An Inspirational Leader of Clans
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.
| 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 |
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.
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.
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.
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.
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.
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.
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.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You can now use your Spotter's Order as an Action, Bonus Action or both.
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.
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.
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.
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.
The target of your Spotter's Order makes their attack roll at Advantage.
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.
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.
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.
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.
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.
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 |
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.
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.
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.
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.
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 |
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 Type | Weapon Mastery Property |
| Buckler | Sap |
| Shield | Push |
| Tower Shield | Graze |
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.
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.
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.
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.
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 | |
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.
| Pursuit Name | Spell Lists |
|---|---|
| Mystic Pursuits | Wizard |
| Pursuing Divinity | Cleric, Paladin |
| Pursuit of Balance | Druid, 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.
| Warlord Level | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | - | - | - |
| 4th | 2 | 4 | 3 | - | - | - |
| 5th | 2 | 4 | 3 | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - |
| 10th | 3 | 7 | 4 | 3 | - | - |
| 11th | 3 | 8 | 4 | 3 | - | - |
| 12th | 3 | 8 | 4 | 3 | - | - |
| 13th | 3 | 9 | 4 | 3 | 2 | - |
| 14th | 3 | 10 | 4 | 3 | 2 | - |
| 15th | 3 | 10 | 4 | 3 | 2 | - |
| 16th | 3 | 10 | 4 | 3 | 3 | - |
| 17th | 3 | 11 | 4 | 3 | 3 | - |
| 18th | 3 | 11 | 4 | 3 | 3 | - |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
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.
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.
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.
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 |
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).
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.
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.
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.
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 |
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.
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.
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.
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.