Warlords are masters of tactical combat. They are formidable martial combatants in their own right, but their true power comes from their ability to forge a group of adventurers into a true fighting force.
Strength, Dexterity and Intelligence. Strength and Dexterity determine the warlord's AC and proficiency with weapon attacks, while Intelligence dictates the warlord's starting and maximum number of Tactics known.
Creating a Warlord
When you create a character whose first class is warlord, you gain these benefits.
+1 to your Strength, Dexterity, or Intelligence score
Starting Hit Points:
8 + your Constitution modifier
Armor and Shield Proficiencies:
Lvl Hit Dice Atk Morale Tactics Class Features
1 1d8 +2 2/day 2/rest Drills, Combat Tactics
2 2d8 +2 2/day 2/rest
3 3d8 +2 3/day 2/rest New drill
4 4d8 +2 3/day 3/rest
5 5d8 +3 4/day 3/rest
A warlord gains the following class features.
1d8 per warlord level
1d8 (or 5) + your Constitution modifier per warlord level gained.
Level 1: Drills
The warlord has drilled tirelessly in a number of maneuvers that aid his allies in combat and help fuse them into a deadly fighting force. These drills can be repeated as often as desired. Unless noted otherwise, drills are actions.
At first level, the warlord knows Triage and two other drills; he learns an additional drill of his choice every third level (3, 6, 9).
Level 1: Combat Tactics
The warlord has studied numerous clever tactics designed to enhance the effectiveness of his unit in combat. These tactics must be carefully plotted out and discussed with the party before the fighting starts. This means that however many tactics the warlord knows, he must choose only two of them to prepare for each combat. This increases to 3 at 4th level and 4 at 8th. When he has a short rest, he can use the downtime to plot out new maneuvers for the next combat with his party. Any member of the party not present and conscious for the short rest will not be able to participate in or receive benefits from the warlord's tactics in the following battle.
The party can use one tactic at a time; the warlord can declare a starting tactic during the time when he is plotting tactics, and can change tactics once per round on his turn. (This is not an action.) He can switch between the tactics he has prepared as many times as he deems appropriate.
In his detailed knowledge of the ways of combat, the warlord recognizes that morale is often the key to victory. An "inspiration" is a type of tactic typically used out of combat, which generally takes some time to perform but does not need to be prepared in advance. These inspirations cost "Morale." Morale represents the limit of the warlord's ability to inspire confidence and teamwork in his unit, and can only be recharged with a long rest. A warlord has 2 Morale Points per day at first level, increasing by 1 at each odd level (3 at 3rd, 4 at 5th, etc).
Every warlord knows the Inspiration Dig Deep and at least 1 other tactic of his choice. If his Int modifier is positive, he adds it to the number of tactics he knows at first level. The warlord automatically learns a new tactic every level. He may also learn additional tactics from books of strategy, scrolls, or directly from other warlords and prominent tacticians; the value of these tactics is widely recognized, however, and the warlord can expect to pay a hefty price in gold or in favors if he wants to learn a new tactic. It takes at least 24 total hours of study, drilling, and practice to master a new tactic in all its intricacies.
The total number of tactics a warlord can effectively keep track of is equal to his Intelligence score.
List of Drills
His vast experience on the battlefield allows the warlord to apply poultices and salves with military efficiency. When you use this ability on an adjacent ally, he may spend one of his Hit Dice to recharge hit points as if you were using a Healer's Kit outside of combat. At third level, he may spend up to 2 HD this way, increasing by an additional HD every 3 levels.
You make a melee or ranged attack against an enemy; if you hit, you deal half damage, but the enemy receives Disadvantage on their next attack before the beginning of your next turn.
You grant an adjacent ally advantage on one roll of their choice before the beginning of your next turn.
You can make a melee or ranged attack adding your Intelligence modifier to the attack roll in place of Strength or Dexterity. (Damage modifiers are unchanged.)
Once per round, you may change the party's tactic as a reaction even when it is not your turn.
List of Tactics
Dig Deep (Inspiration)
You inspire an ally to channel reserved they didn't even know they had, granting them one extra Hit Die. This Hit Die disappears if it isn't spent by the time the warlord takes a long rest. You may target two allies at 3rd level and an additional ally every 3 levels after that; however, you can't inspire yourself with this ability.
Forced March (Inspiration)
Your military discipline encourages your party to move more efficiently, covering long overland distances twice as quickly as normal.
Group Presence (Inspiration)
With your guidance and careful rehearsal, the party acts in careful accord even in social situations. All members of your party gain advantage on Diplomacy, Intimidate, Barter, Bluff, and Insight checks for the next 10 minutes.
Duck and Weave
Your allies may move through enemy squares. In addition, instead of getting advantage on attacks of opportunity against your party, enemies receive disadvantage.
As an action, the warlord may designate a single target to his allies; all allies deal +1d6 damage against that target. (This damage increases to +2d6 at level 5 and +3d6 at level 8.) The warlord may not designate another target until the first is down or has surrendered.
Back to Back
Enemies receive disadvantage on attacks against a party member who is adjacent to at least one other party member.
Allies adjacent to the warlord (or adjacent to an ally who is) receive advantage on all saving throws and deal +1d6 damage on melee attacks. (Damage increases to +2d6 at 3rd level, +3d6 at 6th, and +4d6 at 9th.)
The party receives advantage on all Intelligence, Wisdom and Charisma-based saving throws as long as the warlord is conscious and within 50 feet.
Rush To Strike
The party receives a 10ft bonus to their movement speed.
Whenever a member of the party lands a killing blow on an enemy, they receive 1d4 temporary hit points. (THP are the first hit points lost when the character takes damage, but they disappear after five minutes if they are not lost.) This increases to 2d4 at 4th level and 3d4 at 8th level.
Hold Your Ground
Any ally who does not move from their position during their turn receives advantage on their first attack roll that turn.
Fire in the Hole
Through careful drilling that allows spellcasters and their teammates to work in close symphony, your spellcasters have learned how to avoid friendly fire. Allies can choose to exclude targets that fall within the effect of any area spells or effects they cast.
On My Target
Whenever the warlord makes a melee or ranged attack, he can grant one ally the opportunity to also make a ranged or melee attack against the same target as a reaction.