Neonchameleon
Legend
I only started writing it today - so looking for feedback.
___
The warlord is someone round who the battle centers, but whose greatest influence is not so much in what they themselves do as empowering everyone else to be the best that they can be. Some warlords behave almost as fighters but are inspirational to those around them while others barely know which end of a sword, but still bring the best of their allies despite having no spells to do so. The warlord was at least in part designed for a low magic campaign where instant magical healing is rare, but the DM doesn’t want to entirely redesign D&D consequences.
Summary
Class Features
As a warlord, you gain the following class features.
Hit Points
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 or medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, Stealth, and Survival
Set-Up
When the Warlord would make an attack, or as a standard action the warlord can give an ally the ability to use their reaction to either:
Inspiration
The Warlord may use their bonus action to enable an ally to dig deep into their reserves and grit through things. One ally they are interacting with (including shouting at) may spend a hit dice plus a further one for every four full levels they have, and the hit points recovered are maximised. This ability is recharged on a short rest.
At level 11 you can either use this twice per short rest or expend both uses to allow all allies you are currently interacting with
Fighting Style
The Warlord can choose any fighter fighting style. In addition they may pick from the Warlord fighting style list:
Beginning at 9th level, as a reaction you can allow all allies who failed a save against one effect to reroll their saving throws. If they do so, you must use the new roll, and you can't use this feature again until you finish a long rest.This has no effect on what you rolled.
You can use this feature twice between long rests starting at 13th level.
Symphony of Battle
At level 17 the Warlord becomes a master of complexity and battle. When they use Set-Up it applies to every ally they are currently interacting with that’s able to take advantage.
Delegation
At level 20 the Warlord is sufficiently legendary that they don’t even need to be physically present to run combat like a well oiled machine. Any group of close allies that the warlord trusts (current or former adventuring comrades are close enough to qualify) may treat the warlord as if they were physically present and using an action on Set-Up every round on Initiative 15 as long as they are either (a) following a plan the Warlord contributed significantly to or (b) working directly in the best interests of their warlord ally.
___
The warlord is someone round who the battle centers, but whose greatest influence is not so much in what they themselves do as empowering everyone else to be the best that they can be. Some warlords behave almost as fighters but are inspirational to those around them while others barely know which end of a sword, but still bring the best of their allies despite having no spells to do so. The warlord was at least in part designed for a low magic campaign where instant magical healing is rare, but the DM doesn’t want to entirely redesign D&D consequences.
Summary
Level | Proficiency Bonus | Features |
1st | +2 | Set-up, Inspiration |
2nd | +2 | Fighting Style |
3rd | +2 | Martial Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack (x1) |
6th | +3 | Ability Score Improvement, Fighting Style |
7th | +3 | Martial Archetype feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Bastion (x1) |
10th | +4 | Martial Archetype feature |
11th | +4 | Fighting Style, Improved Inspiration |
12th | +4 | Ability Score Improvement |
13th | +5 | Bastion (x2) |
14th | +5 | Ability Score Improvement |
15th | +5 | Martial Archetype feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Symphony of Battle |
18th | +6 | Martial Archetype feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Delegation |
As a warlord, you gain the following class features.
Hit Points
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 or medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, Stealth, and Survival
Set-Up
When the Warlord would make an attack, or as a standard action the warlord can give an ally the ability to use their reaction to either:
- Make a single melee attack or ranged attack against a foe in melee range with the warlord
- Take a bonus action
- Take an object interaction
Inspiration
The Warlord may use their bonus action to enable an ally to dig deep into their reserves and grit through things. One ally they are interacting with (including shouting at) may spend a hit dice plus a further one for every four full levels they have, and the hit points recovered are maximised. This ability is recharged on a short rest.
At level 11 you can either use this twice per short rest or expend both uses to allow all allies you are currently interacting with
Fighting Style
The Warlord can choose any fighter fighting style. In addition they may pick from the Warlord fighting style list:
- Spotter: When the warlord uses Set-Up allies may use ranged attack against foes distant from the warlord.
- Mystical Set-up: Cantrips may be cast as a response to set-up. Note that ranged cantrips also require the Spotter style unless the target is in melee with the warlord
- Smooth teamwork: When benefiting from Set-Up actions that do not involve spellcasting no longer use up reactions. An ally may not get two extra actions from Set-Up on the same turn however.
Beginning at 9th level, as a reaction you can allow all allies who failed a save against one effect to reroll their saving throws. If they do so, you must use the new roll, and you can't use this feature again until you finish a long rest.This has no effect on what you rolled.
You can use this feature twice between long rests starting at 13th level.
Symphony of Battle
At level 17 the Warlord becomes a master of complexity and battle. When they use Set-Up it applies to every ally they are currently interacting with that’s able to take advantage.
Delegation
At level 20 the Warlord is sufficiently legendary that they don’t even need to be physically present to run combat like a well oiled machine. Any group of close allies that the warlord trusts (current or former adventuring comrades are close enough to qualify) may treat the warlord as if they were physically present and using an action on Set-Up every round on Initiative 15 as long as they are either (a) following a plan the Warlord contributed significantly to or (b) working directly in the best interests of their warlord ally.