Warlord

Fighter: Warlord

Warlord

Warlord

Fighters who adopt the Warlord archetype are natural leaders on the battlefield. They are as skilled in tactical decision-making as they are in combat. A Warlord knows that a well-placed command can be as lethal as any sword or spell, able to direct allies and seize the initiative to turn the tide of battle.

Subclass (Martial Archetype) of Fighter

Fighters are skilled and disciplined warriors who have honed their combat prowess through rigorous training and experience on the battlefield. Masters of a wide range of weapons and armor, they excel in both offense and defense. Fighters can specialize in various fighting styles, granting them unique bonuses, such as improved accuracy or the ability to wield two weapons simultaneously. As they advance, fighters gain Extra Attacks, allowing them to strike multiple times in a single turn, making them formidable combatants.

Class Features

As a warlord, you gain the following features.

Hit Points

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

Proficiencies

Armor: Heavy Armor, Light Armor, Medium Armor, Shield

Weapon: Martial Weapon, Simple Weapon

Saving Throw: Strength, Constitution

Skills: You have 2 of the following skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.

Starting Gold

You start with 5d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

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

  • (a) chain mail or (b) leather armor
  • longbow
  • (a) any martial weapon
  • (a) shield or (b) any martial weapon
  • (a) dungeoneer's pack or (b) explorer's pack

Warlord Features Table

LVL Pro+ Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Tactical Insight, Commanding Presence, Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Battle Plans
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Shock and Awe
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Master Strategist
16th +5 Ability Score Improvement
17th +6 Indomitable (three uses), Action Surge (two uses)
18th +6 Warlord's Rally
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Class Features at Level

Level 1

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.

Archery

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

Defense

While you are wearing armor, you gain a +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, 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.

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.

Level 1

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Level 2

Action Surge (one use)

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Level 3

Tactical Insight

Starting at 3rd level, you can use your Wisdom modifier in addition to your Intelligence modifier when you make an Investigation or History check related to battle tactics, enemy movements, or military history.

Level 3

Commanding Presence

Also starting at 3rd level, you can use a bonus action to issue a command to an ally within 60 feet who can hear you. The ally can immediately make a single weapon attack as a reaction or move up to half their speed without provoking opportunity attacks. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses after a long rest.

Level 3

Martial Archetype

You choose an archetype that you strive to emulate in your combat styles and techniques, such as Champion. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Level 4

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 5

Extra Attack

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

Level 6

Ability Score Improvement

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.

Level 7

Battle Plans

At 7th level, during a short or long rest, you can devise a set of battle plans. Choose up to six creatures (not including yourself). These creatures gain one of the following benefits until your next rest:

  • Flanking Maneuvers: When a chosen creature and at least one other ally are within 5 feet of an enemy, the enemy is considered flanked.
  • Defensive Formation: When a chosen creature is targeted by an attack, they gain a +1 bonus to AC if they are within 5 feet of an ally.
  • Rapid Advance: Chosen creatures’ speed increases by 10 feet.
Level 8

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 9

Indomitable (one use)

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

Level 10

Shock and Awe

Starting at 10th level, whenever you score a critical hit or reduce an enemy to 0 hit points, you can issue a command as a reaction to an ally within 60 feet. This command does not expend a use of your Commanding Presence feature.

Level 11

Extra Attack (2)

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

Level 12

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 13

Indomitable (two uses)

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can use this feature twice between long rests.

Level 14

Ability Score Improvement

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.

Level 15

Master Strategist

At 15th level, you can use Commanding Presence as a reaction when an ally misses an attack or fails a saving throw, allowing them to reroll the d20. You must complete a long rest before you can use this feature again.

Level 16

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 17

Indomitable (three uses)

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can use this feature three times between long rests.

Level 17

Action Surge (two uses)

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

You can use it twice before a short or long rest, but only once on the same turn.

Level 18

Warlord's Rally

At 18th level, as an action, you can let out a battle cry that invigorates your allies. All allies within 60 feet who can hear you regain hit points equal to your Fighter level + your Charisma modifier and gain advantage on attack rolls and saving throws until the end of your next turn. Once you use this feature, you can’t use it again until you complete a long rest.

Level 19

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Extra Attack (3)

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

Martial Archetype

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Champion
Subclass of Fighter

Champion

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Duelist
Subclass of Fighter

Duelist

Fighters who take on the Duelist archetype specialize in one-on-one combat, preferring the elegance and focus of single combat to… More
Spellblade
Subclass of Fighter

Spellblade

Spellblades are warriors who embrace both steel and spell, channeling arcane energies through their weapons to bolster their attacks and… More
Warlord
Subclass of Fighter

Warlord

Fighters who adopt the Warlord archetype are natural leaders on the battlefield. They are as skilled in tactical decision-making as… More

Credits: Squire 5