D&D 5E Made it Happen. 5E Warlord.

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.







Warlord
Class Features

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

LevelPBFeaturesExploits
1+2Inspiring Word, Commanding Aura
2Warlord Path2
3Guiding Strike2
4ASI2
5+3Inspiring Word (2 targets)3
6Warlord Path Feature3
7Skillful Strike4
8ASI4
9+4Warlord Path Feature5
10ASI5
11Defensive Rally5
12ASI6
13+5Warlord Path Feature6
14Superior Commander6
15Iron Will7
16ASI7
17Warlord Path Feature7
18+6Aura Improvement8
19ASI8
20Supreme Commander8


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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Zardnaar

Legend
Subclass Abilities

Warlord Path.
You choose a path of the Warlord. You may pick from The Path of the Tactician, Path of Bravery or Path of Inspiration.

Path of Bravery

At level 2 You gain proficiency in heavy armor and a fighting style (identical to fighters ability)

At level 6 As a bonus action designate a creature in your aura. For one minute your ally may make an additional attack when they use the attack action. The creature must be able to hear and understand the Warlord. This ability may be used again once you complete a short or long rest.

At Level 9 You are immune to fear. All allies within your commanders aura gain advantage on all saves against fear.

At Level 13 As a bonus action all non-hostile creature in your aura may use its reaction to make an attack or cast a cantrip. The creature bust be able to hear and understand the Warlord You regain the use of this ability when you complete a long or short rest.


Overwhelming Surge At level 17 as a bonus action until the start of your next turn any non-hostile creature in your aura gains the ability to action surge (as the fighter ability). The creatures must be able to hear and understand the Warlord. This ability may be used again once you complete long rest.


Path of the Tactician

At level 2 you gain superiority dice (as Battlemaster Fighter).





Commanders Strike

At level 6 For 1 minute as a bonus action any non-hostile creature in your aura gains a 1d6 bonus on damage rolls. The creature bust be able to hear and understand the Warlord. This ability may be used again once you complete a short or long rest.

Improved Combat Superiority
At level 9 you gain Improved Combat Superiority. This feature is identical to the Battlemaster Fighter’s ability.

Quick Step
At level 13 as a reaction you can you can grant uncanny dodge (as Rogue feature) to an ally within your aura

Knights Gambit
Level 17. As a bonus action any non-hostile creature in your aura may make an immediate move action and make one attack or cast a cantrip. The creature bust be able to hear and understand the Warlord. This ability may be used again once you complete long rest.


Path of Inspiration
At level 2 you may add your charisma modifier to the hit points restored via warlord abilities. You also gain inspiration dice (as Bard)

Cutting Words
At level 6 you can use cutting words (as Lore bard ability)

Inspirational Aura
At level 9 all allies within your aura gain advantage on all saving throws.

Stand Tough At level 13 as an action each ally within your aura regains hit points equal to 4d8+ your warlord level. You may not use this ability again until you finish a long rest.

Rejuvenating Boost
At level 17 As an action all allies in your aura regain 100 hit points. You regain the use of this ability when you complete a long or short rest.
 
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Zardnaar

Legend


Exploits

Advantageous Strike

As a bonus action any non-hostile creature in your aura may use its reaction to make an attack. The creature gain advantage on the attack roll. The creature must be able to hear and understand the Warlord. This ability may be used again once you complete long or short rest.


Co-ordinated Attack
Prerequisite: 5th level, Path of the Tactician
When you take the Attack action, you can choose not to make any attack. If you do this two allies can make a weapon attack against an enemy of their choice or cast a cantrip targeting an enemy of their choice. You regain the use of this ability once you complete a long or short rest.


Crucial Advice

Prerequisite: 5th level, Path of the Tactician​
All allies within your commander’s aura gain a +1 bonus to AC and all saves.



Echoes of the Ancient Song
You gain proficiency in the history and investigation skills.


Extra Attack
Prerequisite: 5th level, Path of Bravery
You can attack twice, instead of once, when you take the attack action on your turn.


Furious Smash

If you take the attack action on your turn, you can use a bonus action to try and shove a creature within 5’ of you with your shield. You must be using a shield in order to use furious smash.



Hammer and Anvil

As a bonus action any non-hostile creature in your aura may use its reaction to make an attack or cast a cantrip. The creature may add your charisma modifier to the attack roll. The creature must be able to hear and understand the Warlord. This ability may be used again once you complete short rest rest.

Improved Inspirational Word

Prerequisite: 5th level, Path of Inspiration​

You may use you inspirational word on an extra ally.



Insightful Strike

Prerequisite: Level 12 Path of the Tactician​
An ally of your choice within your commander’s aura may add your intelligence modifier to weapon damage.



Inspiring Commander

Prerequisite: Level 3 Path of Inspiration​
You gain an extra inspirational dice.


Inspire Confidence

Prerequisite: 5th level, Path of Inspiration​
Allies within your commander’s aura gain a +1 bonus to attack rolls and skill checks.



Inspiring Strike

Prerequisite: Path of Inspiration

As a reaction when an ally within your aura makes an attack you may grant them a bonus to hit equal to your charisma bonus. You may use this ability a number of times equal to your charisma modifier. You regain all uses of this ability when you take a short or long rest.



Knights Move

You may grant your move action to another ally. They can use their reaction to make an immediate move action that does not provoke an attack of opportunity. You regain the use of this ability after you complete a short or long rest.


Leadership

For 1 minute as a bonus action any non-hostile creature in your aura gains a 1d4 bonus on an attack roll or saving throws. The creature bust be able to hear and understand the Warlord. This ability may be used again once you complete a short or long rest.


Parry
As a reaction you can add +2 to an adjacent allies AC against an attack that would hit it.




Skillful Commander

Prerequisite:level 3, Path of the Tactician​
You gain an extra superiority dice.


Reinvigorating Rest
This ability is identical to the Bard Song of Rest feature.


Shake it Off

As a bonus action you may have ally within 30’ make a saving throw with a bonus equal to your charisma score.


Timely Warning

Prerequisite: Path of the Tactician​
As a reaction when an ally within your aura who can see and hear is attacked may add your Intelligence modifier to their armor class. You may use this ability a number of times equal to your intelligence modifier. You regain all uses of this ability when you take a short or long rest.


Vipers Strike

Creatures within 5’ of you provoke attacks of opportunity even if they take the disengage action before leaving your reach.


Voice of All

The range of your inspirational word doubles to 60’.


Warlords Favor

As a bonus action any non-hostile creature in your aura may use its reaction and to make an attack or cast a cantrip. The creature may add your intelligence modifier to the damage roll.The creature must be able to hear and understand the Warlord. This ability may be used again once you complete short rest rest.


Warlords Surge

As an action you may grant an additional action to any non-hostile creature in your aura. You regain the use of this ability when you complete a long rest.
 
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G

Guest 6801328

Guest
One of the mechanics I liked that emerged in one of these discussions (and for some reason some of your ideas remind me of it) is the idea that this character starts up some kind of martial song, and any character who joins in gains a benefit that varies with the type of song.

Thus it's martial/inspirational, but it takes a proactive decision by the other characters to benefit from it, and it's really them inspiring themselves. (I even like the version that it requires giving up your bonus action because, you know, it takes at least some focus to participate in the song.)
 


mellored

Legend
One of the mechanics I liked that emerged in one of these discussions (and for some reason some of your ideas remind me of it) is the idea that this character starts up some kind of martial song, and any character who joins in gains a benefit that varies with the type of song.
It feels much more bard-like to me.
But i agree it's a nice mechanic.
 
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Raith5

Adventurer
Very interesting but isnt the combination of Inspiring Word and Inspirational Word (2 targets) pretty strong for a bonus action at 5th level, ie 2d8 for two allies?
 

Zardnaar

Legend
Very interesting but isnt the combination of Inspiring Word and Inspirational Word (2 targets) pretty strong for a bonus action at 5th level, ie 2d8 for two allies?


Maybe but if you are using a WL for a cleric sub they do not get higher levelspell slots and things like the life clerics domain healing ability. They also don't get things like Payer of Healing (the level 2 mass cure) or things like mass cure wounds. The Warlord also does not get things like goodberry or abuse MC builds for healing like lorebard/life cleric, or life cleric/druid.

It also does less healing than the healer feat. The reason I put it at 5th level is because other classes get things like fireball and a second attack so wanted the WL to have a good ability. At 5th level a WL can restore 54 hit points spread over 6 targets. I thought that was not to bad although bonus action might make a difference. ATM I do not have a problem with it, might change it later.

A healing focused Warlord (inspiration one) can get up to 3 targets+ charisma bonus with it.
 
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