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D&D 5E Warlord with Chevalier as Subclass

jodyjohnson

Adventurer
Last night I was thinking about the Warlord by combining Valor Bard with Battle Master and then decided to drop the Bard (spells) because Superiority dice and Inspiration were so close anyway.

So working design is to use the Battle Master heavily as the core (I suspect as the design team expected).

And then use Healer, Inspiring Leader, and Cavalier (Mounted Combatant) as the sub-classes.
Cavalier occurred to me as the 3rd option because after looking at Commander's Strike, Maneuvering Attack, and Rally it became apparent that these would work well for a mount (let mount attack, combat mobility, and healing).

Basically we start with the Battle Master chassis instead of the Fighter and then make sure it has enough superiority dice to fill more of a buffing role.

Class Features:
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 warlod level after 1st.

Proficiencies: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Healing kit

Saving Throws: Strength, Wisdom
Skills: Choose three skills from Animal Handling, Athletics, Deception, History, Insight, Medicine, Perception, Persuasion, and Survival.

Equipment: see Fighter

The Warlord
Level Prof. Features
1st +2 Inspire Vitality
2nd +2 Fighting Style, Combat Superiority
3rd +2 Warlord Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack, Additional Maneuver
6th +3 Rejuvenation
7th +3 Warlord Archetype feature, Additional Superiority Die
8th +3 Ability Score Improvement
9th +4 “Just Mostly Dead”
10th +4 Warlord Archetype feature, Additional Maneuver
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Improved Combat Superiority, Additional Maneuver
14th +5 Ability Score Improvement
15th +5 Warlord Archetype feature, Additional Superiority Die
16th +5 Ability Score Improvement
17th +6 Improved Combat Superiority (d12)
18th +6 Warlord Archetype feature
19th +6 Ability Score Improvement
20th +6 Additional Fighting Style

Inspire Vitality: As an action you inspire a companion who can see and hear you to spend HD for hit point recovery. They may immediately spend up to half their HD (minimum 1) as normal plus your Charisma modifier per die (minimum 1). You may perform this action twice, and then must finish a short or long rest before you can use it again.

Fighting Style:
Choose from Archery, Defense, Dueling, and Protection.

Combat Superiority: as the Battlemaster with the following changes.

Maneuvers: you learn the Commander's Strike, Maneuvering Attack, and Rally maneuvers plus one additional maneuver of your choice. Learn an additional maneuver at 5th, 10th, and 13th level.

Superiority Dice: You have 3 + your Intelligence modifier (minimum 1) superiority dice, which are d8s. A superiority die is expended when you use it (unless you use the Commander's Strike ability and the target misses). You regain all your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

Saving throws: see Battle Master.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once when you take the attack action. The number of attacks increases to three when you reach 11th level in this class.

Rejuvenation: when you and your allies begin a short or long rest with Temporary Hit Points from any source they become actual Hit Points recovered.


"Only Mostly Dead"
Beginning at 9th level, as a 5 minute activity, you can revive an ally that has been 'dead' for no less than 1 minute (when you begin) with an entire Healing Kit, a chocolate covered chestnut, a short speech, and a rough shaking. They are restored with 1 hp.

Improved Combat Superiority
At 13th level, your superiority dice turn into d10s. At 17th, they become d12s.

Martial Archetypes
"Medic"
You gain the Healer Feat, and know how to craft Healing Kits. You add your Intelligence modifier to any Temporary Hit points or Hit Points you grant.

7th When you use Inspire Vitality or Rally the target gains an additional free die of the same type.
10th You can use Inspire Vitality 3 times between a rest.
15th When you use Inspire Vitality or Rally the target gains 2 additional free dice of the same type.
18th When you use Inspire Vitality or Rally it targets all companions who can hear and see you.

"Inspiring Leader"
You gain the Inspiring Leader Feat, all allies gain a +2 Initiative bonus if they can see and hear you (this does not apply with the Alertness Feat).

7th When you use Commanding Strike the target also adds your Intelligence modifier to the damage.
10th When you use Inspire Vitality or Rally the target gains 1 additional free dice of the same type.
15th You can use Inspire Vitality 3 times between a rest.
18th When you use Commanding Strike it targets 2 companions who can hear and see you (you only recover the superiority dice if they both miss).

Cavalier
You gain the Mounted Combatant Feat. After you spend 7 days of training with a Mount you acquire, it gains features similar to that of a Ranger's Animal Companion. It has a minimum Hit Dice equal to your level. It has a minimum HP per Hit Dice of 5, or whatever the normal average for a creature with that number of Hit Dice. (Same as Ranger Companion it gets Death Saves, can use HD to recover during a Short Rest, and recovers all Hit Points with a Long Rest -- or whatever the standard is for your game). It adds your proficiency bonus to Attacks, Saving Throws, and any Skills it is proficient in. When you train a new mount or dismiss your mount the creature loses these benefits after a long rest.

7th When you use Commanding Strike or Maneuvering Strike on your Mount you regain the Superiority die. (MS may be too good)
10th When you use Inspire Vitality or Rally on your Mount it gains 1 additional free dice of the same type. When you train a new Mount it only takes 1 day (8 hours).
15th You can use Inspire Vitality on your Mount even if you are out of uses (up to the normal limit of your mount's HD).
18th When you use Commanding Strike or Maneuvering Strike it may target all allied mounts who can hear and see you (you do not recover your Superiority die).
 
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I like it. This almost makes me tempted to redo the fighter a bit based on this model. The feat at 3rd level as the setup for the Archetype is a nice touch. I might conjure up a few Fighter subclasses with weapon and armor feats using the same model.
 

I think I might make some House rule modifications to some Battle Master maneuvers and Action Surge for when you miss. Instead of a 'Damage of a Miss' effect just regain the resource.

I think a Mounted Knight Fighter Archetype patterned even more off the Battle Master/Cavalier would be another option.
 

Revised with Command Points:

Warlord
Class Features:
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 warlord level after 1st.

Proficiencies: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Healing kit

Saving Throws: Strength, Wisdom
Skills: Choose three skills from Animal Handling, Athletics, Deception, History, Insight, Medicine, Perception, Persuasion, and Survival.

Equipment: see Fighter

The Warlord
Level Prof. Features
1st +2 Inspire Vitality
2nd +2 Combat Leadership
3rd +2 Warlord Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack, Additional Command
6th +3 Rejuvenation
7th +3 Warlord Archetype feature, Improved Leadership
8th +3 Ability Score Improvement
9th +4 “Just Mostly Dead”
10th +4 Warlord Archetype feature, Additional Command
11th +4 Improved Command Bonus
12th +4 Ability Score Improvement
13th +5 Extra Attack (2), Additional Command
14th +5 Ability Score Improvement
15th +5 Warlord Archetype feature, Improved Leadership
16th +5 Ability Score Improvement
17th +6 Improved Command Bonus
18th +6 Warlord Archetype feature
19th +6 Ability Score Improvement
20th +6 “Everyone follow me”

Inspire Vitality: As an action you inspire a companion who can see and hear you to spend HD for hit point recovery. They may immediately spend up to half their HD (minimum 1) as normal plus your Charisma modifier per die (minimum 1 total bonus). You may perform this action twice, and then must finish a short or long rest before you can use it again.

Combat Leadership: You can use your actions to increase the effectiveness or recovery of your allies.

Commands: you learn the Strike, Maneuver, and Rally commands plus one additional command of your choice. Learn an additional command at 5th, 10th, and 13th level. You have a basic Command bonus (+1), Tactical bonus (1+Intelligence bonus), and a Leadership bonus (1+Charisma bonus). These increase at 11th and 17th level.

Command Points: You have 3 + your Intelligence modifier (minimum 1) command points. A command point is expended when you use it. You regain all your expended command points when you finish a short or long rest.
You have 4+Int Command Points at 7th level and 5+Int at 15th level.
Training Drill: as part of a short or long rest choose three allied creatures to train for various strategies in combat. Trained allies can benefit from Commands that target only trained allies. At 7th you can train 4 allies, and 5 allies at 15th.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once when you take the attack action. The number of attacks increases to three when you reach 13th level in this class (or 13 combined levels in Fighter and Warlord).

Rejuvenation: at 6th level, when you and your allies begin a short or long rest with Temporary Hit Points from any source they become actual Hit Points recovered.

"Only Mostly Dead"
Beginning at 9th level, as a 5 minute activity, you can revive an ally that has been 'dead' for no less than 1 minute (when you begin) with an entire Healing Kit, a chocolate covered chestnut, an impassioned speech, and a rough shaking. They are restored with 1 hp.

Improved Command Bonus
At 11th level, your bonus on Commands is +2 or Stat+2. At 17th, your bonus becomes +3 or Stat+3.
“Everyone follow me!”
All allies who can see or hear you are considered trained.

Martial Archetypes

"Medic"
You gain the Healer Feat, and know how to craft Healing Kits. You add your Intelligence modifier to any Temporary Hit points or Hit Points you grant.

7th When you use Inspire Vitality or Rally the target gains an additional free die of the same type.
10th You can use Inspire Vitality 3 times between a short rest.
15th When you use Inspire Vitality or Rally the target gains 2 additional free dice of the same type.
18th When you use Inspire Vitality or Rally it targets all companions who can hear and see you.

"Inspiring Leader"
You gain the Inspiring Leader Feat, all allies gain a +2 Initiative bonus if they can see and hear you (this does not apply with the Alertness Feat).

7th When you use Strike the target also adds your basic Command bonus to the Attack roll.
10th When you use Inspire Vitality or Rally the target gains 1 additional free dice of the same type.
15th You can use Inspire Vitality 3 times between a rest.
18th When you use Strike it targets 2 trained allies who can hear and see you.

Cavalier
You gain the Mounted Combatant Feat. After you spend 7 days of training with a Mount you acquire, it gains features similar to that of a Ranger's Animal Companion. It has a minimum Hit Dice equal to your level. It has a minimum HP per Hit Dice of 5, or whatever the normal average for a creature with that number of Hit Dice. (Same as Ranger Companion it gets Death Saves, can use HD to recover during a Short Rest, and recovers all Hit Points with a Long Rest -- or whatever the standard is for your game). It adds your proficiency bonus to Attacks, Saving Throws, and any Skills it is proficient in. When you train a new mount or dismiss your mount the creature loses these benefits after a long rest.

7th When you use Strike or Maneuver on your Mount as a bonus action you do not expend a Command point.
10th When you use Inspire Vitality or Rally on your Mount it gains 1 additional free dice of the same type. When you train a new Mount it only takes 1 day (8 hours).
15th You can use Inspire Vitality on your Mount even if you are out of uses (up to the normal limit of your mount's HD).
18th When you use Strike or Maneuver it may target all allied mounts who can hear and see you.

Basic Commands:
Maneuver. As a bonus action you can expend one command point to maneuver one of your comrades into a more advantageous position. Choose a trained creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks.

Rally. On your turn, you can use a bonus action and expend one command point to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to 1d4 + your Charisma modifier. If the target is trained it gains one HD roll plus your Leadership bonus in temporary hit points.

Strike. When you take the Attack action on your turn, you can: 1) forgo one of your attacks OR 2) use a bonus action and a command point to direct one of your trained allies to strike. That creature can immediately use its reaction to make one weapon attack, adding your Leadership bonus to the damage roll.

Optional Commands:
“Heads Up” When an attack is rolled against a trained ally, you can use your reaction and expend one Command point to increase the target’s AC by your Tactical bonus (Chr+1). Alternately when a trained ally needs to make a saving throw use your reaction and a Command point to grant a save bonus equal to your Tactical bonus.

Helping Strike. When you hit a creature with a weapon attack or use a bonus action for this purpose, you can expend one command point to distract the creature, giving your allies an opening. The next attack roll against the target by trained attacker other than you has advantage if the attack is made before the start of your next turn. They gain a bonus to damage equal to your Leadership bonus.

“Push ‘em Back”. Spend an action and a command point to intimidate foes in a 15’ cube in front of you. On a failed save (8+prof+chr) they take 2d6 psychic damage and are pushed back 10’. On a save they take half damage. The psychic damage increases +1d6 for every 4 Warlord levels you have greater than 1 (5th, 9th, 13th, 17th).

“Show ‘em how it’s done”: spend a command point and an action to add your Tactical bonus to an ally’s skill check for a skill you have training in. Alternately you can add your basic command bonus to all allies in a group skill check. Doesn’t stack with Guidance or Bardic Inspiration.

Tactical Evasion. spend a command point and an action and add your basic command bonus to your trained allies AC until your next turn (+1). Does not stack with Shield of Faith

Tactical Improvement: spend a command point and an action to grant your trained allies who can hear you a bonus to attacks until the next time you roll initiative or short rest. It is equal to your basic command bonus (+1) A target may use this bonus or the extra dice from the Bless spell but not both.

Tactical Resolve: spend a command point and an action to add your basic command bonus to you trained allies saves until your next initiative roll or short rest. Does not stack with Resistance or Bless.
 

Second Revision:

Banneret
Class Features:
Hit Dice: 1d8 per Banneret level.
Hit points at 1st Level: 8+your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per banneret level after 1st.

Proficiencies: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit

Saving Throws: Strength, Wisdom
Skills: Choose three skills from Animal Handling, Athletics, Deception, History, Insight, Medicine, Perception, Persuasion, and Survival.

Equipment: see Fighter

The Banneret
Level Prof. Features
1st +2 Inspire Vitality
2nd +2 Combat Leadership
3rd +2 Warlord Archetype
4th +2 Ability Score Improvement
5th +3 Rejuvenation, Additional Command
6th +3 Extra Attack
7th +3 Warlord Archetype feature, Improved Leadership
8th +3 Ability Score Improvement
9th +4 “Just Mostly Dead”
10th +4 Warlord Archetype feature, Additional Command
11th +4 Improved Command Bonus
12th +4 Ability Score Improvement
13th +5 Extra Attack (2), Additional Command
14th +5 Ability Score Improvement
15th +5 Warlord Archetype feature, Improved Leadership
16th +5 Ability Score Improvement
17th +6 Improved Command Bonus
18th +6 Warlord Archetype feature
19th +6 Ability Score Improvement
20th +6 “Everyone follow me”

Inspire Vitality: As an action you inspire a companion who can see and hear you to spend HD for hit point recovery. They may immediately spend up to half their HD (minimum 1) as normal plus your Charisma modifier per die (minimum 1 total bonus). You may perform this action twice, and then must finish a short or long rest before you can use it again.

Combat Leadership: You can use your actions to increase the effectiveness or recovery of your allies.

  • Commands: you learn the Strike, Maneuver, and Rally commands plus one additional command of your choice. Learn an additional command at 5th, 10th, and 13th level. You have a basic Command bonus (+1), Tactical bonus (1+Intelligence bonus), and a Leadership bonus (1+Charisma bonus). These increase at 11th and 17th level.
  • Command Points: You have 3 + your Intelligence modifier (minimum 1) command points. A command point is expended when you use it. You regain all your expended command points when you finish a short or long rest.
  • You have 4+Int Command Points at 7th level and 5+Int at 15th level.
  • Training Drill: as part of a short or long rest choose three allied creatures to train for various strategies in combat. Trained allies can benefit from Commands that target only trained allies. At 7th you can train 4 allies, and 5 allies at 15th.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once when you take the attack action. The number of attacks increases to three when you reach 13th level in this class (or 13 combined levels in Fighter and Warlord).

Rejuvenation: at 5th level, when you and your allies end a short rest with Temporary Hit Points from any source they become actual Hit Points recovered.

"Only Mostly Dead"
Beginning at 9th level, as a 5 minute activity, you can revive an ally that has been 'dead' for no less than 1 minute (when you begin) with an entire Healing Kit, a chocolate covered chestnut, an impassioned speech, and a rough shaking (or flavor to suit). They are restored with 1 hp.

Improved Command Bonus
At 11th level, your bonus on Commands is +2 or Stat+2. At 17th, your bonus becomes +3 or Stat+3.
“Everyone follow me!”
All allies who can see or hear you are considered trained.

Martial Archetypes

Hospitaler
You gain the abilities of the Healer Feat, and know how to craft Healing Kits. You add your Intelligence modifier to any Temporary Hit points or Hit Point recovery you grant.

7th When you use Inspire Vitality or Rally the target gains an additional free die of the same type.
10th You can use Inspire Vitality 3 times between a short rest.
15th When you use Inspire Vitality or Rally the target gains 2 additional free dice of the same type.
18th When you use Inspire Vitality or Rally it targets all companions who can hear and see you.

Marshall
You gain the abilities of the Inspiring Leader Feat, all allies gain a +2 Initiative bonus if they can see and hear you (this does not apply with the Alertness Feat).

7th When you use Strike the target also adds your basic Command bonus to the Attack roll.
10th When you use Inspire Vitality or Rally the target gains 1 additional free dice of the same type.
15th You can use Inspire Vitality 3 times between a rest.
18th When you use Strike it targets 2 trained allies who can hear and see you.

Chevalier
You gain the abilities of the Mounted Combatant Feat. After you spend 7 days of training with a Mount you acquire, it gains features similar to that of a Ranger's Animal Companion. It has a minimum Hit Dice equal to your level. It has a minimum HP per Hit Dice of 5, or whatever the normal average for a creature with that number of Hit Dice. (Same as Ranger Companion it gets Death Saves, can use HD to recover during a Short Rest, and recovers all Hit Points with a Long Rest -- or whatever the standard is for your game). It adds your proficiency bonus to Attacks, Saving Throws, and any Skills it is proficient in. When you train a new mount or dismiss your mount the creature loses these benefits after a long rest.

7th When you use Strike or Maneuver on your Mount you do not expend a Command point.
10th When you use Inspire Vitality or Rally on your Mount it gains 1 additional free dice of the same type. When you train a new Mount it only takes 1 day (8 hours).
15th You can use Inspire Vitality on your Mount even if you are out of uses (up to the normal limit of your mount's HD).
18th When you use Strike or Maneuver it may target all allied mounts who can hear and see you.

Basic Commands:
Maneuver. As a bonus action you can expend one command point to maneuver one of your comrades into a more advantageous position. Choose a trained creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks.

Rally. On your turn, you can use a bonus action and expend one command point to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to 1d4 + your Charisma modifier. If the target is trained it gains one HD roll plus your Leadership bonus in temporary hit points.

Strike. When you take the Attack action on your turn, you can forego one of your attacks plus use a bonus action and a command point to direct one of your trained allies to strike. That creature can immediately use its reaction to make one weapon attack, adding your Leadership bonus to the damage roll.

Optional Commands:
“Heads Up” When an attack is rolled against a trained ally, you can use your reaction and expend one Command point to increase the target’s AC by your Tactical bonus (Chr+1). Alternately when a trained ally needs to make a saving throw use your reaction and a Command point to grant a save bonus equal to your Tactical bonus.

Helping Strike. When you hit a creature with a weapon attack or use a bonus action for this purpose, you can expend one command point to distract the creature, giving your allies an opening. The next attack roll against the target by trained attacker other than you has advantage if the attack is made before the start of your next turn. They gain a bonus to damage equal to your Leadership bonus.

“Push ‘em Back”. Spend an action and a command point to intimidate foes in a 15’ cube in front of you. On a failed save (8+prof+chr) they take 2d6 psychic damage and are pushed back 10’. On a save they take half damage. The psychic damage increases +1d6 for every 4 Banneret levels you have greater than 1 (5th, 9th, 13th, 17th).

“Show ‘em how it’s done”: spend a command point and an action to add your Tactical bonus to an ally’s skill check for a skill you have training in. Alternately you can add your basic command bonus to all allies in a group skill check. Doesn’t stack with Guidance or Bardic Inspiration.

Tactical Evasion. spend a command point and an action and add your basic command bonus to your trained allies AC until your next turn (+1). Does not stack with Shield of Faith

Tactical Improvement: spend a command point and an action to grant your trained allies who can hear you a bonus to attacks until the next time you roll initiative or short rest. It is equal to your basic command bonus (+1) A target may use this bonus or the extra dice from the Bless spell but not both.

Tactical Resolve: spend a command point and an action to add your basic command bonus to you trained allies saves until your next initiative roll or short rest. Does not stack with Resistance or Bless.
 

The revised and expanded version of this is up on DMs Guild.

http://www.dmsguild.com/product/176929/JoLydees-Obvious-Arcana?term=JoLydee

Full Class for Marshal/Warlord plus Alternate Rules for Advancing NPCs/Companions, Hit Points/Healing, Two Weapon Fighting, Feats, etc. Mostly rules focusing on narrative gaming or genre emulation rather than world sim.

Archetypes for:
Healer - medic role
Skald - musical inspiration
Beast Handler - pet master
Banneret - Officer
Chevalier - Horse master (more beast focused than the Cavalier FIghter subclass)

I see it as filling the support role in a martial flavored Campaign.
 

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