I wasn’t that big on 4e, truthfully never saw one in play, so can’t speak to things like “if it feels like warlord” or something. Warlord is definitely a lot to digest & there are a lot of new things like resolve or all the various dice mentioned by
@Starfox making it hard to gauge what is warlord specific & what is new for a5e but still cooking. On the surface it
seems like an interesting class to play or have at the table. I feel like the archetypes deserve a separate post so I’ll do those in another post when time allows
Starting equipment: I noticed that equipment pachage1 is “2 martial weapons, 2 spears, longbow, 20 arrows….” That’s a
ton of weapons!I have trouble understanding how this could be useful beyond “hey gm can I sell my extra $mostExpensiveWepons” unless there is some foreshadowing on weapon changes we haven’t seen or they are somehow made useful by followers at level 5? If the followers, why not include that they come with their own xyz instead of making the player cart them around till then?
Commanding Presence: Skip an attack to let an ally in your aura make one as a reaction & some other neat uses later. The discussion over the forgo an attack thing has already started, but we already have a more limited version in the form of the battlemaster’s commander’s strike to show how it plays out. No single target attacker can match the rogue so every round the warlord is going to feel compelled to point at the rogue and say “pikachu, I choose you!”. With the warlord getting this at level 1 & second attack at 5th it might as well not even have the attack action as an option till 5. Another straw on that pile is that even if a control/debuff/buff/heal/etc spell from a caster is going to be more useful it’s not available & the lack of caster synergy shows up again later.
Rallying Surge: It’s a heal, those are useful. Adding class level means it’s going to be a heal the party really notices as saving the day & can take comfort in knowing that ace in the warlord’s pocket is there to catch them (or terror when not). I like it for all of those reasons & it makes me want to see things like the healing spells/dropping below 1hp rules even more.
Maneuvers: I’ve gone over them one by one before but the warlord has the ability to let allies use the ones they chose to no doubt add a second or third dimension to some of those choices by granting classes access to maneuvers not normally an option for them so the broad list of eight different maneuver groupings is a big boon here.
Combat Directives: This is cool that you can let rogue-achu use a sanguine knot maneuver you know when you point & say the three words we all know. It doesn’t specify if you, the rogue, or nobody spends exertion for it though. By omission it feels like the intent is for it to be no exertion like the later leveled ranger maneuver option that explicitly mentions the cost reduction. At the same time by omission it also asks the GM to decide & should probably specify. Looking over the sanguine knot options in the fighter doc this allows a ton of options.
Extra Attack: We all know it, but this one is especially notable because commanding presence pretty much make it your
first attack. I think that’s ok as long as combat directives is no cost on the sanguine knot but it makes all of those weapons you start with even more curious.
Followers: Already confirmed not ready, the tidbit sounds interesting in that they fade away sensibly & refuse to do obvious career ending tasks like pushing that button under those gore laden spikes for you.
Versatile exploration: Getting to pick knacks from another class’s pool is interesting & this isn’t the first time we’ve seen it. These kind of overlaps will allow a lot of neat flexibility & depth in character building so I can’t wait to see how they play out.
Call to arms: Giving allies an expertise die on initiative is going to be something people remember & making it require your party to be close will be a nice “do we stick close for it or do we spread out so we don’t all trigger the same trap” choice that can add a bit of risk for the overextended scout or overly cautious “I’m wayyy back here” PC. I think this will play out well at the table.
Martial Renown: It’s vaguely mentioned in the dmg & sort of used in AL, but this adding PB to renown feels more like a new & more robust thing so I’m looking forward to seeing it. More importantly though it comes with a few other options we can talk about.
- Famous This makes sense & seems interesting, but it should probably include a word like friendly sympathetic cowed interested or even nonhostile. It’s also unclear on the intimidation expertise die being with that authority figure/that meeting or in general to all of them.
- Maverick: This sets up some interesting roleplay & strategic options as getting to know the criminal element above street thug can often be a bit awkward & having the guards follow you on a completely innocent stroll through town while your allies burn down the orphanage secretly spawning vampires makes an interesting tactic
Spur ally: Being able to let someone reroll that disintegrate save or the big skill check will be greatly appreciated by the group & add another card to the warlord’s pocket of “thank god you were there” cards for the party to depend on.
Expanded Directives: This pretty seriously expands on the combat directives by letting you pick a second tradition to share & will really be an interesting force multiplier… especially if the intent is to have the maneuver you grant added at no or reduced cost like the ranger thing.
Rouse the troops: Letting your allies spend hit dice without a rest is nice & the fatigue/resolve reduction will probably be useful.
Commanding Demeanor: Choose an option with some interesting options available.
- Calm: At least one other class (rogue?) has an option they can choose to tactfully intimidate people without making a scene, this one is notable by taking more time & being a CR to level check rather than an intimidate check. I think that instead of just “when you first meet” it shouldalso probably include an option to use it more generally as your diplomancery friend’s walking slab of scary that is jut quietly scary at their side while your friend is doing their diplomancer type thing.
- Resolute: Reroll a failed int wis or charisma check with an expertise die is going to be useful if not bland but maybe add an expertise die to your choice of all checks with a particular skill to be more similar in standing with some of the other similar class options
- Responsive: An expertise die on persuasion is useful, being able to jump into an existing conversation as if known adds a ton of interesting possibilities too.
Stronghold: still WiP so not much to say without detail. One note however is that I hope a stronghold wizard tower or whatever also mentions forms that fit a game set in a more urban area. Having an apartment of decent size or even a anywhere in a place like sharn skyway villa is a huge boon in a sharn based campaign but having even a giant castle a few hours by lightning rail with no nearby lightning rail stop is likely les than useful in that campaign.
Advantageous Acton: When I started reading this I wanted to cry at the idea of help action spamming, but the three unnamed options make it something really special. Shaking players of the urge to say “and I help bob” or “and my familiar helps bob” is tough so not using the help action wording might be an improvement depending on what the rest of a5e looks like. Probably not the end of the world either way. Since they aren’t named I gave them names just to make discussion easier
- Pull yourself together: End the frightened condition on a creature within 30feet is going to be really useful against anything with a fear aura or similar,
- Quick Ward: Grant temphp equal to your charisma mod to a creature within 5 feet of you(touch?). This is going to be a useful spam as 5thp every round is great at any level.
- Quick Patch: Bringing a downed ally back to 1hp is useful as it puts them back in the fight, but wackamole healing is already bad in 5e so this is either out of sync with healing elsewhere or could say disappointing things about what happens when taken below 1hp still being the same

Greater stronghold: Same unknown as stronghold
Critical Weakness: The name suggests that it would help with knowing that a given critter is vulnerable to an element so a different name like coordinated exploit or something might fit the function better. Giving everyone advantage & +6 damage on their attacks/spells is huge. It’s also noteworthy that I think this is the first time casters have been acknowledged as party members with the warlord. Given that this is a level 17 ability it makes for an obvious hole that casters will feel.
Impressive Reputation: another pick one of three. With this being the first class that goes above 10 we can’t really compare them to anything,
- Hero: This one is hard to judge as a theoretical 18-20 days of room & board at this level is rarely an expense worth noting but “a place upon their court” is ither something new or something that is useful as a campaign makes it. Like famous this should include a weasel word or two so it can’t be used to gain access to the big bad’s keep without handing defenses & precautions.
- Iconoclast: Bards/scholars/etc seek you out for a drink or something to swap stories and feed you a useful piece of information. This is a great excuse for the gm to point out plot stuff or point out that the carefully crafted plot hook is not attached to the random npc that is starting to consider you all to be creepy stalkers
- Slaughterer: Interesting but I’m not sure how it will play out at the table. Given that this is a level 18 ability you can choose it’s either great or not a big loss
Supreme stronghold: Much like the other strongholds
Legendary commander: add +cha to allies saves, like paladin aura this is useful. Plus pick one
- Commander’s expertise: Have allies add an expertise die to their attack when you use commanding presence. More is almost always better onattack rolls players make. Interesting note to this is mentioning the d12 cap so presumably there are other ways for players to get an expertise die on attack rolls eve though I don’t remember seeing any in print yet.
- Feedback Loop: Gain a reaction yourself when you forgo an attack to let an ally do things with commanding presence, this could be useful in a lot of ways. Adding a footnote to allow you to just use advantageous (bonus)action with this extra reaction might help ensure it always remains useful.
- Rapid deployment: You & your allies get +20ft move speed. I bet there are lots of white room theorycrafting ways to use this when that L20 one shot comes around.
Exploration Knacks
Exacting: Proficiency & expertise die on navigators tools plus bump the group’s travel speed for some interesting stuff. Navigator’s tools are a lot of use combined with bob’s survival for traveling so this is neat for some games (including ones I’ve run) I’m sure.
Lay of the land: Interesting way to ask the gm where the obvious route the bad guys will take or vice versa if the party is someone else’s thorn. Having an exertion cost & limiting it to 2 miles does a nice job of limiting it to some degree though.
Rewarding Repute: Having people tell you about that kinda stuff& an expertise die on nature/survival checks within 10 miles of settlements you’ve visited. Adding something like “or encampment” to include way stations & things like hunting lodges, refugee camps, etc might be a nice cherry.
Soldier Kitting: We don’t know much about bulky items beyond supplies maybe using them, but letting adding PB number of allies add one makes it sound as interesting as I’ve been hoping.
Team Tactics: Give an ally +2 for each ally up to your PB helping them with someone for an interesting & useful alternative to advantage that encourages the party to think about how they can individually help bb with something. A barbarian might not know a thing about picking a lock or disarming a ward, but he can sure as heck hold Chet’s toolkit & the number 3 warding hook so Chet has both hands free to carefully use the arcane pathway jumper or whatever.