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##### Warlord Collaboration This warlord subclass was made in collaboration with Fanatic66 and his Warlord Class to explore the possibilities of having the warlord being used on a short-rest fighter chassis. This warlord uses part of his Warlord subclass as well as parts from Mike Mearls Happy Fun Hour Warlord Fighter Subclass. This warlord is based on the framework of the Battlemaster, but it's abilities can't be used on the player themselves except in a select few commands. If you are looking for the lazylord from 4e, this is not the subclass for you.
## Warlord A Warlord is fulcrum of a good formation. Whether it was from years of leading people into the battlefield or taught to you as part of becoming a noble, people notice when you take charge. Drawing from various history lessons and a keen eye for detail, you use all you can to lead your party to Victory. #### Leadership Skills You gain proficiency in history or Investigation. When you reach 3rd level, you have learned from your experience to give allies commands. Your Intelligence Modifier is your Leadership Style. This will affect later features gained by this subclass. #### Warlord's Command At 3rd level, you can quickly command your allies in combat to great effect. You gain a number of uses equals to 1 + Intelligence Modifier. You know 4 commands and the Save DC is 8 + proficiency + Intelligence Modifier. You can use one of your commands by using a bonus action or reaction and expending one Warlord Command to target a friendly creature that can see or hear you within 15 feet of you. After a short or long rest you can spend time swapping your warlord commands for others that might be useful for the future. The range of Warlord Command increases at 10th level to 30ft. #### Helpful Command You aid an Ally within 5ft by using the help action. #### Move Command The targeted creature can use their reaction to move up to their movement speed without provoking attacks of opportunity. #### Rallying Command The targeted unconscious creature regains 1d6 + Intelligence mod hit points. At level 7th, the die increases to 2d6 + Intelligence mod. At level 15, the die increases to 3d6 + Intelligence mod. \columnbreak #### Taunt You attempt to distract an enemy from hitting an nearby creature. Until the end of your next turn, any creature who targets the creature you selected with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the spell or attack. This doesn't protect the creature from area effects, such as the explosion of fireball. If the creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this effect ends. #### Guided Acrobatics You give encouraging directions to the target. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. This lasts for 2 minutes. #### Lift On Three! The target has advantage on Strength Checks, and his or her carrying Capacity doubles. This lasts for 2 minutes. #### Snap out of it You attempt to suppress strong emotions in a person. You can suppress any effect causing a target to be Charmed or Frightened in an ally. If you fall unconscious or die, the suppressed effect resumes provided that its duration has not expired in the meantime. #### Strike Now In exchange for one of your attacks this turn, the targeted creature can make an additional weapon attack the next time they take the Attack action during their turn. #### Shield Wall You are able to form a shield wall if you stand next to another ally with a shield. You and your ally gain a bonus +2 to AC and Dex Saves until the beginning of your next turn. #### Focus Fire You direct your allies to strike with perfect timing, landing blows just as your enemies are off balance to send them tumbling to the ground. Until the beginning of your next turn, the enemy has to make a strength saving throw or be knocked prone when they are hit by the next attack. #### Hammer and Anvil Up to two allies that can see or hear you can use their reactions to move up to their speed. Any creature adjacent to both of your allies or to you and one of the chosen allies at the end of their movement must make a Strength saving throw or become restrained until the end of your next turn. \pagebreak ### Strategic Observation At 7th level, As an bonus action, you can quickly study a foe to discern their strengths or weaknesses. You can make an Intelligence (Investigation) check against a creature you can see that is not incapacitated. The DC is equal to the 10 plus half the creature's challenge rating (rounded down). If you succeed, you can learn one of the following: the creature's armor class, total Hit points, strongest saving throw, weakest saving throw, a resistance, a immunity, or a vulnerability. You can do this a number of times per day equal to your intelligence modifier. ### Warlord Command Improvement Starting at 10th level, your Warlord Command range increases to 30ft. When you use a Warlord Command on a friendly creature, it gains resistance to one of the following damage types: acid, cold, fire, lightning, or thunder. This resistance lasts until the start of your next turn. ### Always Ready Starting at 15th level, when you roll initiative and have no Warlord Commands remaining, you regain 1 Use. ### Infallible Analysis When you reach 18th level, your keen observations lets you direct your allies to your foe's weak points. When you successfully use Strategic Observation against a creature, you can choose to give it disadvantage for all saving throws against the spells or effects of your allies. This effect lasts for 1 minute but ends if you are paralyzed, unconscious, or incapacitated. You can't use this feature again until you finish a short or long rest.