The pregenerated character set from DDXP has been an excellent resource to play around with sample combats, along with a lot of nice monster crunch recently. Alas, the set of six just seems incomplete without a Dragonborn and/or Warlord. So just to expand the options for playtesting, I put together such a character using the same format as the pregen sheets. Of course, it's pure speculation due to the paucity of real information available for them. The powers are based on: Dwarven Warlord monster entry, what a leader is supposed to do, and what seems balanced with the rest of the classes. Again - there's no new 'real' info in this character, I'm just sharing something I put together to have a full complement of characters for playing around. I've attached it as a PDF -- the text is given below. If there's something way off or you have other ideas, let me know (though I"m not looking so much to start a big debate as it's all speculation anyway). Enjoy!
Stats / Abilities:
Used +2 STR, +2 CHA, and about a 30pt buy
Gave a +1 Fort bonus (probably should be +2)
Based on concept art, had him wield axe and shield
Dragonborn Weapon Training (similar effectiveness as Dwarf)
Dragonborn Courage (+5 on saving throws vs. fear)
Warlord Decisiveness (+2 on initiative rolls)
Probably has one too many encounter powers, but I wanted to include
something for healing and speculation on 'Hammer and Anvil'
Powers:
At-Will Powers
Leading the Attack Warlord Attack 1
You attack one enemy, and allow allies to attack better.
At Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: +5 vs. AC
Hit: 1d8+6 damage and allies gain +4 bonus on melee
attacks against the foe you strike.
Leading the Charge Warlord Attack 1
You charge one enemy with a brave shout, making your
charge and that of your allies more effective.
At Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d8+7 damage and allies gain +1 bonus on charge
attacks and damage against the foe you strike.
Encounter Powers
Rally the Troops Warlord Feature
You inspire a nearby ally who receives a second wind.
Encounter * Martial
Minor Action Range 5
Target: You or one ally
Effect: Ally can use a healing surge and gain an additional
1d6 hit points. Regardless, any fear effects on the target
are removed.
Hold the Line Warlord Feature
Your presence allows allies to better defend and stay
in formation.
Encounter * Martial
Standard Action Close Burst 5
Target: Each creature in burst
Effect: Each ally in burst gets +4 AC until end of your
next turn, and any shift/pull/push against them is
reduced by one square.
Hammer and Anvil Warlord Attack 1
Like the clanging of a mighty hammer and anvil, you and
an ally rain blows down upon a foe.
Encounter * Martial
Standard Action Melee Weapon
Target: One creature
Attack: +5 vs. AC
Hit: 1d8+6 damage and an ally of your choice who
threatens the creature struck is granted an immediate
attack against that creature.
Daily Power
Tactical Strike Warlord Attack 1
You attack one enemy fiercely and allow an ally to shift.
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: +7 vs. AC
Hit: 2d8+6 damage and adjacent allies may shift 1 square.
On a critical hit, target becomes subject to combat advantage
from any attacks (save ends).
Miss: Half damage, one ally may shift 1 square.

Stats / Abilities:
Used +2 STR, +2 CHA, and about a 30pt buy
Gave a +1 Fort bonus (probably should be +2)
Based on concept art, had him wield axe and shield
Dragonborn Weapon Training (similar effectiveness as Dwarf)
Dragonborn Courage (+5 on saving throws vs. fear)
Warlord Decisiveness (+2 on initiative rolls)
Probably has one too many encounter powers, but I wanted to include
something for healing and speculation on 'Hammer and Anvil'
Powers:
At-Will Powers
Leading the Attack Warlord Attack 1
You attack one enemy, and allow allies to attack better.
At Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: +5 vs. AC
Hit: 1d8+6 damage and allies gain +4 bonus on melee
attacks against the foe you strike.
Leading the Charge Warlord Attack 1
You charge one enemy with a brave shout, making your
charge and that of your allies more effective.
At Will * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d8+7 damage and allies gain +1 bonus on charge
attacks and damage against the foe you strike.
Encounter Powers
Rally the Troops Warlord Feature
You inspire a nearby ally who receives a second wind.
Encounter * Martial
Minor Action Range 5
Target: You or one ally
Effect: Ally can use a healing surge and gain an additional
1d6 hit points. Regardless, any fear effects on the target
are removed.
Hold the Line Warlord Feature
Your presence allows allies to better defend and stay
in formation.
Encounter * Martial
Standard Action Close Burst 5
Target: Each creature in burst
Effect: Each ally in burst gets +4 AC until end of your
next turn, and any shift/pull/push against them is
reduced by one square.
Hammer and Anvil Warlord Attack 1
Like the clanging of a mighty hammer and anvil, you and
an ally rain blows down upon a foe.
Encounter * Martial
Standard Action Melee Weapon
Target: One creature
Attack: +5 vs. AC
Hit: 1d8+6 damage and an ally of your choice who
threatens the creature struck is granted an immediate
attack against that creature.
Daily Power
Tactical Strike Warlord Attack 1
You attack one enemy fiercely and allow an ally to shift.
Daily * Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: +7 vs. AC
Hit: 2d8+6 damage and adjacent allies may shift 1 square.
On a critical hit, target becomes subject to combat advantage
from any attacks (save ends).
Miss: Half damage, one ally may shift 1 square.