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Warlord Class v320

The document describes the Warlord class, detailing its features, abilities, and progression in a role-playing game context. It emphasizes the importance of leadership, tactics, and teamwork, showcasing how Warlords can inspire and empower their allies in battle. Additionally, it outlines various leadership styles, multiclassing rules, and specific abilities that enhance the Warlord's effectiveness as a martial leader.

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0% found this document useful (0 votes)
9 views17 pages

Warlord Class v320

The document describes the Warlord class, detailing its features, abilities, and progression in a role-playing game context. It emphasizes the importance of leadership, tactics, and teamwork, showcasing how Warlords can inspire and empower their allies in battle. Additionally, it outlines various leadership styles, multiclassing rules, and specific abilities that enhance the Warlord's effectiveness as a martial leader.

Uploaded by

lucasnewboom
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Warlord

The Warlord
As the aging man
struggled to keep up
with his companions,
he started to regret his decision
to join the young adventurers. His
days of glory were passed, but hearing
the poorly devised plan of the aspiring
heroes rekindled something inside of
him that he thought was gone forever.
He could not use a sword like he used
to, but if his young companions took his
advice, they may yet be able to survive the
dangerous life adventure for a few days.
The dwarven lord ordered his soldiers to
form ranks as the unending horde of horrors
poured forth from the tunnel ahead. He positioned
his elite warriors in the last tunnel before the door
to his clan's great city. His clan had delved too greedily
and they had freed something from the depths below. He
muttered a final prayer and prepared to lead his men to
their deaths, hopefully giving the rest of his clan enough
time to escape the horde of monstrosities.
A lithe wood elf quietly led her hunting party through the
underbrush of the great wood. They had tracked their foe, a
great two-headed troll, for almost two days. As it rested in a
clearing, she gave the signal, and her fellow hunters fanned
out around the beast, blending in with the natural landscape. Creating
On her mark, the hunting party lunged forward with their
spears, and the troll was felled before it could react. Your Warlord
All of these warriors are considered Warlords, martial When creating your Warlord, consider where they learned to
leaders who use their knowledge of tactics and warfare to be a leader. Did they serve as the squire of a world-renowned
empower their allies and thwart the plans of their foes. general? Were they the star pupil of their kingdom's military
academy? Or, did they slowly rise through the bloody ranks of
Decisive Leaders a band of mercenaries, learning to lead through necessity?
While Warlords are as varied as styles of leadership, they all Also, consider why your Warlord would lead others rather
share one thing in common: a commitment to their decisions. than improve their own individual martial skill. Do they see
Once a true Warlord decides on a course of action, whether it value in teamwork and coordination? Does their age or some
was their idea or not, they will see the plan through to its end. other impairment prevent them from fighting on their own?
These natural-born leaders stand as stalwart figures in the Have they always had a sharp mind and a knack for leading
face of danger and can rally their allies to overcome whatever others, maybe even from a young age?
obstacles may stand between them and their goals. Though
they are not always formally appointed leaders, the presence
of a Warlord, both on and off the field of battle, can motivate Multiclassing and the Warlord
those follow them to be the best version of themselves. If your group uses the optional multiclassing rule,
here's what you need to know when you choose to
From Many, One take your first level in the Warlord class.
Alone, a Warlord is a minor threat, but with loyal companions Ability Score Minimum. As a multiclass character,
to organize and command, the greatest Warlords are capable you must have a minimum of 13 in either Strength
of toppling empires. Known for their keen use of tactics and or Dexterity, and in either Intelligence, Wisdom, or
Charisma to take a Warlord level, or to take a level
knowledge of warfare, a Warlord is able to draw out the true in another class if you're already a Warlord.
potential of their allies. Leaders to their core, a Warlord will Proficiencies. If Warlord is not your initial class,
make sure to understand the capabilities and weaknesses of here are the proficiencies you gain when you take
their allies so they can help them to reach their true potential. your first Warlord level: light armor, medium armor,
These exceptional strategists are able to step back and shields, simple weapons, and one gaming set.
allow their allies to excel in combat. Though they are able to Exploits. If you learn Exploits from more than one
hold their own in battle, a warlord's true strength lies in the source, use the rules Linked Here to determine your
potent orders they issue to their allies. These insights push total number of Exploit Dice and Exploits Known.
their comrades from mundane warriors to true heroes.
The Warlord
Inspiring Exploits Exploit Exploit
Level PB Class Features Word Known Die Dice
1st +2 Leadership Style, Inspiring Word 3 ─ ─ ─
2nd +2 Fighting Style, Tactical Exploits 3 2 d4 2
3rd +2 Academy of War 3 3 d4 2
4th +2 Ability Score Improvement 4 3 d4 2
5th +3 Extra Attack 4 4 d6 3
6th +3 Academy Feature 4 4 d6 3
7th +3 Valiant Leader 4 5 d6 3
8th +3 Ability Score Improvement 5 5 d6 3
9th +4 Rallying Cry (1) 5 6 d6 3
10th +4 Unwavering Will 5 6 d6 3
11th +4 Tactical Superiority 5 7 d8 4
12th +4 Ability Score Improvement 5 7 d8 4
13th +5 Rallying Cry (2) 6 8 d8 4
14th +5 Academy Feature 6 8 d8 4
15th +5 Exalted Leader 6 9 d8 4
16th +5 Ability Score Improvement 6 9 d8 4
17th +6 Rallying Cry (3) 7 10 d10 5
18th +6 Academy Feature 7 10 d10 5
19th +6 Ability Score Improvement 7 10 d10 5
20th +6 Dauntless 7 10 d10 5

Class Features Leadership Style


Hit Points At 1st level, you choose your Leadership Style. It determines
Hit Dice: 1d8 per Warlord level your Leadership Ability Score and grants additional benefits:
Hit Points at 1st Level: 8 + your Constitution modifier. Captain
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution You lead with personality, bravery, and boldness. Charisma
modifier per Warlord level after 1st is your Leadership Score. You also gain proficiency in heavy
Proficiencies armor and your choice of either Intimidation or Persuasion.
Armor: Light armor, medium armor, shields Mentor
Weapons: Simple weapons, hand crossbows, longbows,
longswords, rapiers, scimitars, and shortswords You lead through wise counsel. Wisdom is your Leadership
Tools: One gaming set of your choice Score. If a creature within 15 feet that can hear you misses
an attack or fails an ability check, you can use your reaction
Saving Throws: Wisdom, Charisma to grant it a 1d4 bonus to its roll.
Skills: Choose two from Athletics, Deception, History,
Insight, Intimidation, Investigation, and Persuasion Strategist
Equipment You lead with cunning tactical insight. Intelligence is your
As a Warlord, you start with the following equipment, in Leadership Score. After you roll initiative, you can switch
addition to the equipment granted by your background: places in initiative order with another willing creature.
(a) scale mail or (b) leather armor Inspiring Word
(a) a simple weapon, (b) a longsword, or (c) a rapier Your words encourage others to fight on. At 1st level, you can
(a) light crossbow and 20 bolts or (b) five javelins use a bonus action to shout at another creature within 30 feet
(a) a scholar’s pack or (b) an explorer’s pack that can hear you. Your target regains hit points equal to one
Quick Build roll of its Hit Die + your Leadership modifier. Though it does
You can make a Warlord quickly by using these suggestions. not expend a Hit Die as part of this ability.
First, make either Strength or Dexterity your highest ability You can use this feature the number of times indicated in
score, followed by one of Intelligence, Wisdom, or Charisma. the Inspiring Word column on the Warlord table. You regain
Second, choose the Noble background. all expended uses when you finish a short or long rest.
Fighting Style
At 2nd level, you learn one Fighting Style of your choice from
the list at the end of this class description. You cannot learn a
Fighting Style more than once, even if another feature allows
you to learn an additional Fighting Style.
If a Fighting Style has prerequisites, like a skill proficiency,
a minimum Ability Score, or Warlord level, you can learn it at
the same time that you meet its prerequisites. When you gain
a Warlord level, you can replace a Fighting Style you know
with another Fighting Style of your choice.
Tactical Exploits
Also at 2nd level, you begin to learn techniques that
enhance your tactical skills, both in and out of battle.
You gain the following features listed below:
Exploit Dice
The Warlord table shows the number of Exploit Dice
you have to perform the Exploits that you know. Many
Exploits require you to spend Exploit Dice to use them.
You can only use one Exploit per attack, ability check, or
saving throw. You regain all your Exploit Dice when you
finish a short or long rest.
Your Exploit Dice begin as d4s and increase in size as you
gain Warlord levels, as shown in the Warlord table. Whenever
you add an Exploit Die to a roll, always roll the Exploit Die.
Exploits Known
You know two Tactical Exploits of your choice from the list
at the end of this class. The Exploits Known column of the
Warlord table shows when you learn more Exploits. To learn
an Exploit you must meet its prerequisites, like a minimum
Ability Score or a certain Warlord level.
Whenever you gain a Warlord level, you can replace one of
the Exploits you know with a Tactical Exploit of your choice.
Saving Throws
If one of your Tactical Exploits requires a creature to make a
saving throw, your Exploit save DC is calculated as follows:
Extra Attack
Exploit save DC = 8 + your proficiency bonus
+ your Leadership modifier Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Moreover,
Academy of War if you use your action to Dash or to Disengage you can make
one weapon attack as a bonus action on that turn.
At 3rd level, choose the Academy of War that best represents
your skill, training, and tactics: Academy of Chivalry, Dread, Valiant Leader
Ferocity, Gallantry, Schemes, or Tactics.
Your Academy of War grants you features at 3rd level, and Your skills have been honed in the crucible of war. Starting at
again when you reach 6th, 14th, and 18th level in this class. 7th level, your Leadership Style grants you further benefits:
Academy Exploits Captain
Some Academies have a list of Tactical Exploits you learn at You can target creatures that are Unconscious, but not dead,
the levels noted in their description. The Exploits don't count with your Inspiring Word, even though they cannot hear you.
against your Exploits Known and can't be replaced. If you do Mentor
not meet their prerequisites, you learn them regardless. The range of your Mentor reaction increases to 30 feet, and
Ability Score Improvement the bonus increases to match the size of your Exploit Die.
When you reach 4th level, you can increase one of your ability Strategist
scores by 2, or two of your ability scores by 1. You cannot use You and creatures of your choice within 15 feet of you gain a
this feature to increase your ability scores above 20. You gain bonus to Initiative rolls equal to your Intelligence modifier, so
this feature again at 8th, 12th, 16th, and 19th level. long as you are not surprised or Incapacitated.
Rallying Cry
You rally allies to find success when they might otherwise fail.
Fighting Styles
Below is the list of Fighting Styles available to Warlords. To
Starting at 9th level, when another creature that can hear you learn a Fighting Style you must meet all of its prerequisites.
within 30 feet fails a saving throw, you can use your reaction
to rally it. The creature rolls its saving throw again, and adds Balanced Fighting
your Leadership modifier to its new result. When wielding a melee weapon in one hand and no other
You can use this reaction once per short or long rest. You weapons, you gain a +2 bonus to damage rolls. You can use
gain second use at 13th level and a third use at 17th level. a shield and still gain this benefit.
Unwavering Will Classical Swordplay
You are not given the luxury of succumbing to base instincts. Prerequisite: Dexterity of 13 or higher
Beginning at 10th level, you have advantage on saving throws While wielding a single finesse weapon, no shield, and not
to resist being Charmed, Frightened, or Stunned. wearing heavy armor, you gain a +2 bonus to attack rolls with
that weapon and a +1 bonus to your Armor Class.
Tactical Superiority Defensive Fighting
You are a leader of legendary status. Starting 11th level, you When you are wearing medium armor, heavy armor, or a
regain one expended use of Inspiring Word and Rallying Cry shield you gain a +1 bonus to your Armor Class.
when you roll initiative. Moreover, the range of your Tactical
Exploits, Inspiring Word, and Rallying Cry is doubled. Mounted Warrior
Prerequisite: proficiency in Animal Handling
Exalted Leader While you are riding a controlled mount, both you and your
mount gain a +1 bonus to your Armor Class, and you can use
You are an unflinching leader, even in dire circumstances. At a bonus action on each of your turns to command the mount
15th level, your Leadership Style grants you these benefits: to take one action from its stat block or another action.
Captain Protection
Creatures that you target with Inspiring Word, Rallying Cry, When a creature you can see hits you, or a target within 5
or a Tactical Exploit gain temporary hit points equal to your feet with a melee attack, you can use a reaction to add your
Charisma modifier. However, these only last for 1 minute. Proficiency Bonus to the target's Armor Class against that
Mentor attack. You must be wielding a shield or a melee weapon.
Your Inspiring Word can end one of the following conditions Standard Bearer
in place of restoring the target's hit points: Blinded, Charmed, Prerequisite: Charisma of 13 or higher
Deafened, Frightened, Poisoned, or Stunned. While holding a standard or banner aloft, and nothing else in
Strategist that hand, you can rally allied creatures within a radius in feet
When you use Inspiring Word, the target can choose to move equal to 5 times your Proficiency Bonus.
up to its speed without provoking opportunity attacks. When a creature within this radius makes a saving throw,
you can use your reaction to grant it advantage on its roll.
Dauntless Tactical Fighting
You rival the great commanders and conquerors of legend. At Prerequisite: Intelligence of 13 or higher
20th level, you can use Rallying Cry an unlimited number of You can take the Help or the Search action as a bonus action.
times. Moreover, whenever you use Inspiring Word you treat When you use the Help action to aid an attack, the target can
the hit points restored as the maximum possible result. be up to 30 feet away, so long as the attacker can hear you.
Tactical Exploits
Below are the Exploits available to Warlords. You can learn
an Exploit at the same time you meet all of its prerequisites.
1st-Degree Exploits
Tactical Exploits of the 1st-degree represent minor strategies
and techniques that can be learned by a Warlord of any level:
Attack Order
When you take the Attack action, you can forgo an attack to
issue this Order to a creature that can see or hear you within
30 feet. Should the creature take the Attack action before the
start of your next turn, it makes one additional attack.
Commanding Presence
Prerequisites: Charisma or Strength of 11
Whenever you make an Intimidation or Persuasion check,
you can expend an Exploit Die and add it to your roll. You
can do so after you roll, but before you know if you fail.
You can also make Strength (Intimidation) checks in
place of the normal Charisma (Intimidation) checks.
Cunning Instinct
Prerequisites: Wisdom of 11
Whenever you make a Perception or Survival check, you can
expend one Exploit Die and add it to your roll. You can do so
after you roll, but before you know if you succeed or fail.
Defensive Order
When you take the Attack action, you can forgo an attack
to issue this Order to a creature that can see or hear you
within 30 feet, granting it the benefits of the Dodge action
until the beginning of its next turn.
Feint
As a bonus action, you expend an Exploit Die to feint, forcing
a creature that can see you within 15 feet to make a Wisdom
saving throw. On a failure, you have advantage on all attacks
against that creature until the end of your current turn.
Maneuvering Order
First Aid When you take the Attack action, you can forgo an attack to
Prerequisites: Medicine proficiency issue this Order to a creature that can see or hear you within
As an action, you touch a willing, living creature and expend 30 feet, and that creature can use its reaction to move up to
Exploit Dice (up to your Proficiency Bonus). For every Exploit its speed without provoking opportunity attacks.
Die you spent, that creature regains hit points equal to one
roll of its Hit Die + its Constitution modifier (minimum of 0). Parry
Prerequisites: Dexterity of 11
Heroic Fortitude While you are wielding a finesse or versatile weapon, and a
When you make a Strength, Dexterity, or Constitution saving creature you can see hits you with a melee attack, you use a
throw, you can expend an Exploit Die and add it to your roll. reaction to expend one Exploit Die and add that Exploit Die
You can do so after you roll, but before you know if you fail. to your Armor Class against the triggering attack.
Inquisitive Eye Riposte
Prerequisites: Intelligence or Wisdom of 11 Prerequisites: Dexterity of 11
Whenever you make an Investigation or Insight check, you When a creature misses you with a melee attack, you use a
can expend an Exploit Die and add it to your roll. You can do reaction to expend an Exploit Die to make a melee weapon
so after you roll, but before you know if you succeed or fail. attack against it. On hit, add your Exploit Die to the damage.
Lightstep Rustic Intuition
Prerequisites: Dexterity of 11 Prerequisites: Wisdom of 11
Whenever you make an Acrobatics or Stealth check, you can When you make an Animal Handling, Medicine, or Nature
expend an Exploit Die and add it to your roll. You can do so check, you can expend one Exploit Die and add it to your roll.
after you roll, but before you know if you succeed or fail. You can do so after you roll, but before you know if you fail.
Scholarly Recall Hold the Line
Prerequisites: Intelligence of 11 Prerequisite: 5th-level, Strength or Constitution of 13
When you make an Arcana, History, or Religion check, you As a bonus action, you can expend an Exploit Die to form
can expend one Exploit Die and add it to your roll. You can do your allies into a defensive position. You and allied creatures
so after you roll, but before you know if you succeed or fail. within 10 feet that are wielding a weapon or shield gain the
benefits of half cover, which also applies to ability checks and
Steadfast Order saving throws to avoid being moved against your will.
When you take the Attack action, you can forgo an attack to This Exploit's effects end for all creatures if you leave your
issue this Order to a creature that can see or hear you within space, and they have no effect on Incapacitated creatures.
30 feet. Until the beginning of your next turn, it can add your
Leadership modifier (minimum of +1) to Strength, Dexterity, Insightful Order
and Constitution saving throws. Prerequisites: 5th-level, Intelligence of 13
When you take the Attack action, you can forgo an attack to
Subtle Con issue this Order to a creature that can see or hear you within
Prerequisites: Dexterity or Charisma of 11 30 feet. The target adds your Leadership modifier to the first
If you make a Deception, Performance, or Sleight of Hand attack roll it makes before the start of your next turn.
check, you can expend an Exploit Die and add it to your roll.
You can do so after you roll, but before you know if you fail. Intimidating Command
Prerequisite: 5th-level, Charisma of 13
Support Order As a bonus action, you can expend an Exploit Die to shout a
When you take the Attack action, you can forgo an attack to one-word command at a creature that can hear you within 30
issue this Order to a creature that can see or hear you within feet, forcing it to make a Wisdom saving throw. On a failure,
30 feet. That creature can immediately take the Help, Hide, it is compelled to obey your command to the best of its ability
Search, or Use an Object action. on its next turn unless its actions are directly harmful to it.
2nd-Degree Exploits Menacing Shout
Exploits of this degree represent the peak of tactical skill that Prerequisites: 5th-level, Constitution or Charisma of 13
is achievable without a dedicated education in the art of war. As a bonus action, you can expend an Exploit Die to force a
They can be learned by any Warlord of 5th level and higher: creature within 30 feet that can hear you to make a Wisdom
saving throw. On a failure, it is Frightened of you until the end
Crescendo of Violence of your next turn, or until you are Incapacitated.
Prerequisite: 5th-level Rejuvenating Order
When another creature within 30 feet that can see or hear Prerequisites: 5th-level
you scores a critical hit, you can use your reaction to spend
Exploit Dice (up to your Proficiency Bonus), and grant that When you take the Attack action, you can forgo an attack to
creature temporary hit points equal to the Exploit Dice you issue this Order to a creature that can see or hear you within
spent + your Leadership modifier. 30 feet. That creature can instantly repeat one saving throw
Temporary hit points from this Exploit last for 1 minute. to end one condition currently affecting it.
Enlivening Order Resilient Order
Prerequisite: 5th-level Prerequisite: 5th-level
When you take the Attack action, you can forgo an attack to When you take the Attack action, you can forgo an attack to
issue this Order to a creature that can see or hear you within issue this Order to a creature that can see or hear you within
30 feet. Until the start of your next turn, that creature's speed 30 feet. Until the beginning of your next turn, it can add your
increases by 5 times your Leadership modifier (a minimum of Leadership modifier (minimum of +1) to Wisdom, Charisma,
5 feet), the distance it can long and high jump doubles, and it and Intelligence saving throws.
has advantage on all Acrobatics and Athletics checks. Surprise Attack
Exposing Strike Prerequisite: 5th-level, Intelligence of 13
Prerequisites: 5th-level As an action, you can expend one Exploit Die to command
When you hit a target with a weapon attack, you can expend another creature that can see or hear you within 30 feet to
an Exploit Die to weaken it. The first attack made against it immediately make a single weapon attack with advantage.
before the start of your next turn has advantage, and on hit, On hit, it deals bonus damage equal to your Exploit Die.
that attack deals bonus damage equal to your Exploit Die. Wild Charge
Heroic Will Prerequisite: 5th-level
Prerequisite: 5th-level As an action, you can expend one Exploit Die and choose
When you make an Intelligence, Wisdom, or Charisma saving another creature that can see or hear you within 30 feet.
throw, you can expend one Exploit Die and add it to your roll. It can immediately move up to its speed toward a hostile
You can do so after you roll, but before you know if you fail. creature and make one melee weapon attack against it.
On hit, it deals additional damage equal to your Exploit
Die, and if the target is equal to its size or smaller, it must
succeed on a Strength saving throw or fall prone.
3rd-Degree Exploits Perilous Gambit
Prerequisite: 9th-level
Exploits of this degree are masterful strategies that can only As a bonus action, you can taunt a creature that can see you
be learned by Warlords of 9th level or higher. Each Exploit of within 30 feet, imposing the effects below for up to 1 minute.
3rd-degree can only be used once per short or long rest. This Exploit fails if the creature cannot be Charmed.
Daring Rescue It has advantage on any attack roll it makes against you,
Prerequisite: 9th-level but it has disadvantage on all other attack rolls.
When a friendly creature that you can see within 30 feet is If it moves, it can only move closer to you.
reduced to 0 hit points, you can use your reaction to expend Any creature under the effect of one of your Exploits has
an Exploit Die, gaining temporary hit points equal to your advantage on its attack rolls against this creature.
level and moving up to twice your speed. The creature can make a Wisdom saving throw at the end
If you move within 5 feet of the downed creature and have of each of its turns, ending the effect on a success. If you are
a free hand, you can pick them up and carry them up to your within 30 feet of it, it has disadvantage on this saving throw.
remaining speed. If you provoke opportunity attacks, attacks
target you, not the creature you are carrying. Stand the Fallen
At the end of this movement, you stand the creature up, it Prerequisites: 9th-level
gains 1 hit point, and your temporary hit points transfer to it. As an action, you expend Exploit Dice (up to your Proficiency
Inspirational Speech Bonus) to let forth an inspiring shout. Choose allied creatures
Prerequisites: 9th-level, Charisma of 15 that can hear you within 30 feet to regain hit points equal to
You can expend an Exploit Die to spend 1 minute giving an the Exploit Dice you spent + your Leadership modifier.
inspirational speech to a number of creatures that can hear You can target Unconscious creatures at 0 hit points.
you equal to 1 + your Charisma modifier. At the end of this Tactical Reposition
speech, targets gain temporary hit points equal to your level. Prerequisite: 9th-level, Intelligence of 15
While the temporary hit points from this Exploit last, the As an action, you can expend one Exploit Die and dictate a
creatures have advantage on Wisdom saving throws. strategic course of action to a number of creatures equal to
Pack Tactics your Leadership modifier (minimum of 1) within 30 feet that
Prerequisites: 9th-level, Wisdom of 15 can see or hear you. Creatures can use their reaction to move
As a bonus action, you can spend an Exploit Die up to their speed without provoking opportunity attacks.
to signal creatures of your choice within 30 feet War Cry
that see or hear you to fight as one. Until the Prerequisites: 9th-level, Constitution or Charisma of 15
end of your next turn, you and the creatures As an action, you can expend an Exploit Die to issue forth a
have advantage on attack rolls, so long as mighty cry, forcing creatures of your choice that can hear
another member of this group is within you in an adjacent 30-foot cone to make a Wisdom
5 feet of your target. saving throw. On a failure, creatures drop all they
You must use your bonus action on are holding and are Frightened for 1 minute.
each subsequent turn If a Frightened creature can't see or hear you,
to maintain the effect it can use an action repeat its saving throw, ending
of this Exploit. If you the effect on a success.
don't, the effect ends.
4th-Degree Exploits
Exploits of this degree are strategies only mastered by once-
in-a-generation genius commanders. These Exploits can only
be learned by Warlords of 13th level or higher, and each
Exploit can only be used once per short or long rest.
Heroic Order
Prerequisite: 13th-level
When you take the Attack action, you can forgo an attack to
issue this Order to a creature that can see or hear you within
30 feet. Until the beginning of your next turn, that creature is
resistant to all damage, and has advantage on all attack rolls,
ability checks, and saving throws.
Revitalizing Order
Prerequisite: 13th-level
When you take the Attack action, you can forgo an attack to
issue this Order to a creature within 30 feet that died within
the last minute. It regains hit points equal to your level + your
Leadership modifier and can stand up.
This Tactical Exploit cannot return a creature to life that
has died of old age, nor does it restore missing body parts.
Victory Surge
Prerequisite: 13th-level
As an action, you can expend an Exploit Die to drive another
creature within 30 feet that can see or hear you to fight as
never before. The creature can use its reaction to move up
to its full speed and take a single action or bonus action.
5th-Degree Exploits
Exploits of this degree are near-supernatural feats of tactical
skill that rival those of deities of war. These Exploits can only
be learned by Warlords of 17th level or higher, and each 5th-
degree Exploit you know can only be used once per long rest.
Contingency Plan
Prerequisites: 17th-level, Intelligence of 19
At the end of a long rest, you can expend one of your Exploit
Dice to put an undisclosed contingency plan into place. Until
you activate this Exploit again you cannot regain this Exploit
Die. You can only have one contingency plan at a time.
As an action, you can reveal your previously undisclosed
plan (which you make up at the time of its reveal) and make a
DC 20 Intelligence check. You may add a skill the DM deems
appropriate to your plan. On a success, your secret plans and
preparations take effect perfectly as you described them.
The cost to execute the plan cannot exceed 5,000 gold, and
the effects should not exceed those of a 7th-level spell.
For example, you might reveal that you secretly purchased
a perfect spell scroll last time you were in a town, or that you
paid a mercenary band or airship to come to your rescue.
Final Strike
Prerequisite: 17th-level
As an action you expend one Exploit Die and order allies to
strike at a foe of your choice. Creatures of your choice (up
your Leadership modifier) within 30 feet that can hear you
can immediately take the Attack action (including Extra
Attacks), or cast a spell of 5th-level or lower with a casting
time of one action. All attacks and spells must target the
creature you designated with this Exploit.
Academies of War Knighthood
3rd-level Academy of Chivalry feature
Choose the Academy of War that best represents the tactical You have been trained in the classical skills of knighthood.
training, philosophy, and leadership qualities of your Warlord: You gain proficiency with all martial weapons, one musical
Chivalry Gallantry
instrument, and either History, Performance, or Religion.
Dread Schemes Lead the Charge
6th-level Academy of Chivalry feature
Ferocity Tactics You lead best from the front lines. When you take the Attack
action on your turn and make at least one melee attack, you
Academy of Chivalry can issue an attack order as a bonus action on that turn.
Warlords that choose the Academy of Chivalry often hail from Flames of Hope
the ranks of nobility and are almost always formal knights. As 14th-level Academy of Chivalry feature
leaders, they hold themselves and those who follow them to a Once between each short or long rest you can use your action
lofty code of conduct. These knights stand as beacons of fair to let forth a heroic cry that inflames the hearts of your allies
play, honor, and justice, both on and off the field of battle. and inspires terror in your foes. Creatures that can hear you
Chivalric Exploits within 30 feet gain the corresponding effect below:
3rd-level Academy of Chivalry feature Allies. Friendly creatures gain temporary hit points equal
You learn certain Exploits at the Warlord levels noted in the to your Exploit Die + your Leadership modifier. While these
table below. They do not count against your total number of last, the creature cannot be Charmed or Frightened.
Exploits Known and can't be switched upon gaining a level: Enemies. Hostile creatures must make a Wisdom saving
throw against your Exploit save DC or be Frightened of you.
Warlord Level Exploit They repeat the saving throw at the end of each of their turns
3rd attack order, commanding presence and when they take damage, ending the effect on a success.
5th hold the line, rejuvenating order Paragon of Chivalry
9th daring rescue 18th-level Academy of Chivalry feature
You stand as an exemplar of chivalric virtue, a shining beacon
Inspiring Shout for those who follow you. You are immune to the Frightened
3rd-level Academy of Chivalry feature and Charmed conditions, and creatures of your choice within
Your presence on the field of battle inspires those who fight 30 feet that can see you have advantage on saving throws to
beside you. When you roll initiative you can expend a use of resist or end the Charmed
Inspiring Word and choose a number of creatures within 30 and Frightened condition.
feet that can hear you equal to your Leadership modifier to
gain temporary hit points
equal to your Exploit Die
+ your Leadership
modifier.
Academy of Dread
Where most Warlords have a sense of appreciation and care
for those that follow them, those known as Dreadlords only
care for one thing - victory. These ruthless captains make use
of any possible advantage, often using their enemy's greatest
fears against them to turn the tide of the battle. These dark
captains are often found leading hordes of orcs and undead.
Dark Captain
3rd-level Academy of Dread feature
You exude an aura of intimidation that shakes all but the
most stalwart warriors to their core. You gain proficiency
with all martial weapons and Intimidation.
Moreover, whenever you make an Indimidation check,
you can use Leadership ability instead of Charisma. If you
do so, you treat a roll of 7 or lower on the d20 as an 8.
Dread Exploits
3rd-level Academy of Dread feature
You learn certain Exploits at the Warlord levels in the
table below. They don't count against your total Exploits
Known and cannot be switched when you gain a level:
Warlord Level Exploit
attack order,
3rd
commanding presence
intimidating command,
5th
menacing shout
9th war cry

Dread Presence
3rd-level Academy of Dread feature
Your presence on the field of battle inspires fear in the hearts
of your enemies. As a bonus action, you can expend a use of
Inspiring Word to force one creature that can see you within
30 feet to make a Wisdom saving throw against your Exploit
save DC. On a failure, it is Frightened of you for 1 minute, or
until it sees you take damage.
If the creature flees and is no longer in your line of sight, it
can use its action to automatically end this effect.
Merciless
6th-level Academy of Dread feature
You infuse your commands with your dread willpower. You
can use intimidating command and menacing shout without
expending an Exploit Die a number of times equal to your
Leadership modifier (minimum of once), and you regain all Baleful Presence
expended uses when you finish a long rest. 18th-level Academy of Dread feature
Moreover, when you cause a creature to be Frightened of You are a walking avatar of fear. When you force a creature
you, you can instantly issue a single attack order. within 30 feet of you to make a saving throw to resist being
Frightened, it has disadvantage on its roll.
Ruthless Command Moreover, creatures within 30 feet that are Frightened of
14th-level Academy of Dread feature you have their speed reduced to 0 while they can see you.
You spread fear and desolation on the battlefield. Creatures
that you target with an Inspiring Word or a Tactical Exploit Dreadlord
have advantage on all attack rolls against creatures that are 18th-level Academy of Dread feature
Frightened until the end of their next turn. You stand as a sinister monument to all those who have tried,
Moreover, when you use your Dread Presence, the creature and failed, to stop your iron conquest. You are immune to the
has disadvantage on its initial Wisdom saving throw if you or Frightened condition, and you add your Leadership modifier
a creature under the effects of one of your Exploits has hit it (a minimum of +1) to any attack rolls that you make against
with an attack since the end of your last turn. creatures that are Frightened of you.
Academy of Ferocity Predatory Instinct
Warlords who hail from this Academy rarely study in formal 3rd-level Academy of Ferocity feature
schools of war. In place of military theory, their strategies are You hunt as a wild predator. You gain proficiency with martial
based on the instincts of predatory hunters. Famous for their weapons and in either Perception or Survival.
ruthless treatment of foes, these leaders would lay down their In addition, whenever you make a Perception or Survival
lives for any member of their pack without hesitation. check based on your sense of smell or hearing, you can treat
a roll of 7 or lower on the d20 as an 8.
Ferocious Exploits
3rd-level Academy of Ferocity feature Silent Stalker
You learn certain Exploits at the Warlord levels noted in the 6th-level Academy of Ferocity feature
table below. They do not count against your total number of You direct your pack to hunt silently. You and creatures of
Exploits Known and can't be switched upon gaining a level: your choice within 30 feet of you have advantage on Stealth
checks and can travel stealthily moving at a normal pace.
Warlord Level Exploit
Also, while you have a creature marked as your Prey, you
3rd cunning instinct, maneuvering order can issue a maneuvering order as a bonus action.
5th crescendo of violence, wild charge Thrill of the Hunt
9th pack tactics 14th-level Academy of Ferocity feature
A successful hunt stokes your blood lust. When your Prey is
Packleader killed, you can use your reaction to mark another creature in
3rd-level Academy of Ferocity feature range, then you gain one of the following benefits:
You lead your pack in the hunt. As a bonus action, you can You gain temporary hit points equal to your Warlord level.
mark a creature you can see within 30 feet as your Prey. It You regain one expended use of Inspiring Word.
remains your Prey for 1 minute, but the effect ends early if You regain one expended Exploit Die.
your Prey is reduced to 0 hit points, you are Incapacitated,
or you mark another creature as your Prey. Apex Predator
Any creature you target with Inspiring Word or a Tactical 18th-level Academy of Ferocity feature
Exploit add your Exploit Die to the first attack roll they make Your primal ferocity invigorates your packmates. Your speed
against your Prey before the start of your next turn. increases by 10 feet, and your weapon attacks against your
You can mark a creature as your Prey a number of times Prey deal bonus damage equal to your Exploit Die.
equal to your Leadership modifier (minimum of once). You Moreover, any creature you target with an Inspiring Word,
regain one expended use when you finish a short rest, and Rallying Cry, or one of your Tactical Exploits also gains the
all expended uses when you finish a long rest. benefits above until the beginning of your next turn.
Academy of Gallantry
Sometimes called Skalds, Warlords of Gallantry
combine the arts of music, strategy, and magic to
inspire allies and vex their foes. Learning a unique
style of bardic magic that augments their leadership
skills, Gallantry Warlords can turn even an unskilled
rabble into a deadly fighting force.
Gallant Exploits
3rd-level Academy of Gallantry feature
You learn certain Exploits at the Warlord levels noted in the
table below. They do not count against your total number of
Exploits Known and can't be switched upon gaining a level:
Warlord Level Exploit
3rd commanding presence, attack order
5th enlivening order, heroic will
9th stand the fallen

Gallant Spellcasting
3rd-level Academy of Gallantry feature
Your talent in poetry and music allows you to produce spells,
much like the Bard does. You gain the following benefits:
Spell Slots. The Gallant Spellcasting table shows how
many spell slots you have to cast your spells of 1st-level and
higher. To cast a spell, you must expend a slot of that spell's
level or higher. You regain all expended spell slots when you
finish a long rest. For example, if you know the thunderwave
spell and have both a 1st and a 2nd-level spell slot, you can
cast thunderwave using either spell slot.
Spells Known of 1st-Level and Higher. You know three
1st-level spells of your choice from the Gallantry spell list on Gallant Spellcasting
the following page. The Spells Known column of the Gallant Warlord Spells 1st 2nd 3rd 4th
Spellcasting table shows when you learn more spells from Level Known Level Level Level Level
this list of 1st-level and up. Any spells you learn must be of a
level for which you have spell slots as shown on the table. 3rd 3 2 — — —
When you gain a level, you can replace one of your Spells 4th 4 3 — — —
Known with another spell from the Galantry spell list. The
spell must also be of a level for which you have spell slots. 5th 4 3 ─ — —
Spellcasting Focus. You can use any musical instrument 6th 4 3 ─ — —
you are proficient with as a spellcasting focus for your spells.
Gallantry Warlords are known for one-handed instruments, 7th 5 4 2 — —
like war horns, while holding a weapon in their other hand. 8th 6 4 2 — —
Spellcasting Ability. Use your Leadership modifier when 9th 6 4 2 — —
setting the saving throw DC or making a spell attack roll for
any Gallantry spells you know through this feature: 10th 7 4 3 — —

Spell save DC = 8 + your proficiency bonus 11th 8 4 3 — —


+ your Leadership modifier 12th 8 4 3 — —
Spell attack modifier = your proficiency bonus 13th 9 4 3 2 —
+ your Leadership modifier 14th 10 4 3 2 —
Warrior Poet 15th 10 4 3 2 —
3rd-level Academy of Gallantry feature 16th 11 4 3 3 —
You combine martial skill and musical talent to inspire your
allies. You gain proficiency with two musical instruments of 17th 11 4 3 3 —
your choice, and in Performance. 18th 11 4 3 3 —
Moreover, whenever you make a Performance check that
includes both a weapon and a musical instrument, you gain 19th 12 4 3 3 1
a bonus to your roll equal to your Warlord level. 20th 13 4 3 3 1
Heroic Charge Gallantry Spell List
6th-level Academy of Skalds feature
When you roll initiative, you can expend a use of Inspiring Below is the list spells available to the Academy of Gallantry.
Word to rally a heroic charge. You, and any creatures of your Spells are found in the Player's Handbook, Xanathar's Guide
choice within 15 feet that can hear you gain the benefits of to Everything*, and in Tasha's Cauldron of Everything**.
the Dash action during your first turn in combat. You cannot Spells marked with ll are found in the laserllama Spell
use this feature if you are surprised or Incapacitated. Compendium, which includes both new and alternate spells.
At 11th level, the range of this feature increases to 30 feet. 1st-Level shatter
Songs of War & Peace bless silence
6th-level Academy of Gallantry feature bane suggestion
You conduct battle like a great symphony. When you expend a cause fear * warding bond
spell slot or Exploit Die as part of your action, you can make charm person
a single weapon attack as a bonus action on that turn. command 3rd-Level
In addition, any creature that spends a short rest with you compelled duel beacon of hope
has advantage on Hit Die rolls to regain its hit points. disguise self crusader's mantle
dissonant whispers dire wail ll
Warsong faerie fire dispel magic
14th-level Academy of Gallantry feature heroism fear
The Skalds of legend were said to be able to turn the tide of hideous laughter haste
the most desperate battles. When you target a creature with a longstrider hypnotic pattern ll
Tactical Exploit, you can choose to also grant it temporary hit sleep irresistible dance ll
points equal to your Leadership modifier (minimum of 1). thunderous smite ll nondetection
The temporary hit points only last for 1 minute, but while thunderwave sending
they last, the creature cannot be Charmed or Frightened. slow
2nd-Level sonic wave ll
Mythic Voice aid
18th-level Academy of Gallantry feature calm emotions 4th-Level
Your voice itself has been infused with the powerful magic enhance ability aura of life
you channel. Whenever you cast a 1st-level Gallantry spell, find steed ll aura of purity
you can choose to expend a use of Inspiring Word instead magic mouth charm monster *
of a spell slot. You must use a musical instrument as magic weapon ll compulsion
the spellcasting focus for the spell. mirror image confusion
pyrotechnics * death ward
restoration ll freedom of movement
Academy of Schemes
Warlords of the Academy of Schemes will secure their
victory at any cost. The ultimate utilitarians, they care not
how they achieve their goals. They will cheat, deceive, and
sacrifice whatever is necessary to succeed. These Warlords
always have an escape plan if things do not go as planned.
Cheap Shot
3rd-level Academy of Schemes feature
You aren't above dishonorable tricks to secure victory.
Once per turn when you hit a creature with a weapon
attack, you can force it to make a Dexterity saving throw
against your Exploit Save DC along with the damage.
On a failure, it cannot take reactions and its speed is
halved until the start of your next turn. On its next turn,
it can only take one action or bonus action, not both.
Dastardly Talents
3rd-level Academy of Schemes feature
You will use any method necessary to achieve your aims.
You gain proficiency in Deception, with Disguise Kits, and
Poisoner's Kits. You can also use your Leadership ability,
in place of Charisma, when making Deception checks.
Scheming Exploits
3rd-level Academy of Schemes feature
You learn certain Exploits at the Warlord levels in the table
below. They do not count against your number of Exploits
Known and they cannot be switched upon gaining a level:
Warlord Level Exploit
3rd feint, subtle con
5th exposing strike, insightful order
9th perilous gambit

Ruthless Focus
6th-level Academy of Schemes feature
You direct your allies to prey upon the weak. When a
creature fails its saving throw against your Cheap Shot, you Marked for Death
can instantly issue an insightful order, but the creature only 18th-level Academy of Schemes feature
gains the benefits of your insightful order if it attacks the You relentlessly pursue the destruction of your foes. When a
target of your Cheap Shot. creature fails its saving throw against Cheap Shot, you can
Also, if you use a Tactical Exploit as part of your action, you choose to mark the creature for death. The first attack to hit
can take the Disengage or Hide action as a bonus action. that creature before the beginning of your next turn becomes
Devious Tactics an automatic critical hit.
14th-level Academy of Schemes feature Once you mark a creature for death you must complete a
You have no qualms about leaving others in danger. When a short or long rest before you can use this feature again.
creature you can see targets you with an attack or forces you
to make a saving throw, you can use your reaction to force a
creature within 5 feet of you (other than the attacker) to make Scheming Adventurers
a Dexterity saving throw against your Exploit save DC. When playing a character with questionable morals
On a failure, you switch places, and it becomes the target of and motivations, like a Warlord of the Academy of
that attack or saving throw. The creature can choose to fail. Schemes, it is important to remember that D&D is
a team game where cooperation is expected.
Inscrutable Mind Masters of schemes leverage any advantages at
18th-level Academy of Schemes feature their disposal, including the abilities of their allies.
Your devious mind is impossible to penetrate. Your thoughts Make sure to include the other players in any plans
and dreams cannot be read by magic unless you allow it. If a your Schemes Warlord may have. Remember that a
creature attempts to read your mind you can deceive it with Warlord is nothing without allies to command!
false thoughts by making a Deception check.
Academy of Tactics Brains over Brawn
6th-level Academy of Tactics feature
Warlords of this Academy most often come from the ranks of You wield your comrades as other warriors wield weapons.
formal organizations that serve the elite. Tacticians are highly If you only use Tactical Exploits with your entire action, you
educated commanders and are known for their dedication to can use your bonus action to take the Disengage or Search
those who follow them. Their understanding of how to best action, or to use one Order Exploit, such as attack order.
utilize each of their allies' strengths and avoid weaknesses
makes them especially deadly opponents on the battlefield. Know your Enemy
Advanced Tactics
6th-level Academy of Tactics feature
You have a gift for identifying weak points. When you take the
3rd-level Academy of Tactics feature Search action, you can target one creature you can see within
Your ability to learn and execute strategies in combat exceeds 30 feet (DC = 8 + its Challenge Rating). If you have seen it get
most other commanders and even formally trained Warlords. hit by an attack, add your Warlord level to this roll.
You gain the following benefits to your Warlord features: On a success, you learn one characteristic of your choice
Exploits. You learn two 1st-degree Tactical Exploits of your from the list below. On a failure, you can't use this feature on
choice from the list at the end of this class. These Exploits do this creature again until you see it get hit by another attack:
not count against your total number of Exploits Known.
You learn additional Tactical Exploits following the same Armor Class Highest Ability Score
rules at certain levels: at 5th level you learn two 2nd-degree
Exploits, and at 9th level you learn one 3rd-degree Exploit. Condition Immunities Lowest Ability Score
Exploit Dice. Your total number of Exploit Dice increases Damage Resistances One Special Feature
by 1, and all of your Exploit Dice increase to become d6s. & Immunities (Spellcasting, Exploits, etc.)
At certain Warlord levels your Exploit Dice increase again;
at 5th level (d8), at 11th level (d10), and at 17th level (d12). Gifted Strategist
14th-level Academy of Tactics feature
The Art of War You are always one step ahead of your foes. You cannot be
3rd-level Academy of Tactics feature surprised while conscious, and when you roll initiative, you
You have studied the great histories of warfare and combat. can use one Tactical Exploit or take the Ready action.
You gain proficiency in History and two gaming sets of your
choice, and you add double your Proficiency Bonus to any Master Tactician
ability check that uses these proficiencies. 18th-level Academy of Tactics feature
You have a plan in place for every eventuality. You learn the
Strategic Adjustments contingency plan Exploit, but it doesn't count against
3rd-level Academy of Tactics feature your total number of Exploits Known. At the end of
You are constantly adapting to meet any challenge. a long rest, you can use contingency plan without
During a long rest, you can spend 1 hour reviewing expending an Exploit Die to put the plan in place.
strategies and tactics and replace a Tactical Exploit You can only have a single contingency plan in
you know with another of the same Degree. place at any
When you reach 6th level in this class, you can one time.
use this feature during a short rest.
The Warlord
Command and conquer with this strategic new
class for 5e! Lead your allies with Forty Tactical
Exploits and six Academies of War: Chivalry,
Dread, Ferocity, Gallantry Schemes, or Tactics!

Version 3.1.0 - Created by /u/laserllama


Last Updated: June 10th, 2025

Artist Credits:
Covers - Bram Sels - Hero of Precinct One
Page 1 - Karl Kopinski - Cathars' Crusade
Page 3 - Chris Rallis - Prison Warden
Page 4 - Magali Villeneuve - Knight's Pledge
Page 5 - Johannes Voss - Tomik
Page 7 - Anna Steinbauer - Grand Warlord
Page 8 - Stephen Stark - Inspiring Leader
Page 9 - Anna Podedworna - Fury Rider
Page 10 - Francisco Miyara - Wedding Security
Page 11 - Chris Rahn - Dire Overlord
Page 12 - G. Rutkowski - Blaring Recruiter
Page 13 - A. Podedworna - Steward of Gondor
Page 14 - T. Jacobson - Explorer Returned
Page 15 - Cynthia Sheppard - Ampryn Tactician

Additional Laserllama Homebrew content


can be found for free on GM Binder.

Support me on Patreon for access to the


psionic Academy of Battleminds
or the sinister Academy of Shades!

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