I'd aim for a unification pass.
And maybe steal the original 5e fighter design.
Also, I'd try to work on things happening ASAP. It is more fun to swing the barbarian as a weapon if it happens on your turn.
So... first, I'd give it a Command Die. It would scale from 1d4 up to 1d12. This provides a natural way for your abilities to scale.
Next, lean into aid another.
So, stealing very very liberally from you, and attempting to avoid any "improved X", I generate:
Command Die: You have a command die. At first level it is 1d4, and it increases at level 5, 11, 17, and 20 to 1d6, 1d8, 1d10, 1d12. If you add your Command Die to an attack roll, saving throw or ability check more than once, roll it more than once and take the better result, do not add them. If you add your Command Die to a damage roll more than once, simply add it up.
Instructor: When your help action grants advantage on an ability check or attack roll you are proficient in, the creature can add your Command Die to the ability check or attack roll.
Shouts: Starting at 1st level, your help action has additional options. When you help as an action you can choose the effect of shouting to a creature within 30 feet one of the following commands:
Move!: That creature may expend a reaction to move their speed. If they do so, they gain a bonus to their AC equal to a roll of your Command Die until the end of your next turn.
Get Up!: The creature may immediately make a saving throw against an effect that usually permits a saving throw on each of their turns. They gain a bonus to this saving throw equal to your command die. If they fail this immediate saving throw, no negative consequences occur. In addtion, they can expend their reaction to stand up from prone or attempt to escape a grab with a bonus to the roll equal to your command die.
Strike!: The creature may expend their reaction to make a weapon attack with advantage.
Presence:
Starting at 2nd level your mere presence on the battlefield or other conflict can swing the results. Whenever a creature within 30' of you is involved in a number of circumstances, you can expend your reaction to swing the result.
Tradition
The features are at 3rd, 6th, 13th and 17th level. Waiting for 9th for 2nd feature is too long.
Extra Attack: When you take the attack action you may attack twice instead of once. When you take the help action as an action, you may also take the attack action, but only attack once in it.
Battle-ready:
Starting at 7th level, you can train your team to be ready when initiative is rolled. Select one of the following options:
Tactical Planner: Everyone on your side adds your command die to their initiative roll.
Inspiring Planner: Everyone on your side gains temporary HP equal to your command die plus your proficiency modifier for 1 minute. If they have those temporary HP, the first time they make a saving throw they have advantage on the roll.
Skirmish Planner: Everyone on your side gains 5'+your comand die additional feet of speed for the next minute. Once in the next minute, when attacked or about to make a dexterity saving throw, they can expend their reaction to take the dodge action.
Logistics Specialist:
Amateurs study tactics, professionals strategy, and masters study logistics. Battles are won before the forces even see each other. Starting at 9th level, select one of the following options:
Armory: Using a tool you are proficient in, over a long rest you can optimize a weapon or spellcasting focus. The first time each turn this weapon deals damage, or a spell using that focus deals damage, it deals extra damage equal to your command die. Such optimization lasts for your proficiency bonus days, so you can rotate through up to your proficiency bonus items and keep them all optimized.
Quartermaster: Better rations, better combatants. If you can supervise the purchase and use of food and camp supplies, over a long rest you can grant up to your proficiency bonus creatures a boost from optimized supplies. At the end of the long rest, they each roll your command die and gain that many logistics points. Before their next long rest, they may consume any number of logistics points to give a bonus to a saving throw, attack roll or ability check they make.
Intelligence: Allies within 60' of you (including yourself) can add your command die to all perception, insight and stealth checks.
Veteran Commander:
Starting at 11th level, when you take the help action as an action, you can target up to two different creatures. In addition, the first time you hit a creature with an attack each round, add your command die to the damage you do.
Mobile Bastion:
Starting at 14th level, breaking a position you are defending becomes much harder. You can expend a reaction to a creature within 30 feet of you:
Be Prepared:
Starting at 15th level, you add your Command Die to every saving throw you make.
Control Engagement:
Starting at 18th level, when you use the help action as an action, you can target up to 6 creatures at once.
Seize the Moment:
At any point during your turn, you may grant one creature within 30' of you the ability to take an action and move their speed. While doing this, they add your command die to all ability checks, saving throws, damage rolls, and attack rolls, they have advantage on all checks, attack rolls and saving throws, and any creature they cause to make a save takes a penalty equal to your command die to their save.
You cannot do this if you or the creature you select is incapacitated, and once you do this, you cannot do this again until you complete a short rest.
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Also I would go with 1d8 HD. A subclass should exist that adds +1 HP/level, or even a 2nd subclass you pick at level 1.
Like, what kind of warlord are you? Picked at level 1. Different than tradition.
And maybe steal the original 5e fighter design.
Also, I'd try to work on things happening ASAP. It is more fun to swing the barbarian as a weapon if it happens on your turn.
So... first, I'd give it a Command Die. It would scale from 1d4 up to 1d12. This provides a natural way for your abilities to scale.
Next, lean into aid another.
So, stealing very very liberally from you, and attempting to avoid any "improved X", I generate:
Command Die: You have a command die. At first level it is 1d4, and it increases at level 5, 11, 17, and 20 to 1d6, 1d8, 1d10, 1d12. If you add your Command Die to an attack roll, saving throw or ability check more than once, roll it more than once and take the better result, do not add them. If you add your Command Die to a damage roll more than once, simply add it up.
Instructor: When your help action grants advantage on an ability check or attack roll you are proficient in, the creature can add your Command Die to the ability check or attack roll.
Shouts: Starting at 1st level, your help action has additional options. When you help as an action you can choose the effect of shouting to a creature within 30 feet one of the following commands:
Move!: That creature may expend a reaction to move their speed. If they do so, they gain a bonus to their AC equal to a roll of your Command Die until the end of your next turn.
Get Up!: The creature may immediately make a saving throw against an effect that usually permits a saving throw on each of their turns. They gain a bonus to this saving throw equal to your command die. If they fail this immediate saving throw, no negative consequences occur. In addtion, they can expend their reaction to stand up from prone or attempt to escape a grab with a bonus to the roll equal to your command die.
Strike!: The creature may expend their reaction to make a weapon attack with advantage.
Presence:
Starting at 2nd level your mere presence on the battlefield or other conflict can swing the results. Whenever a creature within 30' of you is involved in a number of circumstances, you can expend your reaction to swing the result.
- As a reaction to a creature taking damage, you can increase or decrease the damage by a roll of your command die.
- As a reaction to a creature making an attack on another creature, you can add your command die to the attack roll.
- As a reaction to a creature making an ability check, you may add your command die to the ability check roll.
Tradition
The features are at 3rd, 6th, 13th and 17th level. Waiting for 9th for 2nd feature is too long.
Extra Attack: When you take the attack action you may attack twice instead of once. When you take the help action as an action, you may also take the attack action, but only attack once in it.
Battle-ready:
Starting at 7th level, you can train your team to be ready when initiative is rolled. Select one of the following options:
Tactical Planner: Everyone on your side adds your command die to their initiative roll.
Inspiring Planner: Everyone on your side gains temporary HP equal to your command die plus your proficiency modifier for 1 minute. If they have those temporary HP, the first time they make a saving throw they have advantage on the roll.
Skirmish Planner: Everyone on your side gains 5'+your comand die additional feet of speed for the next minute. Once in the next minute, when attacked or about to make a dexterity saving throw, they can expend their reaction to take the dodge action.
Logistics Specialist:
Amateurs study tactics, professionals strategy, and masters study logistics. Battles are won before the forces even see each other. Starting at 9th level, select one of the following options:
Armory: Using a tool you are proficient in, over a long rest you can optimize a weapon or spellcasting focus. The first time each turn this weapon deals damage, or a spell using that focus deals damage, it deals extra damage equal to your command die. Such optimization lasts for your proficiency bonus days, so you can rotate through up to your proficiency bonus items and keep them all optimized.
Quartermaster: Better rations, better combatants. If you can supervise the purchase and use of food and camp supplies, over a long rest you can grant up to your proficiency bonus creatures a boost from optimized supplies. At the end of the long rest, they each roll your command die and gain that many logistics points. Before their next long rest, they may consume any number of logistics points to give a bonus to a saving throw, attack roll or ability check they make.
Intelligence: Allies within 60' of you (including yourself) can add your command die to all perception, insight and stealth checks.
Veteran Commander:
Starting at 11th level, when you take the help action as an action, you can target up to two different creatures. In addition, the first time you hit a creature with an attack each round, add your command die to the damage you do.
Mobile Bastion:
Starting at 14th level, breaking a position you are defending becomes much harder. You can expend a reaction to a creature within 30 feet of you:
- Makes a saving throw, grant advantage and add your command die to the roll. Until the end of the current turn, every creature of your choice within 30' also adds your command die to saving throws.
- Is hit by an attack, cause disadvantage on the attack and add your command die to every creature of your choice (within 30')'s AC until the end of the current turn.
- Is healed or gains HP, the creature heals HP equal to a roll of your command die, and all creatures of your choice within 30' gain an equal number of temporary HP until the start of your next turn.
Be Prepared:
Starting at 15th level, you add your Command Die to every saving throw you make.
Control Engagement:
Starting at 18th level, when you use the help action as an action, you can target up to 6 creatures at once.
Seize the Moment:
At any point during your turn, you may grant one creature within 30' of you the ability to take an action and move their speed. While doing this, they add your command die to all ability checks, saving throws, damage rolls, and attack rolls, they have advantage on all checks, attack rolls and saving throws, and any creature they cause to make a save takes a penalty equal to your command die to their save.
You cannot do this if you or the creature you select is incapacitated, and once you do this, you cannot do this again until you complete a short rest.
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Also I would go with 1d8 HD. A subclass should exist that adds +1 HP/level, or even a 2nd subclass you pick at level 1.
Like, what kind of warlord are you? Picked at level 1. Different than tradition.
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