Warlord, Variant (5e Class)

Warlord


Creating a Warlord

A human warlord ready and proud, Source

As a Warlord, your highest skills should be Strength and Charisma, followed by Constitution.

Class Features

As a Warlord you gain the following class features.

Hit Points

Hit Dice: 1d10 per Warlord level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Warlord level after 1st

Proficiencies

Armor: All armour, shields
Weapons: All weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Medicine, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) five javelins
  • (a) chain mail or (b) scale mail or (c) leather armor
  • (a) diplomat's pack or (b) explorer’s pack

Table: The Warlord

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Commanding Mark
2nd+2Spellcasting, Fighting Style2
3rd+2War Path3
4th+2Ability Score Improvement3
5th+3Extra Attack, Student of War42
6th+3War Path feature42
7th+3Study Your Enemy43
8th+3Ability Score Improvement, Charming Linguist43
9th+4Inspiring Attack432
10th+4War Path feature432
11th+4Heroic Resolve (1/long rest)433
12th+4Ability Score Improvement, Inspiring Attack (d10)433
13th+5Great Leader4331
14th+5Commanding Presence4331
15th+5Inspiring Attack (d10)4332
16th+5Ability Score Improvement, Heroic Resolve (2/long rest)4332
17th+6Charming Linguist Improvement43331
18th+6War Path feature43331
19th+6Ability Score Improvement43332
20th+6Crescendo of Violence43332


Commanding Mark

As a bonus action, you speak or signal to your allies a weak point on a certain target. This adds a bonus of 2 to all attack rolls made by your allies, against the target. You can change the target of your mark by simply spending a bonus action to mark another target, however, you can mark only one target at a time.

Call of Courage

At 1st level, any ally within 30 ft. of you gain an advantage on saving throws against being frightened.

Fighting Style

You started adopting at a young age in a specific style of combat. Choose one of the following options. You can't take a Fighting Style option more then once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armour, you gain +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. 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, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. two-weapon fighting, you can add your ability modifier to the damage of the second attack.


Spellcasting

When you reach 2nd level, you can cast warlord (bard) spells.

Preparing and Casting Spells. The Warlord table shows how many spell slots you have to cast your warlord spells. To cast one of your warlord (bard) spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of warlord spells that are available for you to cast, choosing from the warlord (bard) spell-list. When you do so, choose a number of Warlord (bard) spells equal to your Intelligence modifier + half your Warlord level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warlord spells requires time spent researching and memorising: at least 10 minutes per spell level for each spell changed and 1 minute for all other spells on your list.

Spellcasting Ability. Charisma is your spellcasting ability for your warlord spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlord spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus. You can use your speeches or a musical instrument as your spellcasting focus for your Warlord spells.

War Path

At 3rd level, you choose an archetype that emulates your leadership style. Your style grants a feature at 3rd level, and again at 6th, 10th, and 18th levels. Choose 1 from the following: Icon of Victory, Guerrilla Commando, Bravura Chieftain, White Raven Warblade, Fated King, or Bael Turathi Champion.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra attack

Through training at 5th level, you now have the ability to attack twice per full action.

Student of War

At the 5th level, you study the art of war not only in battle but out of it grants you proficiency in an artisan tool of your choice and you may choose one skill to gain proficiency in. Skills you can gain proficiency in are Animal Handling, Athletics, History, Insight, Intimidation, Medicine, and Persuasion.

Study Your Enemy

When you reach 7th level, you can spend 1 minute watching your enemy in or out of combat. Doing so gives you information about their abilities. The DM can then tell you if the following enemy abilities are your equal to, stronger, or weaker than your own:

-Strength ability score -Dexterity ability score -Constitution ability score -Wisdom ability score -Charisma ability score -AC -Current HP -Total levels (if any) -Fighter levels (if any)

Charming Linguist

At 8th level, you have been practising and learning a new language from books, scrolls, comrades, and people you meet. You become half proficient at a new language. Whenever you speak, read, or write in your new language, roll a saving throw d20. If you roll 11-20 you are successful at speaking, reading, or writing. If you roll 6-10, you fail at speaking, reading, or writing, and the target you are speaking to does not understand you and you do not understand them. If you roll 1-5, you critical fail speaking, reading, or writing. The DM may decide the outcome of you messing up the language.

At 17th level, you have become proficient in your new language and no longer need to roll a saving throw. You also become half proficient in a new language.

Inspiring Attack

At 9th level, your attacks score a critical hit on a roll of 19-20. If it is already 19-20, then it is 18-20. When you score a critical hit you inspire your allies and yourself to battle on. Choose a creature that can see or hear you. That creature gains temporary hit points equal to 1d10 + your charisma ability modifier. Starting at the 12th level the creature regains 2d10 + your charisma ability modifier. At 15th level, the creature regains 3d10 + your charisma ability modifier.

Heroic Resolve

At 11th level, as a reaction, you can use this feature to provide one of the following effects. You may only use this once per short or a long rest.

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.

Only Thing to Fear... When an 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.

Snap Out of It! When an 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.

Stay With Me! When an 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 16th level, you may use this feature twice before completing a short or a long rest.

Great Leader

At 13th level, you may use your bonus action to command an ally to make a single attack against a creature you've attacked this round and that an ally can move up to 10 feet before making the attack.

Commanding Presence

Starting at level 14, your commands are issued with great authority. You gain advantage when you charm or intimidation a target. If the target is resistant to charms or intimidation then the resistance is cancelled so neither you nor your target has advantage or disadvantage. If the target is immune to charms or intimidation, they have an advantage on the saving roll.

Crescendo of Violence

At 20th level, you gain an extra action and bonus action.

Icon of Victory

White Knight

At 3rd level, when an ally within 5ft of you is the target of an attack, you may use your reaction to change the target of the attack to yourself.

Proud Defender

At 6th level, if the attack from 'White Knight' hits you, you gain temporary hit points equal to your Charisma modifier.

Stand Invincible

At 10th level, when an ally within 30ft of you 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.

Bastion of Defense

At 18th level, all allies within 30ft of you gain a +2 bonus to AC and saving throws.

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, whilst you are also in stealth, they may use the better of either 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 an ally, that ally deals 1d8 extra damage on the granted attack.

Tribal Chieftain

Unarmoured Defense

At 3rd level, While you are not wearing any armour, your Armour Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Inspiration

At 6th level, if an ally attacks the target of your commanding mark with a melee attack, it must become reckless and is taken with advantage, however, all attacks against that ally have advantage as well until the beginning of that allies next turn.

Warcry

At 10th level, when you roll initiative, every ally that can hear you gain advantage on all strength checks and strength saving throws for 1 minute. All creatures within 100ft can hear this.

Raging 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 + your charisma modifier temporary hit points. All creatures within 300ft can hear this.

Pack Alpha

Lead the Attack

At 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.

Keen Hearing and Smell

At 6th level, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Wolf Pack Tactics

At 10th level, all allies have advantage on attack rolls against a creature if the warlord isn't incapacitated and is within 5 ft of both the creature and the ally.

Leader of the Pack

At 18th level, as a bonus action, you may grant an ally an action. Once you use this feature, you must take a short or long rest before you can use it again.

Fated King

This is My Land

At 3rd level, space within 5 feet of you becomes 'my land' and 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 command a creature within 'my land' that can understand you to do your bidding. It must succeed a Charisma saving throw with a DC equal to your spell save DC, or it will do as you command for 1 turn. If it is friendly to you it has disadvantage on the saving throw. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". The creature cannot be made to harm itself but it can harm its allies. Enemies that are immune to being charmed are immune to this feature. Once a creature succeeds on this saving throw, it can't be affected again for 24 hours. This ability can only be used once per long rest.

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 creatures in 'my land' to make a Charisma saving throw with a DC equal to your spell save DC, 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 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 20 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.

Kind Ruler

At 18th level, all allies within 'my land' gain 15ft of movement per turn.

In addition, the aura of difficult terrain created by This is My Land feature increases to 60 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.

Infernal Champion

Infernal Power

At 3rd level, you know the following spells, including cantrips. You may only cast them if you have the spell slots required, as shown above. 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.

Infernal Legion

At 6th level, you and your allies within 30ft of you gain resistance to fire damage.

Infernal Assault

At 10th level, any allied non-magical attack, of your choosing, including your own, deals fire damage instead.

Infernal Damnation

At 18th level, when you or an ally deals fire damage, it deals a bonus 1d6 fire damage.

Tactician

Prodigy

At 3rd level, the number of spells you know increases to your intelligence modifier + your warlord level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence becomes your spellcasting ability for your warlord spells. 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 warlord 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

Know Yourself

At 6th level, you may use a bonus action to give a creature a bonus to attack and damage rolls equal to your intelligence modifier until the beginning of your next turn. You may use this a number of times equal to your intelligence modifier.

Know Your Enemy

At 10th level, you no longer need to spend a minute when using study your enemy.

Additionally, you gain proficiency in history, investigation and insight checks. If you are already proficient in any of these you gain advantage as well.

Art of War

At 18th level, add your intelligence modifier to your Armour Class and Initiative.

Tyrant

Lead by Example

At 3rd level, your commanding mark no longer affects allies but instead applies to you.

Additionally, your call of courage provides immunity to fear, but no longer applies to allies.

Self Assurance

At 6th level, it no longer costs a bonus action to use commanding mark and the bonus it gives is increased to 4.

Selfish Leader

At 10th level, your inspiring attack now applies to yourself instead of your allies.

When you reach 11th level, your heroic resolve feature applies to yourself instead of your allies.

When you reach 13th level, your great leader feature applies to yourself instead of your allies.

Fear the strong

At 18th level, any creature of your choosing within 30ft must pass a charisma saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. On a failure, the creature becomes frightened of your for the next day. On a success, it is immune to being frightened of you for one day


Multiclassing


Prerequisites. To qualify for multiclassing into the Warlord class, you must meet these prerequisites: Strength 13 and Intelligence 13

Proficiencies. When you multiclass into the Warlord class, you gain the following proficiencies: Light and medium armour, shields, simple and martial weapons


Back to Main Page 5e Homebrew Classes

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