Warlord

Subclasses:

An Inspirational Leader of Clans

Core Warlord Traits

Primary Ability

Charisma

Hit Point Die

D10 per Warlord level

Saving Throw Proficiencies

Wisdom and Charisma

Skill Proficiencies

Choose 3: Animal Handling, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Persuasion, or Survival

Tool Proficiencies

Choose 1: Vehicles (land) or Vehicles (water)

Weapon Proficiencies

Simple and Martial weapons

Armor Training

Light and Medium armor and Shields

Starting Equipment

Choose A or B: (A) Mail Shirt, Shield, Longsword, 5 Javelins, Explorer's Pack, and 10GP; or (B) 140GP

What a warlord is might on the surface appear different but aspects can be seen in a former army official to a tactical genius to a grizzled veteran to a charismatic gangboss. When the order is given, few question the warlord. As they share their insight, ambition, and might with those who gather with them to prevail in war and conflict. To know the leadership of such a person is to know that they need not believe in themselves, but to believe in the warlord that believes in them.

Becoming a Warlord ...

As a Level 1 Character

As a Multiclass Character

Warlord
Level Proficiency Bonus Features Merit Dice Weapon Masteries Known
1 +2 Merit, Strike Like Iron, Weapon Mastery 1d6 2
2 +2 Fighting Style, Moment of Courage 2d6 2
3 +2 Spotter's Order 3d6 2
4 +2 Ability Score Improvement, Respite 4d6 3
5 +3 Extra Attack 5d8 3
6 +3 Tireless Leader, Exploits 6d8 3
7 +3 7d8 3
8 +3 Ability Score Improvement, Command Style 8d8 3
9 +4 Veteran Scars 9d8 3
10 +4 Consummate Command 10d10 4
11 +4 11d10 4
12 +4 Ability Score Improvement 12d10 4
13 +5 Instinctive Leader 13d10 4
14 +5 Overwhelming Odds 14d10 4
15 +5 15d12 4
16 +5 Ability Score Improvement, Grand Stratagem* 16d12 4
17 +6 Meritborne 17d12 4
18 +6 Press the Advantage 18d12 4
19 +6 Ability Score Improvement 19d12 4
20 +6 Warlord's Favor 20d12 4

Class Features

Level 1: Merit

You are able to recognize the quality of being particularly good or worthy of those around you. You have a pool of Merit dice represented by a number of d6s equal to your Warlord level. Certain Warlord features require you to expend these Merit dice. You regain your expended Merit dice when you finish a Long Rest.

When you have no Merit Dice remaining, you can use a Bonus Action to regain a number of Merit Dice equal to your Proficiency Bonus. You cannot use this feature again until you finish a Long Rest.

Your Merit die changes when you reach certain Warlord levels, as shown in the Merit Dice column of the Warlord Features table. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.

Level 1: Strike Like Iron

Your attacks help to point out the flaws in an enemy's defenses. Once per turn when you hit with a weapon attack or Unarmed Strike, you can expend a Merit die and place it on the target. This die lasts until you finish a Short or Long Rest or the target is reduced to 0 Hit Points.

If a creature misses with an attack roll against the target you hit they can roll this Merit die, and on a 6 or higher the attack instead hits, regardless of the original roll. You may only have one Merit die placed in this way on a creature at a time.

If an attack hits as a result of your Strike like Iron the Merit die on the target is consumed.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can can change the kinds of weapons you chose.

When you reach certain levels in this class, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the class features table.

Level 2: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.

Whenever you gain a level in this class, you can replace the feat you chose with a different Fighting Style feat.

Level 2: Moment of Courage

You can inspire allies to fight on courageously. As a Bonus Action, you can choose one creature that you can see within 60 feet of you and spend a number of Merit dice up to your Charisma modifier (minimum of 1). Roll the spent Merit dice and add them together. The target regains Hit Points equal to the total. The target can also spend a Hit Die for each Merit die spent to further increase the health restored to them.

For each Hit Die spent in this way, the player does not add their Constitution modifer to the health restored.

Level 3: Spotter's Order

As an Action you can target one ally you can see within 30 feet of you. If the target can see or hear you, the target can take a Reaction to make one weapon attack or Unarmed Strike.

Level 4: Respite

Rest does not interfere with your desire to achieve your goals. You and any allies that can see or hear you within 60 feet are able to take a Short Rest, needing only 10 minutes to do so. At the end of this rest, any creature that benefits from this rest can reduce their Exhaustion by one level.

Additionally, you can restore a number of spent Hit Dice equal to twice your proficiency bonus, divided as you choose among any number of creatures that took part in this rest. Hit Dice gained as a result of your Respite can be spent immediately at the end of this Short Rest.

You cannot use this feature again until you finish a Long Rest.

Level 5: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6: Tireless Leader

You can now use your Spotter's Order as an Action, Bonus Action or both.

Level 6: Exploits

Your martial prowess allows for greater exploits in the heat of battle. When an ally hits a creature that has a Merit Die placed on them by your Strike Like Iron, they can expend that Merit Die (no action required) to apply one of the following Exploits.

If an Exploit requires a saving throw, the DC equals 8 plus your Charisma modifier and Proficiency Bonus.

Dicey Shot. Roll the Merit Die. Until the end of the attacker's next turn, the next saving throw imposed by the creature and the attacker are reduced by the amount rolled.

Paint the Bullseye. The target must succeed on a Charisma saving throw or attacks made against the target have their Critical Hit range expanded by one until the end of the target's next turn or it takes a Critical Hit.

Provoke Overextension. The target must succeed an Intelligence saving throw or move half their Speed in a direction of the attacker's choosing. This movement cannot place them in obvious danger like a spike pit or burning fire.

Rousing Assault. Roll the Merit Die and add your Charisma modifier. The attacker regains Hit Points equal to the total. They can also spend a Hit Die to further increase the health restored. Any healing that would exceed their maximum Hit Points is applied as Temporary Hit Points.

Level 8: Command Style

You can shape the battlefield as you see fit through Command Styles. You can prepare one Command Style of your choice. You can change your prepared Command Style after finishing a long rest or a Respite.

Level 9: Veteran Scars

Your body and mind are shaped by your resolve through the conflicts you have endured. You have Advantage on saving throws to avoid or end a condition on yourself.

Level 10: Consummate Command

When you roll initiative you can regain a number of Merit dice equal to your Charisma modifier (minimum of 1), but you cannot exceed your maximum number based on your Warlord level.

You cannot use this feature again until you finish a Long Rest.

Level 13: Instinctive Leader

The target of your Spotter's Order makes their attack roll at Advantage.

Level 14: Overwhelming Odds

When you use your Moment of Courage you can affect a number of creatures of your choice up to your Charisma modifier (minimum of 1) as long as they are within 60 feet and you can see them.

Roll a number of Merit dice up to your Charisma modifier (minimum of 1) and add them together. This total represents an amount of Hit Points that can be divided as you choose among any number of your affected targets. Each affected target can spend a Hit Die for each Merit die spent.

You cannot use this feature again until you finish a Long Rest or a Respite.

Level 16: Grand Stratagem*

Achieving a means to an end is always within reach. Your Warlord features that normally have a range of 30 feet are increased to 60 feet.

Level 17: Meritborne

Your encouragement pushes your allies even further. When you or a creature rolls a Merit Die, instead roll two and take the result of your choice. When rolling multiple Merit Dice simultaneously, do the same for each die rolled.

Level 18: Press the Advantage

Whenever a friendly creature within 60 feet of you that can see or hear you has Advantage on a D20 Test they can reroll one of the dice once. You must be conscious to grant this bonus.

Level 20: Warlord's Favor

When you take a Respite it takes 1 minute to complete and, a number of creatures of your choice up to your Charisma modifier (minimum of 1) benefiting from this Respite may regain the use of a feature of their choice which would normally require completing a long rest. This feature may not be applied to regain Warlord's Favor or spell slots of any kind.

You cannot use this feature again until you finish a Long Rest.

Subclasses

Battlefront Marshal

You might prefer warfare that is irregular in which you command small groups utilizing ambushes, sabotage and hit-and-run tactics. Mustering troops quickly and coordinated attacks help you press the advantage that you have created for you and your allies. You do not sly away large scale conflict but rather shape, mold, and dominate it.

Level Features
3 Muster to Battle
7 Tempered Hand
11 Marshal
15 Dominant Command

Level 3: Muster to Battle

Your presence bring shock and awe. When you roll initiative, choose a number of creatures within 30 feet of you that can see or hear you, up to a number equal to your Charisma modifier (minimum of 1). These creatures may double their Proficiency Bonus for one turn (no action required) within the next minute.

This bonus cannot be used by a creature while you have the Incapacitated condition.

Level 7: Tempered Hand

When a hostile creature that you can see or hear within 30 feet of you makes an attack or imposes a saving throw against an ally, you can take a Reaction to move up to your Speed toward the hostile creature. If this movement brings you within reach or range of your weapon attack or Unarmed Strike, then you can make one weapon attack or Unarmed Strike as part of this reaction. Also as a part of this reaction, until the start of your next turn, you gain a bonus to AC equal to your Charisma modifier (minimum of 1).

If your attack hits the creature, it reduces the triggering attack roll or save DC imposed by one roll of your Merit Die (this does not expend the Merit Die).

At Warlord level 16, you may move up to 60 feet regardless of your Speed when taking this reaction, provided your Speed is not zero.

You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Level 11: Marshal

You learn to harness your presence on the battlefield to inspire greatness from others. As a Bonus Action, you unleash a battle cry that sways the outcome of conflict. Up to twice your Charisma modifier (minimum of 2) other creatures of your choice within 60 feet of you that can hear you double their Proficiency Bonus until the start of your next turn.

Once you use this feature, you cannot use it again until you finish a Long Rest.

Level 15: Dominant Command

You mold yourself for conquest. You can prepare two Command Styles of your choice rather than one. You can change one or both of your prepared Command Styles when you finish a Long Rest or during a Respite.

Additionally, when initiative is rolled you may choose to change one of your Command Styles. Once you use this feature, you cannot use it again until you finish a Long Rest.

Icon of Victory

Your presence on the battlefield cannot be ignored. You stand as a beacon of resolve and a symbol of glory. Your profession is war. Your armor makes you an indomitable force which helps your troops as they stand invincible against the enemy and proceed indubitably.

Level Features
3 Artisan of War
7 For Glory
11 Indomitable Inspiration
15 Stand Invincible

Level 3: Artisan of War

You have committed yourself to a life of war. You gain proficiency with heavy armor and when wielding a weapon with the Versatile property in one hand you can roll the weapon's damage as if you were wielding it with two hands.

You are proficient with using your shield as an Improvised Weapon and gain its weapon mastery. These attacks use your strength, and deal Force damage equal to one roll of your Merit die plus your Strength modifier. The Merit Die is not expended.

Shield Masteries
Shield TypeWeapon Mastery Property
BucklerSap
ShieldPush
Tower ShieldGraze

Additionally, while you are wielding a shield and a 6 or higher is rolled on one of your Merit dice you can choose to make a melee weapon attack with your shield when you take one of the following actions before the end of your next turn: Attack, Dash, Disengage, Dodge, Utilize or Spotter's Order as an Action.

Level 7: For Glory

You move towards glory. While you are wearing medium or heavy armor you can use your Charisma modifier in place of your Dexterity modifier when rolling initiative. If your Charisma is the value listed on the weapon's Deft property or higher and you attack using your Strength, the weapon die size is increased by one stage.

Additionally, standing from Prone, mounting and dismounting a creature only costs you 5 feet of movement, rather than 15 feet.

Level 11: Indomitable Inspiration

You are a beacon of resolve. The target of your Moment can expend one additional Hit Die to further increase the healing and has Advantage on all saving throws until the end of their next turn.

Level 15: Stand Invincible

Those who you command cannot be ignored. When you or a creature you can see within 30 feet of you is reduced to 0 hit points and is not killed outright, you can take a Reaction and spend a Merit die to allow them to drop to 1 Hit Point instead and they can immediately expend a number of their Hit Dice up to your Charisma modifier (minimum of 1) to regain Hit Points. If they are prone they can immediately rise to their feet (costing no movement), and without provoking Opportunity Attacks.

Alternatively, if that ally takes damage that would outright kill them, you can take a Reaction to instead reduce them to 0 hit points. That ally has Disadvantage on death saving throws until stabilized or dead.

Once a creature benefits from either of these effects, they cannot benefit from it again until they complete a Long Rest.

Magus Chief

You do not fight with iron and steel alone. You are steeped in a tradition that blends martial prowess with the esoteric arts. You stride through war-torn lands often occupied by mages and priests as well as soldiers. Firmly practiced, and focused you bolster practitioners of magic while picking up on some of their secrets for yourself.

Level Features --Spell Slots per Spell Level--
1st 2nd 3rd 4th
1
2
3 Spellcasting 2
4 3
5 3
6 3
7 Esoteric Order 4 2
8 4 2
9 4 2
10 4 3
11 Catechism of Magic 4 3
12 4 3
13 4 3 2
14 4 3 2
15 Ensorcelled Confluence 4 3 2
16 4 3 3
17 4 3 3
18 4 3 3
19 4 3 3 1
20 4 3 3 1

Level 3: Spellcasting

You have learned to cast spells. See for the rules on spellcasting. The information below details how you use those rules as a Magus Chief.

Magical Pursuits. Select one of the pursuits from the Magical Pursuits Table. Your pursuit determines the spell lists you choose from when preparing spells.

Magical Pursuits Table
Pursuit NameSpell Lists
Mystic PursuitsWizard
Pursuing DivinityCleric, Paladin
Pursuit of BalanceDruid, Ranger

Cantrips. You know two cantrips of your choice from your Magical Pursuits spell list. Whenever you gain a Warlord level, you can replace one of these cantrips with another cantrip of your choice from your Magical Pursuits Spell list.

When you reach Warlord levels 6 and 14, you learn another cantrip of your choice.

Spell Slots. The Magus Chief Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from your Magical Pursuits spell list.

The number of spells on your list increases as you gain Warlord levels, as shown in the Prepared Spells column of the Magus Chief Spellcasting table. Whenever that number increases, choose additional spells from your Magical Pursuits spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you haev spell slots. For example, if you're a level 7 Warlord, your list of prepared spells can include five spells of levels 1 and 2 in any combination.

Pursuit of Charismata. When you reach level 4 of Warlord, one of your spell preparations can be from the Bard, Sorcerer, or Warlock spell lists. You gain an additional spell preparation that can be from any school of magic or from these additional spell lists at levels 7, 13, and 19 in Warlord.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Magical Pursuits spells for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Magical Pursuits and Pursuit of Charismata spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Magus Chief spells.

Magus Chief Spellcasting
Warlord LevelCantripsPrepared Spells1st2nd3rd4th
3rd232---
4th243---
5th243---
6th243---
7th2542--
8th2642--
9th2642--
10th3743--
11th3843--
12th3843--
13th39432-
14th310432-
15th310432-
16th310433-
17th311433-
18th311433-
19th3124331
20th3134331

Level 7: Esoteric Order

You guide the hand of magic. The target of your Spotter's Order can cast a cantrip at their target, rather than making a weapon attack. The cantrip must have a casting time of 1 action and must target only one creature.

Moreover, when you take the Attack action you can cast one of your cantrips in place of one of those attacks.

Level 11: Catechism of Magic

Your influence and skill hinders your enemies, you gain the following benefits.

Charisma Bonus to Spells. You add your Charisma modifier (minimum of 1) to the damage and healing of your warlord spells.

Reduce DC. When a creature you can see or hear within 30 feet of you succeeds on a saving throw, you can take a Reaction to reduce it. Roll a Merit die. The creature must subtract the number rolled from the saving throw. This does not expend the Merit die.

You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Level 15: Ensorcelled Confluence

Your prowess has converged into unmatched focus for you and your allies. Once on your turn, the target of your Spotter's Order can take a Magic action or cast a level 1+ spell rather than making a weapon attack. The spell must have a casting time of 1 action and must target only one creature.

Tactician

You are a master of planning and execution. The actions and commands you give are always calculated to achieve the most ideal result. You can manipulate any situation to be advantageous: from your small band of fighters to the mighty legions who follow you. You influence the battle with your guile and always have a cunning ploy.

Level Features
3 Tactical Approach
7 Field Control
11 Guile
15 Cunning Ploy

Level 3: Tactical Approach

Yyou apply your wit to control the field of battle as well as social interactions. You can use your Intelligence modifier in place of your Charisma modifier for all your Warlord features, and you also gain the following benefits.

Bonus Skill and Language. You gain proficiency in one of the following skills of your choice: Arcana, History, Investigation, Nature, Religion; and a language of your choice.

Intelligence Test. You can use your Intelligence modifier instead of your Wisdom modifier or Charisma modifier when making Wisdom or Charisma checks. You may do this a number of times equal to your Proficiency Bonus per Long Rest.

Tactical Mastery. You can use the mastery propery of one additional simple weapon and one martial weapon. The number of additional mastery properties you can use increases at Warlord levels 7 (2 simple, 2 martial), and 11 (3 simple, 3 martial).

Level 7: Field Control

You have come to recognize the flow of battle is malleable. Your Moment of Courage allows the target to take a Reaction to immediately rise to their feet if prone (costing no movement), without provoking Opportunity Attacks, and they can move up to half their current Speed without provoking Opportunity Attacks.

Level 11: Guile

Your mind is as sharp as many of the weapons you wield. You gain proficiency in Intelligence saving throws. After a Long Rest, the first time you use a Warlord feature that can be regained from a rest benefiting from your Respite, or that allows you to regain expended Merit dice, you can choose not to expend the use of the feature.

Additionally, when using the Intelligence Test feature of your Tactical Approach you can now use your Intelligence modifier in place of any modifier for an ability check.

Level 15: Cunning Ploy

Your plans are steps ahead of your opposition. When a 6 or higher is rolled on one of your Merit die, you can take a Reaction to target a creature within 30 feet of you that you can see and grant them an additional turn immediately after their next turn as long as they are not Incapacitated.

Once you use this feature, you must take a Long Rest or a Respite before you can use it again.

Warbrave

You rush headstrong into the vanguard. Some might consider you brash, fighting shoulder to shoulder with your troops. Your armor is worn, your body is scarred, and your enemies shake at your ferocity. All come to respect you.

Level Features
3 Into the Vanguard
7 Forced Respect
11 Brash Valor
15 Crescendo of Violence

Level 3: Into the Vanguard

You are eager to be on the frontlines. You gain the following benefits:

Initiative Roll. When you roll initiative you can gain Temporary Hit Points equal to your Warlord level plus your Charisma modifier (minimum of 1).

Taunt. As a Bonus Action, your can provoke a challenge towards a creature within 30 feet of you that can see or hear you. The target must make a Wisdom saving throw. On a failed save, any other creatures that take damage from the target of your challenge have Resistance to the damage it deals until the start of your next turn. The DC is 8 plus your Proficiency Bonus and your Wisdom modifier.

You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest or a Respite.

Starting at Warlord level 6, you can target a number of creatures equal to your Charisma modifier (minimum of 1) within range with this Bonus Action.

Level 7: Forced Respect

When an enemy within 10 feet of you targets a creature other than you that you can see or hear with an attack or harmful spell, you may take a Reaction to make the enemy roll a Wisdom saving throw (DC equals 8 plus your Proficiency Bonus and Charisma modifier). On a failed save, the enemy must choose you as the new target or lose the attack or spell. The effect does not protect from area effects, such as the explosion of a Fireball.

Furthermore, you have Resistance to any damage received as a result of this attack or spell.

Level 11: Brash Valor

You have a knack for provoking your foes into overextension. You can place a Merit die as per your Strike like Iron on any creature that fails their saving throw against your Forced Respect. You must have a Merit die available to be placed in this way.

Additionally, once per turn, if you have already taken your Reaction, you may spend 1 Merit Die to take an additional Reaction. This Reaction can only be used for your Forced Respect. You can use only one Reaction per triggering effect as per normal.

Level 15: Crescendo of Violence

When you roll initiative you can release a warcry that fuels your allies and wreaks your foes with dread. A number of creatures of your choice up to your Charisma modifier (minimum of 0) within 30 feet of you gain Temporary Hit Points equal to double your Proficiency Bonus. Additionally, you gain the following benefits for 1 minute or until you are reduced to 0 HP or become unconscious:

Once you use this feature, you must finish a Long Rest or a Respite before you can use it again.