Zardnaar
Legend
The following is where I am at in regards to a 5E Warlord which is around 75% done subject to tweaks. I have not designed all the exploits most of which will be based on the powers in the 4E PHB. I have cribbed various abilites from a lot of sources noticeably the Bard and Battlemaster Fighter, the SCAG Mastermind Rogue, various spells and some NPC abilities from the MM.
As some of you know I am not a big believer in at will attqack granting mechanics in 5E due to the way they work with things like cantrips, the -5/+10 feats, sneak attack, eldritch blast etc. The way I converted it has been.
1. At will attack granting has been replaced with superiority dice (and you get them earlier and more of them than the BM fighter)
2. attack granting or casting a cantrip is a short rest ability.
3. Granting an action is a long rest ability.
This warlord is heavily built around the short rest mechanic. In theory you may run out of stuff to do but then you are no worse off than a cleric (actually better off due to some at will abilities).
Some abilities are similar to spells but weaker. They do not have drawbacks like haste or the concentration mechanic and generally recharge on a short rest vs a long rest.
There are 3 subclass.
Inspiring
Boost saves, attacks, healing.
Tactical
Damage, movement etc.
Bravura.
More beat you in the face. If the BM fighter is a warlord lt this is a fighter lt. Note I have not converted a lot of 4E powers yet. I would also be open to renaming various things (Battlemaster, Battle Captain, etc)
the template is also based on the Rogue and Warlock but you get exploits instead of invocations, ASIs and subclass abilities progress at the same rate as the Rogue. Also need some ideas for the Path of Bravery abilities.
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 per fighter level after 1st
Proficiencies
Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Commanding Aura
Allies within 10’ of you gain a +2 bonus to initiative rolls.
Inspiring Word
As a bonus action you can restore 1d8 (2d8 lvl 5, 3d8 lvl 11, 4d8 lvl 17) hit points to an ally within 30’. You may use this ability up to twice per short rest gaining another use of this ability at level 3,7, and 9.
Guiding Strike
You may use the master of tactics ability (mastermind rogue SCAG)
Inspirational Word (2 targets)
You may target two allies with your inspirational word.
Skilful Strike
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of the same type dealt by the weapon to the target. When you reach level 14, the extra damage increases to 2d8.
Defensive Rally
As an action all allies within your aura may spend hit dice as if they have completed a short rest. You may not use this feature again until you complete a long rest.
Iron Will
You gain proficiency in wisdom saves.
Superior Commander
As a bonus action you can coordinate your allies within your aura. Until the start of your next turn they have advantage on attack rolls, saving throws and skill checks. You regain the use of this ability when you complete a short or long rest.
Aura Improvement’s
Your Aura increases to 30’.
Supreme Commander
As a bonus action you can coordinate your allies. For one minute they have advantage on attack rolls, saving throws and skill checks. Enemies have disadvantage on attack rolls against your allies. You regain the use of this ability when you complete a long rest.
As some of you know I am not a big believer in at will attqack granting mechanics in 5E due to the way they work with things like cantrips, the -5/+10 feats, sneak attack, eldritch blast etc. The way I converted it has been.
1. At will attack granting has been replaced with superiority dice (and you get them earlier and more of them than the BM fighter)
2. attack granting or casting a cantrip is a short rest ability.
3. Granting an action is a long rest ability.
This warlord is heavily built around the short rest mechanic. In theory you may run out of stuff to do but then you are no worse off than a cleric (actually better off due to some at will abilities).
Some abilities are similar to spells but weaker. They do not have drawbacks like haste or the concentration mechanic and generally recharge on a short rest vs a long rest.
There are 3 subclass.
Inspiring
Boost saves, attacks, healing.
Tactical
Damage, movement etc.
Bravura.
More beat you in the face. If the BM fighter is a warlord lt this is a fighter lt. Note I have not converted a lot of 4E powers yet. I would also be open to renaming various things (Battlemaster, Battle Captain, etc)
the template is also based on the Rogue and Warlock but you get exploits instead of invocations, ASIs and subclass abilities progress at the same rate as the Rogue. Also need some ideas for the Path of Bravery abilities.
Warlord
Class FeaturesHit 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 per fighter level after 1st
Proficiencies
Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Level | PB | Features | Exploits |
1 | +2 | Inspiring Word, Commanding Aura | |
2 | Warlord Path | 2 | |
3 | Guiding Strike | 2 | |
4 | ASI | 2 | |
5 | +3 | Inspiring Word (2 targets) | 3 |
6 | Warlord Path Feature | 3 | |
7 | Skillful Strike | 4 | |
8 | ASI | 4 | |
9 | +4 | Warlord Path Feature | 5 |
10 | ASI | 5 | |
11 | Defensive Rally | 5 | |
12 | ASI | 6 | |
13 | +5 | Warlord Path Feature | 6 |
14 | Superior Commander | 6 | |
15 | Iron Will | 7 | |
16 | ASI | 7 | |
17 | Warlord Path Feature | 7 | |
18 | +6 | Aura Improvement | 8 |
19 | ASI | 8 | |
20 | Supreme Commander | 8 | |
Commanding Aura
Allies within 10’ of you gain a +2 bonus to initiative rolls.
Inspiring Word
As a bonus action you can restore 1d8 (2d8 lvl 5, 3d8 lvl 11, 4d8 lvl 17) hit points to an ally within 30’. You may use this ability up to twice per short rest gaining another use of this ability at level 3,7, and 9.
Guiding Strike
You may use the master of tactics ability (mastermind rogue SCAG)
Inspirational Word (2 targets)
You may target two allies with your inspirational word.
Skilful Strike
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of the same type dealt by the weapon to the target. When you reach level 14, the extra damage increases to 2d8.
Defensive Rally
As an action all allies within your aura may spend hit dice as if they have completed a short rest. You may not use this feature again until you complete a long rest.
Iron Will
You gain proficiency in wisdom saves.
Superior Commander
As a bonus action you can coordinate your allies within your aura. Until the start of your next turn they have advantage on attack rolls, saving throws and skill checks. You regain the use of this ability when you complete a short or long rest.
Aura Improvement’s
Your Aura increases to 30’.
Supreme Commander
As a bonus action you can coordinate your allies. For one minute they have advantage on attack rolls, saving throws and skill checks. Enemies have disadvantage on attack rolls against your allies. You regain the use of this ability when you complete a long rest.
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