your resolve. Roll the superiority die and add the number rolled to the attack's damage roll. In addition, you gain temporary hit points equal to the number you rolled on the superirity die. Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, roll the superiority die and add the number rolled to the attack’s damage roll. Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. Roll the superiority die and add the number rolled to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die, rolling the die and reducing the damage you take by the number rolled + your Strength or Dexterity modifier (your choice).

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. Roll the superiority die and add the number rolled to the attack's damage roll. In addition, if the target is no more than one size larger than you, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, roll the superiority die and add the number rolled to the attack's damage roll. Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach, then roll the superiority die. If the original attack roll would hit the second creature, it takes damage equal to the number rolled on the superiority die. The damage is of the same type dealt by the original attack. Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. Roll the superiority die and add the number rolled to the attack's damage roll. In addition, if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Knight Commander Warlords of the Knight Commander path inspire greatness in others by committing brave deeds in battle. As a Knight Commander spearheads an attack, their actions can awaken reserves of heretofore-unknown courage and conviction in their allies. Often beholden to the service of a king or queen and pledged to protect the crown, Knight Commanders take the fight against evil beyond their kingdom’s borders. They are tasked with wan-dering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. Bonus Proficiency When you choose this path at 3rd level, you gain proficiency with heavy armor. Royal Envoy Also starting at 3rd level, you can conduct yourself with grace as a knight of high standing.. You gain proficiency in the Persuasion skill. If you're already proficient in it, you instead gain proficiency in one other skill of your choice from the warlord skill list. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regard-less of the skill proficiency you gain from this feature. In addition, on each of your turns in combat, you can make a Charisma (Persuasion) check as a bonus action. Veteran's Resilience Also at 3rd level, your bravery and experience allow you to overcome injury in the midst of battle. When you use your Power Attack or Precision Attack maneuver, you can regain hit points equal to the number you roll on the superiority die + your Charisma modifier (minimum of 1 hit point). You can use this feature a number of times equal to your Charisma modifier (a minimum of once), regaining all expended uses when you finish a long rest. Stirring Resolve Starting at 7th level, your words of inspiration can bolster the resolve of multiple allies. When you use your Inspiring Word feature, instead of choosing a single target, you can choose a number of allies within 30 feet of you that can see or hear you, up to a number equal to your Charisma modifier (minimum of 1). Each of those creatures gains temporary hit points equal to your Charisma modifier + half your warlord level (round up). Once you use this feature, you must finish a long rest before you can use it again.

Knight's Boon Starting at 10th level, you can refresh your own confidence by witnessing your allies become inspired. Whenever you grant a creature temporary hit points with one of your warlord class features, you can choose to gain the same amount of temporary hit points. You only gain these temporary hit points once if you use this feature in conjunction with your Stirring Resolve feature. Bulwark Starting at 15th level, your mere presence inspires your allies to withstand hardship in combat. When you use your Unbreakable maneuver, you can choose a number of friendly creatures within 30 feet of you, up to a maximum equal to your Charisma modifier (minimum of 1). A creature you choose must be able to see or hear you, and must have to make the same saving throw that you are choosing to grant a bonus with your Unbreakable maneuver. Each creature you choose adds the number rolled on your superiority die to its saving throw. Press of Arms Starting at 18th level, you can direct your allies to fight as a single cohesive unit, striking at your foes in tandem. When you use your Commander's Strike feature, instead of choos-ing a single target, you can choose a number of allies within 30 feet of you that can see or hear you, up to a number equal to your Charisma modifier (minimum of 1). Each of those creatures can use their reactions to make one weapon attack each, if they wish. Once you use this feature, you must finish a long rest before you can use it again. Vanguard Warlords of the Vanguard path place themselves on the front line of the battle, using both their tactical knowledge and their durability to protect their allies from attack. Though a vanguard might appear to be a mindless mass of muscle at first glance, this War Path requires a great deal of psycholo-gical training, allowing its followers to manipulate their foes into making mistakes--and therefore suffering defeat. Shielded Defense Starting when you choose this path at 3rd level, you gain a +1 bonus to AC while you're wielding a shield. War Taunt Also at 3rd level, you can call out your foes, enraging

them and luring them into melee combat. As a bonus

action, you can insult, threaten, or otherwise dis-

parage one creature within 30 feet of you that can

see or hear you and that can understand you. This

creature must make a Wisdom saving throw (DC 8

+ your Charisma modifier + your proficiency bonus).

On a failed save, the creature becomes hostile

towards you if it wasn't already, and becomes

taunted by you for 1 minute. A taunted creature must spend its turns trying to

move as close to you as it can, and it can't willingly

move more than 30 feet away from you. For its action, it

can only make attacks against you or target you with harmful effects. A taunted creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. It can also repeat the saving throw whenever you target another creature with an attack or harmful effect, another creature targets it with an attack or harmful effect, or you end your turn more than 30 feet away from it. You can use this feature a number of times equal to your Charisma modifier (a minimum of once), regaining all expended uses when you finish a long rest. Superior Shieldbearing By 7th level, you have learned special techniques for self-defense that require a shield. When you are hit by an attack while you're wielding a shield, you can expend one superiority die, rolling the die and gaining a bonus to AC against that attack equal to the number rolled. If the attack still hits you after you gain this bonus, you instantly regain one superiority die.

Center of Attention Starting at 10th level, when you roll initiative and have no uses of War Taunt remaining, you regain one use of it. Thick Skin Starting at 15th level, you can shrug off the assaults of your foes. When a creature that is taunted by you deals damage to you, you have resistance to that damage. Enthralling Taunt Beginning at 18th level, creatures other than you have advantage on attack rolls against creatures that are taunted by you. War Chief Warlords of the War Chief path are bearers of great fury, using pure overpowering force to overcome their foes. Often thought of as simple savages by followers of other War Paths, War Chiefs bear the same understanding of tactics and warfare as all other warlords do--they simply find an over-whelming offense to be the best possible strategy. When a horde of outland warriors finds themselves under a War Chief's banner, their aggression becomes overwhelming, and their destructive potential becomes unstoppable. Dominating Attack Starting when you choose this path at 3rd level, when you score a critical hit with a weapon attack, the attack deals additional damage equal to your Charisma modifier (minimum of 1). Furious Leader Also at 3rd level, you learn how to lead your allies into battle, striking quickly and decisively. You have advantage on initiative rolls if you aren't surprised at the beginning of combat. In addition, when you hit a creature with a weapon attack during the first round of combat, you gain a bonus to the damage roll equal to your Combat Leader bonus. Finally, when a friendly creature within 30 feet of you that can see or hear you rolls initiative, you can expend one superiority die, rolling the die and adding the number rolled to that creature's initiative roll. You can use this feature before or after the creature rolls the d20, but only once per combat. Intimidating Presence Beginning at 7th level, your presence on the battlefield strikes fear in your foes' hearts. At the beginning of combat, each hostile creature within 60 feet of you that can see or hear you must make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus). A creature that is surprised makes this save with disadvantage. Each creature that fails this save is frightened of you until the end of its first turn in combat. Inspire Ferocity Beginning at 10th level, your aggressive commands inspire your allies to strike harder. When one of your allies makes a weapon attack as part of the reaction granted by your Commander's Strike feature, the attack scores a critical hit on a roll of 19 or 20 on the d20. Vicious Cry Starting at 15th level, you can use a bonus action to announce your presence on the battlefield with a blood-curdling cry. Each hostile creature within 60 feet of you that can hear you must make a Constitution saving throw (DC 8 + your Charisma modifier + your proficiency bonus). A creature automatically succeeds on this save if it can't be deafened. On a failed save, a creature is stunned until the end of its next turn. Once you use this feature, you must finish a long rest before you can use it again. Blood Superiority Starting at 18th level, when you reduce a hostile creature to 0 hit points, you regain one expended superiority die.

Customization Options These optional rules are intended to be used in conjunction with the customization options found in chapter 6 of the Player's Handbook. They include multiclassing rules for the warlord and this amended version of the fighter, as well as several new and updated feats usable with these classes. Fighter Ability Score Minimum: Strength 13 or Dexterity 13

Proficiencies Gained: Light armor, medium armor, shields, simple weapons, martial weapons

Class Feature Interactions: If you gain the Fighting Style class feature from more than one class, you can select an additional fighting style option, but you can't select the same one more than once. You can have a maximum of two Fighting Style options

If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless you have at least 11 fighter levels. Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.

If you gain the Spellcasting class feature from the Eldritch Knight martial archetype and another class, you determine your total available spell slots by adding a third of your fighter levels (rounded down) to the appropriate number of levels you possess in any other class with this feature. Warlord Ability Score Minimum: Strength 13 or Dexterity 13; Charisma 13

Proficiencies Gained: Light armor, medium armor, shields, simple weapons

Class Feature Interactions: If you gain the Fighting Style class feature from more than one class, you can select an additional fighting style option, but you can't select the same one more than once.

If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature if you gain multiple versions of the feature that allow you to attack twice instead of once. Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack. Feat: Combat Specialist Prerequisite: Strength 13 or Dexterity 13 You specialize in a particular style of fighting. Choose one Fighting Style option available to the fighter class. You gain the benefits of this Fighting Style option if you don't already have them. You can only select this feat once, regardless of how many Fighting Styles are available for you to learn. Feat: Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits: You learn two maneuvers of your choice from among those available to the Battle Master path in the warlord class (including the four available to the warlord base class). If a maneuver you use enhances one of your attacks and requires the target of the attack to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier--whichever you used for the attack and damage roll of the attack the maneuver enhanced.

If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. You use this die to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a long rest.