Warlord in Galir | World Anvil
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Warlord

A Warlord is a force multiplier for their companions. Some of them may be fearsome combatants, while others may never lift a weapon, but in either case their presence on the battlefield will drive their companions to new heights, guiding them through what would surely have been their doom safely.   How this is brought about can vary, from inciting crazed zeal to tempering an overeager charge, from turning a rout into an unbreakable last stand to pulling their companions out of the line of danger in the nick of time. The sole commonality is that a Warlord alone is but a man, while a Warlord with their companions is a legend.   A common element to those that walk the path of a Warlord is a purpose. One which gives them a larger-than-life presence and allows them to be a guiding hand to all those around them. Some Warlords may not seek any particular cause, and merely seek victory; either as a tribute to a god they worship or simply to meet a personal achievement. More often, though, a Warlord is driven by a higher purpose: a loyalty to their country or their men, a drive to protect the innocent or to crush the weak.  

Hit Points

Hit Dice: 1d8 per warlord level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier  

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Deception, History, Insight, Investigation, Medicine, Performance, Persuasion, or Intimidation.  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) two simple melee weapons, or (b) a martial weapon
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient)
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient)
  • (a) a scholar's pack or (b) an explorer's pack

Class Features

Warlord Specialization

At 1st level, you pick the archetype of Warlord you embody. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, and 18th level.   Chieftain
Commander
Pack Leader
Paragon
Tactician  

Battlefield Presence

Starting at 1st level, when you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn.   Any attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature.   Additionally, you can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.  

Leadership Dice

Starting at 2nd level, you have access to Leadership Dice. These represent your ability to focus your battlefield presence to powerful results. Your Warlord level determines the number and size of the dice, as shown on the Leadership Dice column of the Warlord table. You can spend these to fuel various features.   You start knowing three such features: Rallying Mark, Overwhelm, and Inspiring Word. When you get this feature, you can spend one Leadership Die per turn. Starting at 6th level, you can spend two Leadership Dice per turn. The number you can expend increases at 11th level (to three dice), and again at 17th level (to four dice).   A Leadership Die is expended when you use it. You regain all of your expended Leadership Dice when you finish a short or long rest.  

Rallying Mark

  • As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) rally your allies to attack a hostile creature within 60 feet of you.
  • The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to amount rolled on the Leadership Dice.

Overwhelming Mark

  • As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to create openings against a hostile creature within 60 feet of you.
  • The next time that creature is hit by an attack by an allied creature before the start of your next turn, the opening is exploited, and the creature is staggered until the end of its next turn. A staggered creature's movement speed is halved, it cannot take reactions, and it has disadvantage on Constitution saves to maintain concentration; if you spend two or more Leadership Dice, it also has disadvantage on Dexterity saving throws while staggered, and if you spend three or more Leadership Dice it also makes one fewer attacks when using its action to take the attack or multiattack action (minimum one) while staggered.
  • Each time the staggered creature takes damage (including the staggering hit), up to a number of times equal to the Leadership Dice spent, it takes additional damage equal to a Leadership Die.

Inspiring Word

  • As a bonus action on your turn, choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Leadership Die.
  • Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Leadership Die, but must decide before the DM says whether the roll succeeds or fails. Once the Leadership Die is rolled, it is lost. A creature can have only one Leadership Die at a time.

Warlord's Expertise

Starting at 3rd level, you gain proficiency in one of the following skills: Persuasion, Intimidation, Insight or Investigation. If you are already proficient in the skill you select, your proficiency bonus is doubled for any ability check you make that uses that skill.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.   Alternatively, you can choose to gain a single feat of your choice.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can use Battlefield Presence in place of either or both attacks.  

Prepare for Battle

Starting at 6th level, you can spend a minute preparing up to five allies for combat.   You can expend a number of Leadership Dice up to your per turn limit, rolling them and causing your allies to gain temporary hit points equal to the number rolled. Allies that have benefited from this ability can expend a number of hit dice equal to the number of Leadership Dice you expended, using them as they would during a short rest. Any temporary hit points gained from this last until you complete a short or long rest.  

Shift the Field

Starting at 9th level, you gain the ability to relocate friendly creatures. As an action, you can expend a Leadership Die to move up to 5 friendly creatures that can see or hear you up to half their movement without provoking attacks of opportunity.  

Warlord's Intuition

Starting at 13th level, before rolling an ability check you are proficient in, you can exercise this ability, choosing for the result of the roll (before modifiers) to be equal to your Warlord level rather than rolling. Once you do this, you cannot do this until you complete a short rest.  

Unbreakable Will

Starting at 17th level, the Warlord cannot be frightened or charmed, and gains immunity to these conditions.  

Tireless Leader

Starting at 20th level, you can roll d4s and use them instead of expending Leadership Dice for Rallying Mark, Overwhelming Mark, Inspiring Word, or Prepare for Battle.  

Warlord Class Table

Level Prof. Bonus Features Leadership Dice Leadership Die
1st +2 Warlord Specialization, Battlefield Presence - -
2nd +2 Leadership Dice 3 d4
3rd +2 Warlord Specialization Feature, Warlord's Expertise 3 d4
4th +2 Ability Score Improvement 4 d4
5th +3 Extra Attack 4 d6
6th +3 Prepare for Battle 5 d6
7th +3 Warlord Specialization Feature 5 d6
8th +3 Ability Score Improvement 6 d6
9th +4 Shift the Field 6 d6
10th +4 Ability Score Improvement 7 d6
11th +4 Warlord Specialization Feature 7 d8
12th +4 Ability Score Improvement 8 d8
13th +5 Warlord's Intuition 8 d8
14th +5 - 9 d8
15th +5 - 9 d8
16th +5 Ability Score Improvement 10 d8
17th +6 Unbreakable Will 10 d10
18th +6 Warlord Specialization Feature 11 d10
19th +6 Ability Score Improvement 11 d10
20th +6 Tireless Leader 12 d10

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