Path of the Warlord (5e Subclass)
The Path of the Warlord is an exercise in leadership and willpower, as the barbarian accepts responsibility for their allies, and helps inspire them to greatness. Your allies come to respect your judgement, trust your instincts, and follow you into danger without hesitation.
The Warlord offers words of encouragement and thought in times of peace, and cries of strength and glory when there is war. |
Bonus Proficiencies
Beggining at 3rd level, when you choose this path, you learn two languages of your choice, and you gain proficiency in 2 of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
Inspire Heroism
At 3rd level, once per turn when you hit a creature with a weapon attack while raging, a creature you can see within 30 feet of you gains temporary hit points equal to half your barbarian level + your Charisma modifier. The creature must be able to either see or hear you.
Primal Rally
Starting at 6th level, while you are raging, you and all allies within 30 feet of you have advantage on saving throws against being charmed or frightened, as well as on Strength checks and Strength saving throws.
Inspire Recklessness
When you reach 10th level, you may inspire your allies to attack with reckless abandon. Whenever you hit a creature while your reckless attack feature is active, you can allow all friendly creatures that can see or hear you to make an attack against the same creature as a reaction. This attack is made with advantage, but all attacks made against that ally have advantage until the start of your next turn. If the allied creature hits, they gain a bonus to the damage roll equal to your Charisma modifier.
War Cry
At level 14, whenever you score a critical hit with a melee weapon attack, each enemy within 60 feet of you that can hear you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they are frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each ally within 60 feet of you that can see and hear you can then use their reaction to make a saving throw, move up to half their speed, and make a weapon attack.
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