Warlord
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.
Key Abilities: Intelligence, Charisma, and Strength or Dexterity. Strength and Dexterity determine the warlord's AC and proficiency with weapon attacks. Intelligence dictates the how many tactics the warlord starts with and limits how many he can prepare per encounter. And Charisma affects the power of many of his defensive and protective tactics.
Creating a Warlord
When you create a character whose first class is warlord, you gain these benefits.
Ability Adjustment: +1 to your Strength, Dexterity, or Intelligence score
Starting Hit Points: 8 + your Constitution modifier
Armor and Shield Proficiencies: All
Weapon Proficiencies: All
Code:
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
Class Features
A warlord gains the following class features.
Hit Dice: 1d8 per warlord level
Hit Points: 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.
However, he can never prepare a number of tactics greater than his Int modifier. 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 one non-Inspiration 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.
List of Drills
Triage
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, with a bonus equal to your Charisma modifier. At third level, he may spend up to 2 HD this way, increasing by an additional HD every 3 levels.
Distracting Strike
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.
Aid Ally
You grant an adjacent ally advantage on one roll of their choice before the beginning of your next turn.
Clever Blow
You can add your Intelligence modifier to a melee or ranged attack adding your Intelligence modifier to the attack roll in place of Strength or Dexterity. (Damage modifiers are unchanged.)
Snap Decision
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.
Nova Strike
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.
Phalanx
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.)
Stay Focused
The party receives advantage on all Intelligence, Wisdom and Charisma-based saving throws as long as the warlord is conscious and within 50 feet. They also add your Charisma modifier to all saves against Fear and Charm effects.
Rush To Strike
The party receives a 10ft bonus to their movement speed.
Blood Harvest
Whenever a member of the party lands a killing blow on an enemy, they receive temporary hit points equal to 1d8+your Cha modifier. (THP are the first hit points lost when the character takes damage, but they disappear after five minutes if they are not lost. THP gained through this tactic do not stack.) This increases to 2d8+Cha at 4th level and 3d8+Cha 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 chance to also make a ranged or melee attack against the same target as a reaction.
Don't Die On Me
You allies add your Charisma modifier to all Death Saving Throws. Any allies who start their turn stabilized with a negative hit point total are brought up to zero HP.