Warlord

The Warlord is a skilful fighter with a uncanny gift for leadership. You’re an inspiring commander and a master of tactics. Next to Martial prowess a warlord can bolster his allies. You are a leader of a group, official or unofficial. But when the fighting starts you lead your allies on the frontline with weapon in hand. Your orders and strategies lift your comrades to new heights. You can be the leader of the town guard, a bunch of rebels, the captain of a group of knights, the leader of a troupe of plundering Vikings. You also could be a minor war chief or the captain of a merry pirate crew. Level Prof Features

level prof mod features
1st +2 Warlord’s Favor
2nd +2 Inspiring Word (1/ short rest), Fighting Style
3rd +2 Commander’s Style
4th +2 Ability Score Improvement
5th +3 Extra attack
6th +3 Commander’s Style feature
7th +3 Inspiring Word (2/short rest)
8th +3 Ability Score Improvement
9th +4 Heroic Resolve (1/long rest)
10th +4 Commander’s Style feature
11th +4 Commanding Presence
12th +4 Ability Score Improvement
13th +5 Inspiring Fervor
14th +5 Knight’s Move
15th +5 Heroic Resolve (2/long rest)
16th +5 Ability Score Improvement
17th +6 Mass Inspiration
18th +6 Commander’s Style feature
19th +6 Ability Score Improvement
20th +6 Crescendo of Violence

Class Features
Hit Points & Hit Dice: 1d10 per warlord level
Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warlord level after 1st

Proficiences Armor: Light armor, medium armor, shields.
Weapons: All simple weapons, martial weapons.
Tools: None.
Saving Throws: Charisma, Wisdom
Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidate, Medicine, Persuasion, and Survival.
Equipment You start with the following equipment, in addition to the equipment granted by your background:
• (a) a chain shirt or (b) leather, longbow, and 20 arrows
• (a) a martial weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack

At 1st level you gain Warlord’s Favor: Your attacks help to point out the flaws in an enemy’s defenses. Once per round when you hit with an attack, you can choose to use this feature. If you do, you forego adding your ability modifier to the damage roll. One ally who can see and hear gains advantage on the next attack roll he or she makes against the creature you hit. Inspiring Word

Inspire At 2nd level, you can inspire allies to fight on, no matter what the odds. You can spend your bonus action to allow an ally who can hear you to expend a number of hit dice up to half your Warlord level. That ally also gains a number of temporary hit points equal to half your Warlord level rounded up. Once you use this feature, you must finish a short or long rest before you can use it again. At 7th level, the number of temporary hit points gained equals 5 + half your Warlord level, and you may use this feature twice before taking a rest.

Fighting Style 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.
1. Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
2. Defense While you are wearing armor, you gain a +1 bonus to AC.
3. 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.
4. 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.

Commander’s Style At 3rd level, you choose an archetype that emulates your leadership style among the archetypes. Your style grants features at 3rd level, and again at 6th, 10th, and 18th levels.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Heroic Resolve At 9th level, you can use this feature to provide one of the following effects. Once you use this feature, you must complete a long rest before you can use it again.
1. Keep Going! When an ally that can see and hear would suffer a level of exhaustion, you can spend your reaction to delay your ally from suffering that level of exhaustion for 1 hour.
2. Only Thing to Fear… When ally that can see and hear you fails a saving throw against being frightened, you can spend your reaction to allow that ally to reroll that saving throw. All allies that can see and hear you have advantage on saving throws against the frightened condition for 1 minute.
3. Snap Out of It! When ally that can see and hear you fails a saving throw against being charmed, you can spend your reaction to allow that ally to reroll that saving throw. All allies that can see and hear you have advantage on saving throws against the charmed condition for 1 minute.
4. Stay With Me! When ally within 5 feet of you fails a death saving throw, you can spend your reaction to allow that ally to reroll that saving throw. For up to 1 minute, that ally has advantage on death saving throws as long as you remain within 5 feet of him or her.
At 15th level, you may use this feature twice before completing a long rest.
Commanding Presence At 11th level, you may use your bonus action to command an ally to make a single attack against a creature you’ve attacked this round. In addition, when you use your Inspiring Word, you may command one ally affected by your Inspiring Word to make a single attack against a creature you’ve attacked this round. Inspiring Fervor At 13th level, if you have no uses of your Inspiring Word when you roll initiative, you regain 1 use of Inspiring Word.
Knight’s Move At 14th level, when you use your Commanding Presence on an ally, that ally can move up to 10 feet before making the attack. Mass Inspiration At 17th level, your Inspiring Word affects all allies that can hear you. Crescendo of Violence At 20th level, your Warlord’s Favor affects all allies that can hear you.

  • Commander’s Styles*
1. Icon of Victory Inspirational Surge At 3rd level, add your Charisma modifier to the number of temporary hit points granted by your Inspiring Word.

Indomitable Inspiration At 6th level, the target of your Inspiring Word gains advantage on all saving throws until the end of your next turn.
Bastion of DefenseAt 10th level, all allies who can see and hear you gain a +1 bonus to AC and saving throws.
Stand Invincible: At 18th level, when an ally who can see and hear you and is reduced to 0 hit points and not killed outright, you can spend your reaction to allow that ally to drop to 1 hit point instead. Once you use this feature, you must take a short or long rest before you can use it again.

2. Guerrilla Commando

  • Brutal Ambush* At 3rd level, you and your allies gain a +2 bonus to damage rolls against creatures that haven’t acted in the encounter yet. In addition, when you roll initiative, enemies have disadvantage on attacks of opportunity against you and your allies until the end of your next turn.
    Coordinated Ambush At 6th level, you gain proficiency in the Dexterity (Stealth) checks. Whenever your allies make a Dexterity (Stealth) check, they may use the better of their result or yours.
    Covering Fire At 6th level, when you hit a creature with an attack, one ally who can see and hear you can move up to 10 feet. This movement doesn’t provoke attacks of opportunity.
    Press the Advantage At 10th level, when an ally hits a creature that has not yet acted in the encounter, you can spend your reaction to make a single weapon attack against that creature. If you hit, all attacks made against that creature until the end of the triggering ally’s next turn deal 1d6 extra damage.
    Paint the Bulls-Eye: At 18th level, when you use your Commanding Presence on ally, that ally deals 1d6 extra damage on the granted attack.

3.Chieftain
Reckless Inspiration At 3rd level, your inspiring word can whip allies into a frenzy. When you use your inspiring word on an ally, that ally can forego gaining temporary hit points to instead deal and equal amount of extra damage on the next attack he or she makes before the end of his or her next turn.
Brash Assault At 6th level, when you grant your Warlord’s Favor to an ally, you can choose for that ally to also deal extra damage equal to your Charisma modifier if he or she hits with his or her next attack. If you do so, the enemy you hit has advantage on attacks rolls against you until the end of your next turn.
Forced Respect At 10th level, when an enemy within 5 feet of you starts its turn, you may spend your reaction to give that enemy disadvantage to any attack roll that targets anyone but you until the end of its turn. If it chooses to attack you this turn, it has advantage on the attack roll, and all of your allies have advantage on attack rolls against it until the end of its next turn.
Warcry At 18th level, when you roll initiative, every enemy that can hear you must make a Charisma saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. If it fails, it is frightened for 1 round. Every ally that can hear you gains 15 temporary hit points.

4. White Raven Warblade
Lead the AttackAt 3rd level, when you hit an enemy with an attack, all allies that hit the target deal extra damage equal to half your proficiency bonus until the start of your next turn.
Tactical Inspiration At 6th level, when you use your inspiring word on an ally, you can also apply one of the following effects to that ally:
1. That ally has advantage on the next attack roll he or she makes before the end of your next turn.
2. That ally deals 1d6 extra on the next attack he or she makes before the end of your next turn.
3. That ally can move up to 10 feet. This movement does not provoke attacks of opportunity.

Wolf Pack Tactics At 10th level, when you’re within 5 feet of an enemy, allies have advantage on attack rolls against that enemy.
White Raven Tactics At 18th level, you may grant an ally an action as a bonus action.
Once you use this feature, you must take a short or extended rest before you can use it again.

5.Fated King

This Land is My Land At 3rd level, space within 5 feet of you is difficult terrain for enemies.
Destined to Rule At 3rd level, you are fated to rule a realm. Work with your DM to decide which realm you are destined to rule.You are nowhere near ruling your realm yet, but even now the fates are working on your destiny. People in your realm are predisposed to like you. NPCs in your realm are more likely to be friendly towards you and your allies.

  • Royal Decree*: At 6th level, you can spend your action to use one of the following effects:
    1.You can cast Command on each enemy in your This Land is My Land feature. All creatures are affected by the same command.
    2. You can cast Heroism on each ally in your This Land is My Land feature.
    3. You can cast Compelled Duel.

Compelled duel
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Your spellcasting ability for these spells is Charisma.
Once you use this feature, you must take a short or extended rest before you can use it again. In addition, the aura of difficult terrain created by your This Land is My Land feature increases to 10 feet.

  • Your Reputation Precedes You* At 6th level, news of your exploits seems to reach and spread around your realm supernaturally fast. Most people in your realm are aware of who you are and what you’ve accomplished.

Kneel Before Thy King At 10th level, you can spend an action for force any creature in your This Land is My Land aura to make a Charisma saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus, or fall prone. Creatures that are immune to being charmed are immune to this effect. Once a creature succeeds on this saving throw, it can’t be affected again for 24 hours.Once you use this feature, you must complete a short or long rest before you can use it again. In addition, the aura of difficult terrain created by your This Land is My Land feature increases to 15 feet.

People’s Champion At 10th level, if you are attempting to become a just ruler of your realm, you have advantage on Persuasion checks made against citizens of your realm. If you are on the path to becoming a tyrant, you have advantage on Intimidate checks made against citizens of your realm.

Living Legend At 18th level, three times per day, when you would fail a saving throw, you can choose to automatically succeed on that saving throw. In addition, the aura of difficult terrain created by your This Land is My Land feature increases to 20 feet.

The True King At 18th level, the people of your realm have come to see you as their true ruler. If you are trying to be a just ruler and are already in power, the people embrace your rule. If you are not in power, they see you as the true king and will help to overthrow the current regime. If you are trying to be a tyrant, the people are too intimidated by you to plan open rebellion.

6. Bael Turathi Champion

Infernal Power The following table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of your 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. Your spellcasting ability is Charisma.
In addition, you may use your Warlord’s Favor ability when an enemy fails a saving throw against one of your spells, in addition to when you hit with an attack.
You know the following spells:

Cantrips – Firebolt, Friends 1st – Burning Hands, Command, Hellish Rebuke 2nd – Darkness, Flame Blade, Scorching Ray, Suggestion 3rd – Fear, Fireball 4th – Fire Shield, Wall of Fire

spelslots per level
level 1st 2nd 3rd 4th
3rd 2
4th 3
5th 3
6th 3
7th 4 2
8th 4 2
9th 4 2
10th 4 3
11 th 4 3
12th 4 3
13th 4 3 2
14th 4 3 2
15th 4 3 2
16th 4 3 3
17th 4 3 3
18th 4 3 3
19th 4 3 3 1
20 th 4 3 3 1

  • We Are Legion* At 6th level, you and your allies gain resistance to damage from spells cast by you.
    Silver TongueAt 6th level, when you use your Inspiring Word feature, one creature that can hear you must make a Charisma saving throw, with a DC equal to 8 + your Charisma modifier + your proficiency bonus. If it fails, it is either charmed or frightened for 1 round.

Hellfire Assault At 10th level, once per round, when you deal fire damage to a creature with a spell of at least 1st level, an ally who can see and hear you can make an attack against a creature that took that damage.

Infernal Command At 18th level, you may spend your bonus action to force one creature who can hear you to succeed on a Charisma saving throw, with a DC equal to 8 + your Charisma modifier + your proficiency bonus, or make an attack against a creature of your choice.

Classes

Warlord

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