First post! Count me among those who would like to see a 5E version of the warlord. So here goes. This warlord has a limited number of features, but those features create a large number of choices each round. I think it’s ideal for the player with an interest in tactical combat while remaining true to the streamlined spirit of 5E. Central to this version of the warlord is an idea stolen from 13th Age: the escalation die. I think it’s a mechanic that perfectly fits the warlord’s flavor. Let’s see if you agree!
CLASS FEATURES
As a warlord, you gain the following class features.
Hit Points Hit Dice: 1d10 per warlord level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warlord level after 1st
Proficiencies
Armor: Light armor, Medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Athletics, Diplomacy, Intimidation, Medicine, Perception, Persuasion.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background.
• (a) scale mail or (b) leather armor, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack
ESCALATION
Beginning at 1st level, you gain an escalation bonus starting on the first round of combat. The bonus starts at +1 and increases by an additional +1 each round of combat. The escalation bonus may never be higher than your proficiency bonus. As a bonus action, you grant the escalation bonus to one ally who can see or hear you. The ally may add the bonus to one roll on their next turn, including attack rolls, damage rolls, saving throws, and skill checks.
FIGHTING STYLE
At 2nd level, choose from one of the following fighting styles: Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two Weapon Fighting.
ABILITY SCORE IMPROVEMENT
Gained at 4th, 6th, 8th, 12th, 14th, 16th, and 19th level.
TURN THE TIDE
At 10th level, you may grant the escalation bonus to all allies who can see or hear you. Allies who choose to use the escalation bonus must all use it on a type of roll determined by you: an attack roll, damage roll, saving throw, or skill check. This ability refreshes on a long rest.
At 15th level, this ability refreshes after a short or long rest.
At 20th level, all allies who can see or hear you gain the escalation bonus on all rolls they make during their turn. This ability refreshes after a short or long rest.
STRATEGY OF THE WARLORD
At 3rd level, choose from either the Bravura, Inspiring, or Tactical strategies.
BRAVURA
Bravura warlords prefer to lead from the front, aiding allies while remaining in the thick of combat.
BRAVURA ESCALATION
Beginning at 3rd level, you may add your Strength or Dexterity modifier (your choice) to the escalation bonus. You may do this a number of times equal to that same ability modifier. This ability refreshes after a short or long rest.
BRAVURA OFFENSE
Beginning at 3rd level, rather than granting the escalation bonus to your allies, you can instead choose to add the bonus to your own attack rolls, damage rolls, saving throws, or skill checks.
BRAVURA ARMOR
At 3rd level, you gain proficiency in heavy armor.
BRAVURA SKILLS
At 3rd level, you gain proficiency in one of the following skills, if you are not already proficient: Acrobatics, Athletics, Intimidation.
BRAVURA ATTACK
Beginning at 5th level, when you Attack on your turn, you may immediately use Help as a free action to aid one ally who can see or hear you. Alternately, you can attack twice, instead of once, whenever you take the Attack action on your turn.
ADDITIONAL FIGHTING STYLE
At 11th level, you can choose a second fighting style.
INSPIRING
Inspiring warlords are masters of bolstering and rallying allies to increase their survivability.
INSPIRING ESCALATION
Beginning at 3rd level, you may add your Charisma modifier to the escalation bonus. You may do this a number of times equal to your Charisma modifier. This ability refreshes after a short or long rest.
INSPIRING RALLY
Beginning at 3rd level, you may use your reaction to rally your allies. All allies who can see or hear you may immediately spend one hit die, adding the escalation bonus + your Charisma modifier to the hit points they recover. You may use this a number of times equal to your Charisma modifier. This ability refreshes after a long rest. Beginning at 11th level, this ability refreshes after a short or long rest.
INSPIRING SKILLS
At 3rd level, you gain proficiency in one of the following skills, if you are not already proficient: Diplomacy, Intimidation, Medicine, Persuasion.
INSPIRING ATTACK
Beginning at 5th level, when you Attack, one ally of your choice may gain temporary hit points equal to the escalation bonus + your Charisma modifier. Alternately, they may use a reaction to reroll a saving throw, adding the escalation bonus + your Charisma modifier to the roll.
TACTICAL
Tactical warlords are masters of the battlefield, using their acumen to help allies and hinder enemies.
TACTICAL ESCALATION
Beginning at 3rd level, you may add your Intelligence modifier to the escalation bonus. You may do this a number of times equal to your Intelligence modifier. This ability refreshes after a short or long rest.
TACTICAL DEFENSE
Beginning at 3rd level, as a reaction, you can choose to reduce one attack roll, damage roll, saving throw, or skill check of one enemy who can see or hear you by an amount equal to the escalation bonus + your Intelligence modifier. You may use this a number of times equal to your Intelligence modifier. This ability refreshes after a long rest. Beginning at 11th level, this ability refreshes after a short or long rest.
TACTICAL SKILLS
At 3rd level, you gain proficiency in two of the following skills, if you are not already proficient: Arcana, History, Insight, Perception, Religion.
TACTICAL ATTACK
Beginning at 5th level, when you Attack, one ally may immediately use their reaction to make one weapon attack, one cantrip attack, or take the Dash, Disengage, or Use Object action.
CLASS FEATURES
As a warlord, you gain the following class features.
Hit Points Hit Dice: 1d10 per warlord level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warlord level after 1st
Proficiencies
Armor: Light armor, Medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Athletics, Diplomacy, Intimidation, Medicine, Perception, Persuasion.
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background.
• (a) scale mail or (b) leather armor, longbow, and 20 arrows
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack
ESCALATION
Beginning at 1st level, you gain an escalation bonus starting on the first round of combat. The bonus starts at +1 and increases by an additional +1 each round of combat. The escalation bonus may never be higher than your proficiency bonus. As a bonus action, you grant the escalation bonus to one ally who can see or hear you. The ally may add the bonus to one roll on their next turn, including attack rolls, damage rolls, saving throws, and skill checks.
FIGHTING STYLE
At 2nd level, choose from one of the following fighting styles: Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two Weapon Fighting.
ABILITY SCORE IMPROVEMENT
Gained at 4th, 6th, 8th, 12th, 14th, 16th, and 19th level.
TURN THE TIDE
At 10th level, you may grant the escalation bonus to all allies who can see or hear you. Allies who choose to use the escalation bonus must all use it on a type of roll determined by you: an attack roll, damage roll, saving throw, or skill check. This ability refreshes on a long rest.
At 15th level, this ability refreshes after a short or long rest.
At 20th level, all allies who can see or hear you gain the escalation bonus on all rolls they make during their turn. This ability refreshes after a short or long rest.
STRATEGY OF THE WARLORD
At 3rd level, choose from either the Bravura, Inspiring, or Tactical strategies.
BRAVURA
Bravura warlords prefer to lead from the front, aiding allies while remaining in the thick of combat.
BRAVURA ESCALATION
Beginning at 3rd level, you may add your Strength or Dexterity modifier (your choice) to the escalation bonus. You may do this a number of times equal to that same ability modifier. This ability refreshes after a short or long rest.
BRAVURA OFFENSE
Beginning at 3rd level, rather than granting the escalation bonus to your allies, you can instead choose to add the bonus to your own attack rolls, damage rolls, saving throws, or skill checks.
BRAVURA ARMOR
At 3rd level, you gain proficiency in heavy armor.
BRAVURA SKILLS
At 3rd level, you gain proficiency in one of the following skills, if you are not already proficient: Acrobatics, Athletics, Intimidation.
BRAVURA ATTACK
Beginning at 5th level, when you Attack on your turn, you may immediately use Help as a free action to aid one ally who can see or hear you. Alternately, you can attack twice, instead of once, whenever you take the Attack action on your turn.
ADDITIONAL FIGHTING STYLE
At 11th level, you can choose a second fighting style.
INSPIRING
Inspiring warlords are masters of bolstering and rallying allies to increase their survivability.
INSPIRING ESCALATION
Beginning at 3rd level, you may add your Charisma modifier to the escalation bonus. You may do this a number of times equal to your Charisma modifier. This ability refreshes after a short or long rest.
INSPIRING RALLY
Beginning at 3rd level, you may use your reaction to rally your allies. All allies who can see or hear you may immediately spend one hit die, adding the escalation bonus + your Charisma modifier to the hit points they recover. You may use this a number of times equal to your Charisma modifier. This ability refreshes after a long rest. Beginning at 11th level, this ability refreshes after a short or long rest.
INSPIRING SKILLS
At 3rd level, you gain proficiency in one of the following skills, if you are not already proficient: Diplomacy, Intimidation, Medicine, Persuasion.
INSPIRING ATTACK
Beginning at 5th level, when you Attack, one ally of your choice may gain temporary hit points equal to the escalation bonus + your Charisma modifier. Alternately, they may use a reaction to reroll a saving throw, adding the escalation bonus + your Charisma modifier to the roll.
TACTICAL
Tactical warlords are masters of the battlefield, using their acumen to help allies and hinder enemies.
TACTICAL ESCALATION
Beginning at 3rd level, you may add your Intelligence modifier to the escalation bonus. You may do this a number of times equal to your Intelligence modifier. This ability refreshes after a short or long rest.
TACTICAL DEFENSE
Beginning at 3rd level, as a reaction, you can choose to reduce one attack roll, damage roll, saving throw, or skill check of one enemy who can see or hear you by an amount equal to the escalation bonus + your Intelligence modifier. You may use this a number of times equal to your Intelligence modifier. This ability refreshes after a long rest. Beginning at 11th level, this ability refreshes after a short or long rest.
TACTICAL SKILLS
At 3rd level, you gain proficiency in two of the following skills, if you are not already proficient: Arcana, History, Insight, Perception, Religion.
TACTICAL ATTACK
Beginning at 5th level, when you Attack, one ally may immediately use their reaction to make one weapon attack, one cantrip attack, or take the Dash, Disengage, or Use Object action.
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