CM
Adventurer
Since it's unlikely there will be an official warlord class anytime soon (because reasons), I've been working on my own. It's an attempt to retain the flavor of the 4e class while being conscious of 5e balance, including limited in-combat healing and the expectation that the class be usable without battle maps.
At present there are only eight different "stratagems" available. More are planned, at higher tactics point costs. The level 20 capstone ability is also still to be determined.
Feedback is appreciated.
CLASS FEATURES
HIT POINTS
Hit Dice: 1d8 per warlord level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
PROFICIENCIES
Armor: Medium armor
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose three from Insight, Intimidation, Medicine, Perception, Persuasion, Survival
EQUIPMENT
You start with the following equipment, in addition to that granted by your background:
THE WARLORD (proficiency bonus omitted)
[table="width: 500, class: grid, align: left"]
[tr]
[td]Level[/td]
[td]Tactics Points[/td]
[td]Features[/td]
[/tr]
[tr]
[td]1st[/td]
[td]0[/td]
[td]Aura of Leadership, Warning Shout[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]0[/td]
[td]Create Opportunity[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]1[/td]
[td]Inspiring Word, Commanding Presence, Stratagem[/td]
[/tr]
[tr]
[td]4th[/td]
[td]1[/td]
[td]Ability Score Improvement[/td]
[/tr]
[tr]
[td]5th[/td]
[td]2[/td]
[td]Extra Attack, Stratagem (2)[/td]
[/tr]
[tr]
[td]6th[/td]
[td]2[/td]
[td]Inspiring Word (2)[/td]
[/tr]
[tr]
[td]7th[/td]
[td]3[/td]
[td]Stratagem (3)[/td]
[/tr]
[tr]
[td]8th[/td]
[td]3[/td]
[td]Ability Score Improvement[/td]
[/tr]
[tr]
[td]9th[/td]
[td]4[/td]
[td]Inspiring Word (3), Redoubled Effort[/td]
[/tr]
[tr]
[td]10th[/td]
[td]4[/td]
[td]Stratagem (4)[/td]
[/tr]
[tr]
[td]11th[/td]
[td]5[/td]
[td]Aura of Leadership (2), Stratagem (5)[/td]
[/tr]
[tr]
[td]12th[/td]
[td]5[/td]
[td]Ability Score Improvement[/td]
[/tr]
[tr]
[td]13th[/td]
[td]6[/td]
[td]Inspiring Word (4), Redoubled Effort (2)[/td]
[/tr]
[tr]
[td]14th[/td]
[td]6[/td]
[td]Stratagem (6)[/td]
[/tr]
[tr]
[td]15th[/td]
[td]7[/td]
[td]Stratagem (7)[/td]
[/tr]
[tr]
[td]16th[/td]
[td]7[/td]
[td]Ability Score Improvement[/td]
[/tr]
[tr]
[td]17th[/td]
[td]8[/td]
[td]Inspiring Word (5), Redoubled Effort (3)[/td]
[/tr]
[tr]
[td]18th[/td]
[td]8[/td]
[td]Stratagem (8)[/td]
[/tr]
[tr]
[td]19th[/td]
[td]9[/td]
[td]Ability Score Improvement[/td]
[/tr]
[tr]
[td]20th[/td]
[td]10[/td]
[td]Stratagem (9), Capstone Ability (TBD)[/td]
[/tr]
[/table]
AURA OF LEADERSHIP
You adopt a leadership style that allows you to coordinate the tactics of your allies. Choose one of the following options. You can’t take an Aura of Leadership option more than once, even if you later get to choose again.
A character cannot benefit from auras of leadership from more than one warlord at a time. On their turn they can choose which warlord’s Aura(s) of Leadership to benefit from.
BRAVERY - You and your allies within 100 feet gain 2 extra temporary hit points whenever they gain temporary hit points and gain a +2 bonus to saving throws against fear effects.
MOBILITY - You and your allies within 100 feet can ignore 10 feet of difficult terrain each turn, and gain a +2 bonus to Stealth checks and to saving throws against effects that would incapacitate them or reduce their speed.
PROTECTION - Allies within 5 feet of you gain a +1 bonus to Armor Class and Dexterity saving throws. When an ally within 5 feet of you is subject to an attack or spell, you can use your reaction to trade places with your ally and become the target of the attack.
READINESS - You and your allies within 100 feet gain a +2 bonus to initiative, a +2 bonus to their passive Perception scores, and can stand up from prone using 10 feet of movement.
WARNING SHOUT
When you or an ally you can see is subjected to an attack or required to make a saving throw, you can use your reaction to shout a warning. You and your allies who can see or hear you gain a bonus to armor class against the attack and to any saving throws made as a part of the attack equal to your Intelligence bonus or +1 (whichever is higher). Once you use this feature, you must finish a short or long rest before you can use it again.
CREATE OPPORTUNITY
You can use a bonus action to grant an opportunity to one of your allies who can see or hear you. That ally can use their reaction to take one of the following actions: attack, dash, dodge, hide, use an object, or cast a spell (cantrip only). Once you use this feature, you must finish a short or long rest before you can use it again. At level 17, you can use this ability twice before resting.
INSPIRING WORD
You can use a bonus action to shout words of encouragement to an ally within 25 feet. The ally regains hit points equal to your proficiency bonus plus your Charisma bonus and gains 1d8 temporary hit points. You regain the use of this feature after a long rest. This feature improves with level:
Starting at 9th level, when you use Inspiring Word you can also choose to grant the recipient a saving throw against any effect they are suffering from that a saving throw can end. You must finish a long rest before you can use this feature again. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
TACTICS POINTS & STRATAGEMS
Starting at 3rd level, you begin mastering special tactical maneuvers called stratagems. Your ability to implement these stratagems is represented by your reserve of tactics points. Each stratagem requires the expenditure of a number of tactics points which is listed under the stratagem’s description.
When you expend tactics points, they are unavailable until you complete a short or long rest. Each time you learn a new stratagem, you can also replace one of your older stratagems with a new one for which you are eligible.
COMMANDING PRESENCE
Some warlords lead from the front lines, directly inspiring bravery in their comrades; others are tactical masterminds, directing their allies to exploit weaknesses and shore up defenses. A warlord’s Commanding Presence reflects their style of leadership, and determines which stratagems they can select.
VALIANT PRESENCE
Your inspiring presence at the front lines is a source of strength to your allies. They are heartened by your brave deeds, driven to excel in implementing your sometimes risky tactics. Your leadership style can be summed up as “fortune favors the bold.” You gain the Rush of Adrenaline Valiant Presence feature and can select valiant stratagems.
RUSH OF ADRENALINE: When you use Create Opportunity, the recipient also gains the benefit of your Inspiring Word without expending a use of your Inspiring Word.
CUNNING PRESENCE
Your brilliant schemes put your allies in the right place at the right time, allowing you to exploit weaknesses and shore up your own defenses. Your leadership style can be summed up as “preparation is the key to success.” You gain the Flash of Brilliance Cunning Presence feature and can select cunning stratagems.
FLASH OF BRILLIANCE: When you use Create Opportunity, you can grant its benefit to two allies instead of one.
VALIANT STRATAGEMS
MORALE BOOST: When you use Inspiring Word, you can spend 1 tactics point to grant yourself and your allies within 25 feet of you temporary hit points equal to your Charisma bonus plus your proficiency bonus. If you instead spend 2 tactics points, add your Charisma bonus twice instead of once.
ROUSING ASSAULT: When you use the attack action, you can spend 1 tactics point to grant one ally within 10 feet of you or the target temporary hit points equal to 2d8 plus your Charisma bonus. If you instead spend 2 tactics points, the ally instead gains the full benefit of your Inspiring Word without you expending a use of it.
VENGEANCE IS MINE: When you or an ally you can see takes damage from an enemy, you can use your reaction to spend 1 tactics point and make one melee or ranged attack against that enemy. If you instead spend 2 tactics points, you also grant another ally you can see the opportunity to use their reaction to make a melee or ranged attack against that enemy.
TEMPTING TARGET: You can use a bonus action and spend 1 tactics point to inspire rage in your allies. Until your next turn, allies who damage enemies within 10 feet of you deal 1d8 bonus damage.
CUNNING STRATAGEMS
REPOSITIONING COMMAND: When you use Inspiring Word, you can spend 1 tactics point. You and your allies within 50 feet can move a distance equal to 5 feet times your Intelligence bonus and gains temporary hit points equal to your Intelligence bonus. If you instead spend 2 tactics points, this movement does not provoke opportunity attacks and the temporary hit points are doubled.
COVERING ATTACK: When you use the attack action, you can spend 1 tactics point. One ally within 20 feet of the target can use their reaction to take the disengage and dash actions and gains 1d8 temporary hit points. For each additional tactics point you spend, one additional ally can gain use their reaction to gain these benefits.
INSIGHTFUL WARNING: When you use Warning Shout, you can spend 1 tactics point. All allies who can see or hear you gain temporary hit points equal to 1d8 plus your Intelligence bonus. For each additional tactics point you spend, increase the temporary hit points by 1d8, to a maximum of 5d8.
SPUR TO ACTION: As a bonus action, you can spend 1 tactics point. One ally within 25 feet of you who has not yet acted this round can use their reaction to move their initiative to immediately follow yours for the remainder of battle.
At present there are only eight different "stratagems" available. More are planned, at higher tactics point costs. The level 20 capstone ability is also still to be determined.
Feedback is appreciated.
CLASS FEATURES
HIT POINTS
Hit Dice: 1d8 per warlord level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
PROFICIENCIES
Armor: Medium armor
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose three from Insight, Intimidation, Medicine, Perception, Persuasion, Survival
EQUIPMENT
You start with the following equipment, in addition to that granted by your background:
- (a) scale mail and shield or (b) leather, longbow, and 20 arrows
- two melee weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
THE WARLORD (proficiency bonus omitted)
[table="width: 500, class: grid, align: left"]
[tr]
[td]Level[/td]
[td]Tactics Points[/td]
[td]Features[/td]
[/tr]
[tr]
[td]1st[/td]
[td]0[/td]
[td]Aura of Leadership, Warning Shout[/td]
[/tr]
[tr]
[td]2nd[/td]
[td]0[/td]
[td]Create Opportunity[/td]
[/tr]
[tr]
[td]3rd[/td]
[td]1[/td]
[td]Inspiring Word, Commanding Presence, Stratagem[/td]
[/tr]
[tr]
[td]4th[/td]
[td]1[/td]
[td]Ability Score Improvement[/td]
[/tr]
[tr]
[td]5th[/td]
[td]2[/td]
[td]Extra Attack, Stratagem (2)[/td]
[/tr]
[tr]
[td]6th[/td]
[td]2[/td]
[td]Inspiring Word (2)[/td]
[/tr]
[tr]
[td]7th[/td]
[td]3[/td]
[td]Stratagem (3)[/td]
[/tr]
[tr]
[td]8th[/td]
[td]3[/td]
[td]Ability Score Improvement[/td]
[/tr]
[tr]
[td]9th[/td]
[td]4[/td]
[td]Inspiring Word (3), Redoubled Effort[/td]
[/tr]
[tr]
[td]10th[/td]
[td]4[/td]
[td]Stratagem (4)[/td]
[/tr]
[tr]
[td]11th[/td]
[td]5[/td]
[td]Aura of Leadership (2), Stratagem (5)[/td]
[/tr]
[tr]
[td]12th[/td]
[td]5[/td]
[td]Ability Score Improvement[/td]
[/tr]
[tr]
[td]13th[/td]
[td]6[/td]
[td]Inspiring Word (4), Redoubled Effort (2)[/td]
[/tr]
[tr]
[td]14th[/td]
[td]6[/td]
[td]Stratagem (6)[/td]
[/tr]
[tr]
[td]15th[/td]
[td]7[/td]
[td]Stratagem (7)[/td]
[/tr]
[tr]
[td]16th[/td]
[td]7[/td]
[td]Ability Score Improvement[/td]
[/tr]
[tr]
[td]17th[/td]
[td]8[/td]
[td]Inspiring Word (5), Redoubled Effort (3)[/td]
[/tr]
[tr]
[td]18th[/td]
[td]8[/td]
[td]Stratagem (8)[/td]
[/tr]
[tr]
[td]19th[/td]
[td]9[/td]
[td]Ability Score Improvement[/td]
[/tr]
[tr]
[td]20th[/td]
[td]10[/td]
[td]Stratagem (9), Capstone Ability (TBD)[/td]
[/tr]
[/table]
AURA OF LEADERSHIP
You adopt a leadership style that allows you to coordinate the tactics of your allies. Choose one of the following options. You can’t take an Aura of Leadership option more than once, even if you later get to choose again.
A character cannot benefit from auras of leadership from more than one warlord at a time. On their turn they can choose which warlord’s Aura(s) of Leadership to benefit from.
BRAVERY - You and your allies within 100 feet gain 2 extra temporary hit points whenever they gain temporary hit points and gain a +2 bonus to saving throws against fear effects.
MOBILITY - You and your allies within 100 feet can ignore 10 feet of difficult terrain each turn, and gain a +2 bonus to Stealth checks and to saving throws against effects that would incapacitate them or reduce their speed.
PROTECTION - Allies within 5 feet of you gain a +1 bonus to Armor Class and Dexterity saving throws. When an ally within 5 feet of you is subject to an attack or spell, you can use your reaction to trade places with your ally and become the target of the attack.
READINESS - You and your allies within 100 feet gain a +2 bonus to initiative, a +2 bonus to their passive Perception scores, and can stand up from prone using 10 feet of movement.
WARNING SHOUT
When you or an ally you can see is subjected to an attack or required to make a saving throw, you can use your reaction to shout a warning. You and your allies who can see or hear you gain a bonus to armor class against the attack and to any saving throws made as a part of the attack equal to your Intelligence bonus or +1 (whichever is higher). Once you use this feature, you must finish a short or long rest before you can use it again.
CREATE OPPORTUNITY
You can use a bonus action to grant an opportunity to one of your allies who can see or hear you. That ally can use their reaction to take one of the following actions: attack, dash, dodge, hide, use an object, or cast a spell (cantrip only). Once you use this feature, you must finish a short or long rest before you can use it again. At level 17, you can use this ability twice before resting.
INSPIRING WORD
You can use a bonus action to shout words of encouragement to an ally within 25 feet. The ally regains hit points equal to your proficiency bonus plus your Charisma bonus and gains 1d8 temporary hit points. You regain the use of this feature after a long rest. This feature improves with level:
- Level 3: Two uses between long rests, 2d8 temporary hit points per use
- Level 6: Three uses between long rests, 3d8 temporary hit points per use
- Level 9: Four uses between long rests, 4d8 temporary hit points per use
- Level 13: Five uses between long rests, 5d8 temporary hit points per use
- Level 17: Six uses between long rests, 6d8 temporary hit points per use
Starting at 9th level, when you use Inspiring Word you can also choose to grant the recipient a saving throw against any effect they are suffering from that a saving throw can end. You must finish a long rest before you can use this feature again. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
TACTICS POINTS & STRATAGEMS
Starting at 3rd level, you begin mastering special tactical maneuvers called stratagems. Your ability to implement these stratagems is represented by your reserve of tactics points. Each stratagem requires the expenditure of a number of tactics points which is listed under the stratagem’s description.
When you expend tactics points, they are unavailable until you complete a short or long rest. Each time you learn a new stratagem, you can also replace one of your older stratagems with a new one for which you are eligible.
COMMANDING PRESENCE
Some warlords lead from the front lines, directly inspiring bravery in their comrades; others are tactical masterminds, directing their allies to exploit weaknesses and shore up defenses. A warlord’s Commanding Presence reflects their style of leadership, and determines which stratagems they can select.
VALIANT PRESENCE
Your inspiring presence at the front lines is a source of strength to your allies. They are heartened by your brave deeds, driven to excel in implementing your sometimes risky tactics. Your leadership style can be summed up as “fortune favors the bold.” You gain the Rush of Adrenaline Valiant Presence feature and can select valiant stratagems.
RUSH OF ADRENALINE: When you use Create Opportunity, the recipient also gains the benefit of your Inspiring Word without expending a use of your Inspiring Word.
CUNNING PRESENCE
Your brilliant schemes put your allies in the right place at the right time, allowing you to exploit weaknesses and shore up your own defenses. Your leadership style can be summed up as “preparation is the key to success.” You gain the Flash of Brilliance Cunning Presence feature and can select cunning stratagems.
FLASH OF BRILLIANCE: When you use Create Opportunity, you can grant its benefit to two allies instead of one.
VALIANT STRATAGEMS
MORALE BOOST: When you use Inspiring Word, you can spend 1 tactics point to grant yourself and your allies within 25 feet of you temporary hit points equal to your Charisma bonus plus your proficiency bonus. If you instead spend 2 tactics points, add your Charisma bonus twice instead of once.
ROUSING ASSAULT: When you use the attack action, you can spend 1 tactics point to grant one ally within 10 feet of you or the target temporary hit points equal to 2d8 plus your Charisma bonus. If you instead spend 2 tactics points, the ally instead gains the full benefit of your Inspiring Word without you expending a use of it.
VENGEANCE IS MINE: When you or an ally you can see takes damage from an enemy, you can use your reaction to spend 1 tactics point and make one melee or ranged attack against that enemy. If you instead spend 2 tactics points, you also grant another ally you can see the opportunity to use their reaction to make a melee or ranged attack against that enemy.
TEMPTING TARGET: You can use a bonus action and spend 1 tactics point to inspire rage in your allies. Until your next turn, allies who damage enemies within 10 feet of you deal 1d8 bonus damage.
CUNNING STRATAGEMS
REPOSITIONING COMMAND: When you use Inspiring Word, you can spend 1 tactics point. You and your allies within 50 feet can move a distance equal to 5 feet times your Intelligence bonus and gains temporary hit points equal to your Intelligence bonus. If you instead spend 2 tactics points, this movement does not provoke opportunity attacks and the temporary hit points are doubled.
COVERING ATTACK: When you use the attack action, you can spend 1 tactics point. One ally within 20 feet of the target can use their reaction to take the disengage and dash actions and gains 1d8 temporary hit points. For each additional tactics point you spend, one additional ally can gain use their reaction to gain these benefits.
INSIGHTFUL WARNING: When you use Warning Shout, you can spend 1 tactics point. All allies who can see or hear you gain temporary hit points equal to 1d8 plus your Intelligence bonus. For each additional tactics point you spend, increase the temporary hit points by 1d8, to a maximum of 5d8.
SPUR TO ACTION: As a bonus action, you can spend 1 tactics point. One ally within 25 feet of you who has not yet acted this round can use their reaction to move their initiative to immediately follow yours for the remainder of battle.
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