Warlord Some heroes fight with a blade, striding into the frantic melee of war and revel in the crescendo of violence. Others take aim from afar peppering their foes with an endless hail of arrows. Some dabble in the arcane arts turning the battlefield into a distorted plane of fire and rubble. Despite their individual strengths no victory would be had without a voice commanding each one of them. Much can be learned from the bloody history of war and a willing student can harness this knowledge to their advantage. Learning from the mistakes of their ancestors and invigorated by their success a budding commander must eventually get practice in the field. Somw are natural leaders. Overflowing with charisma some champions of battle stride forward and inspire their allies with their sheer force of will. This talent is honed over time and as they prove themselves their confidence grows until their inspirational heroism reaches far and wide. Warlord Level Proficiency Bonus Features 1st +2 Command Points, Basic Commands 2nd +2 Combat Leader 3rd +2 Commanding Presence 4th +2 Ability Score Improvement 5th +3 Greater Commands 6th +3 Inspiring War Cry 7th +3 Commanding Presence Feature 8th +3 Ability Score Improvement 9th +4 Stand Firm 10th +4 Commanding Presence Feature 11th +4 Quick Commands (Basic) 12th +4 Ability Score Improvement 13th +5 Supreme Commands 14th +5 Reactive Commands 15th +5 Commanding Presence Feature 16th +5 Ability Score Improvement 17th +6 Quick Commands (Greater) 18th +6 Commanding Presence Feature 19th +6 Ability Score Improvement 20th +6 Supreme Warlord Class Features As a Warlord, you have the following class features. Hit Points Hit Dice: 1d10 per warlord level

1d10 per warlord level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warlord level after 1st Proficiencies Armour: All armour, shields

All armour, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None

None Saving Throws: Charisma, Intelligence

Charisma, Intelligence Skills: Choose four from Athletics, Deception, History, Insight, Intimidation, Perception, Persuasion, Religion and Survival. Equipment You start with the following equipment as well as any equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) chain mail or (b) leather armour, longbow and 20 arrows

(a) dungeoneer’s pack or (b) explorer’s pack

(a) light crossbow and 20 bolts or (b) 5 javelins Command Points The maximum number of Command Points you have access to is equal to your Warlord level. You can spend these command points to use Commands. A Basic Command requires 1 Command Point, a Greater Command Requires 2 Command Points and Supreme Commands require 3 Command Points. When you spend a Command Point it is unavailable until you finish a long or short rest. Commands Starting at 1st level your natural leadership abilities manifest themselves in Commands you can give to your allies, letting them fight harder, stronger and longer. You may also use your presence on the battlefield to sow doubt and disarray into the enemy. Away from the fight you are a natural leader that can lend his knowledge to allies or inspiring them to greater heights. When you first gain access to Commands you may select a number of them equal to your proficiency bonus; these are your known Commands. As your proficiency bonus increases you may select another Command to learn. On your turn you may use your action to issue an Order. Initially you may only use the Basic Command option for each Command. As you gain more experience and levels you will gain access to Greater Commands (5th Level) and Supreme Commands (13th Level).

The same Command, regardless of if it is at Basic, Greater or Supreme level, cannot be issued two turns in a row or twice in the same turn. If you just repeat yourself then people stop listening! Leaf on the Wind: Basic Command: Select an ally you can see. That ally may use their reaction to immediately move up to their Speed.

Select an ally you can see. That ally may use their reaction to immediately move up to their Speed. Greater Command: Select an ally you can see. That ally may immediately move up to their Speed.

Select an ally you can see. That ally may immediately move up to their Speed. Greater Command: Select an ally you can see. That ally may use their reaction to immediately move up to their Speed, ignoring attacks of opportunity.

Select an ally you can see. That ally may use their reaction to immediately move up to their Speed, ignoring attacks of opportunity. Supreme Command: All allies that can hear you may immediately use their reaction to immediately move up to their Speed. Hail of Steel Basic Command: Select a creature you can see and one ally that can hear you. The ally may immediately use their reaction to perform a single attack against the enemy.

Select a creature you can see and one ally that can hear you. The ally may immediately use their reaction to perform a single attack against the enemy. Greater Command: Select two creatures you can see and one ally that can hear you. The ally may immediately use their reaction to perform one attack against each enemy.

Select two creatures you can see and one ally that can hear you. The ally may immediately use their reaction to perform one attack against each enemy. Greater Command: Select a creature you can see and one ally that can hear you. The ally may immediately use their reaction to perform a single attack against the enemy with advantage.

Select a creature you can see and one ally that can hear you. The ally may immediately use their reaction to perform a single attack against the enemy with advantage. Supreme Command: All allies that can hear you may immediately use their reactions to make a single attack against an enemy they can see. Dexterous Surge Basic Command: An ally that can hear you may immediately use their reaction to use the Search or Use an Object action.

An ally that can hear you may immediately use their reaction to use the Search or Use an Object action. Greater Command: An ally that can hear you may immediately use their reaction to use the Dodge or Hide actions, or take the Search or Use an Object actions.

An ally that can hear you may immediately use their reaction to use the Dodge or Hide actions, or take the Search or Use an Object actions. Supreme Command: All allies that can hear you may immediately use their reactions to use Dodge or Hide actions, or take the Search or Use an Object actions. Heart of the Lion Basic Command: An ally that can hear you gains a 1d4 Inspiration dice and may use their reaction to make a Saving Throw against a saveable Condition.

An ally that can hear you gains a 1d4 Inspiration dice and may use their reaction to make a Saving Throw against a saveable Condition. Greater Command: An ally that can hear you gains a 1d8 Inspiration dice and may use their reaction to make a Saving Throw against a saveable Condition.

An ally that can hear you gains a 1d8 Inspiration dice and may use their reaction to make a Saving Throw against a saveable Condition. Greater Command: All allies that can hear you gain a 1d4 Inspiration dice and may use their reaction to make a Saving Throw against a saveable Condition.

All allies that can hear you gain a 1d4 Inspiration dice and may use their reaction to make a Saving Throw against a saveable Condition. Supreme Command: All allies that can hear you gain a 1d8 Inspiration dice and may use their reaction to make a Saving Throw against a saveable Condition. Roar of the Dragon Basic Command: A creature that can hear you must make a Wisdom saving throw. On a failed save the creature’s attacks are made at disadvantage until the start of your next turn.

A creature that can hear you must make a Wisdom saving throw. On a failed save the creature’s attacks are made at disadvantage until the start of your next turn. Greater Command: A creature that can hear you must make a Wisdom saving throw. On a failed save the creature becomes frightened of you until the start of your next turn.

A creature that can hear you must make a Wisdom saving throw. On a failed save the creature becomes frightened of you until the start of your next turn. Greater Command: All creatures that can hear you must make a Wisdom saving throw, decreasing the DC for each enemy affected. On a failed save the creatures’ attacks are made at disadvantage until the start of your next turn.

All creatures that can hear you must make a Wisdom saving throw, decreasing the DC for each enemy affected. On a failed save the creatures’ attacks are made at disadvantage until the start of your next turn. Supreme Command: All creatures that can hear you must make a Wisdom saving throw. On a failed save the creatures’ attacks are made at disadvantage until the start of your next turn. Guide Their Hand Basic Command: When an ally that can hear you would perform an Ability Check or Saving Throw you may use this order. For that Ability Check they may use your Ability Score instead of their own.

When an ally that can hear you would perform an Ability Check or Saving Throw you may use this order. For that Ability Check they may use your Ability Score instead of their own. Greater Command: When an ally that can hear you would perform an Ability Check or Saving Throw you may use this order. For that Ability Check they may use your total bonuses for that Skill instead of their own.

When an ally that can hear you would perform an Ability Check or Saving Throw you may use this order. For that Ability Check they may use your total bonuses for that Skill instead of their own. Greater Command: When allies that can hear you would perform an Ability Check or Saving Throw you may use this order. For that Ability Check those allies may use your Ability Score instead of their own.

When allies that can hear you would perform an Ability Check or Saving Throw you may use this order. For that Ability Check those allies may use your Ability Score instead of their own. Supreme Command: When allies that can hear you would perform an Ability Check or Saving Throw you may use this order. For that Ability Check those allies may use your total bonuses for that Skill instead of their own. Arcane Will Basic Command: An ally that can hear you may immediately use their reaction to cast a cantrip or a spell they know using a 1st level spell slot.

An ally that can hear you may immediately use their reaction to cast a cantrip or a spell they know using a 1st level spell slot. Greater Command: An ally that can hear you may immediately use their reaction to cast a cantrip or a spell they know using a spell slot up to 3rd level.

An ally that can hear you may immediately use their reaction to cast a cantrip or a spell they know using a spell slot up to 3rd level. Greater Command: All allies that can hear you may immediately use their reaction to cast a cantrip or a spell they know using a 1st level spell slot.

All allies that can hear you may immediately use their reaction to cast a cantrip or a spell they know using a 1st level spell slot. Supreme Command: An ally that can hear you may immediately use their reaction to cast a cantrip or a spell they know using a spell slot up to 5th level. Combat Leader At 2nd level your strategic intuition allows you to provide rapid orders at the start of combat. When rolling initiative you may spend a Command Point. Any allies that can hear you may add 2 to their initiative roll. Any bonuses gained from this feature are halved when you are surprised. Commanding Presence At 3rd level your style of leadership has truly begun to develop. You may lead with inspirational words or with great strategic thinking, both having their own unique benefits. You may either select Inspiring Presence or Tactical Presence. Inspiring War Cry At 6th level you gain the ability to raise the morale of your allies. You may use a bonus action to target an ally that you can see and that can hear you. They immediately re-gain 2d6 hit points. You can use this feature a number of times per long rest equal to your proficiency modifier.