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## Class: Warlord Two vast armies stand across the field of death, fear gripping the heart of every soldier. From their ranks, the banner is carried forth—a shining beacon without fear. Before they even know it, their feet pound across the ground, their fear left behind as they follow their symbol of hope to victory. Everywhere the enemy probed, they met only a wall of spears and a rain of arrows. Every flanking maneuver flanked, every bluff called and every gambit a failure. The foes could do naught but curse the luck that had turned against them. But there was a man that made that luck with one brilliant tactical decision after another, and his men knew that as long as he was by their side, luck would always abandon their foes. A Warlord is a force multiplier for their companions. Some of them may be fearsome combatants, while others may never lift a weapon, but in either case their presence on the battlefield will drive their companions to new heights, guiding them through what would surely have been their doom safely. How this is brought about can vary, from inciting crazed zeal to tempering an overeager charge, from turning a rout into an unbreakable last stand to pulling their companions out of the line of danger in the nick of time. The sole commonality is that a Warlord alone is but a man, while a Warlord with their companions is a legend. ### Purpose and Drive A common element to those that walk the path of a Warlord is a purpose. One which gives them a larger-than-life presence and allows them to be a guiding hand to all those around them. Some Warlords may not seek any particular cause, and merely seek victory—either as a tribute to a god they worship or simply to meet a personal achievement. More often, though, a Warlord is driven by a higher purpose—a loyalty to their country or their men, a drive to protect the innocent or to crush the weak. It is an important consideration to a Warlord in understanding why they fight, as it will inform how they fight. Do they try to keep their companions and followers out of danger? Or do they simply press for the strategy that is most likely to win? ### Power of Presence Most warlords have no magical powers, but the presence on their battlefield allows people to exceed what they might have thought of as their own limits. Just as a dragon's frightful presence may not be explicitly magic but instills a supernatural dread in mortal adventurers, a Warlord's presence is more than just simple common sense and a head for strategy, it's the power of conviction, the perfection of tactics, or the will to win incarnated in Adventurer form. \pagebreak
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### Creating a Warlord Warlords gain their identity depending on what role they play in a given group, and are often inspired by your character's background and motivations. A war-torn soldier may shout rallying commands to his troops on the front lines of a conflict. A scholar may eidetic memory relating to the monsters or weather of a region, and can direct their allies through such knowledge. Did you attend an academy with the hopes of becoming an officer for a military branch? Or was the art of leadership something that came naturally to you? Perhaps you were the next member in a long line of nobles, and now the lone survivor of your legacy? #### Quick Build You can make a warlord quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Constitution or Strength. Second, choose the soldier background. #### Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose warlord as one of your classes. **Ability Score Minimum.** As a multiclass character, you must have at least an Intelligence or Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a warlord. **Proficiencies Gained.** If warlord isn't your initial class, here are the proficiencies you gain when you take your first level as a warlord: light armor, medium armor, shields, simple weapons, martial weapons. ## Class Features As a Warlord, you gain the following class features #### Hit Points ___ - **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 ___ - **Armor:** light armor, medium armor, shields - **Weapons:** simple weapons, martial weapons ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from Athletics, Deception, History, Insight, Investigation, Medicine, Performance, Persuasion, or Intimidation. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor - *(a)* a martial weapon and a shield or *(b)* two martial weapons - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - a light crossbow and 20 bolts \columnbreak
##### Warlord | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:| | 1st | +2 | Commander's Order, Unarmored Defense | | 2nd | +2 | Leadership (1d4) | | 3rd | +2 | Warlord Presence | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Extra Attack, Leadership (1d6) | | 6th | +3 | Vigilant | | 7th | +3 | Warlord Presence Feature | | 8th | +3 | Ability Score Improvement | | 9th | +4 | Guided Instruction | | 10th | +4 | Warlord Presence Feature | | 11th | +4 | Commander's Order (2 targets), Leadership (1d8) | | 12th | +4 | Ability Score Improvement | | 13th | +5 | Iron Will | | 14th | +5 | Combat Reflexes | | 15th | +5 | Warlord Presence Feature | | 16th | +5 | Ability Score Improvement | | 17th | +6 | Commander's Order (3 targets), Leadership (1d10) | | 18th | +6 | Placeholder | | 19th | +6 | Ability Score Improvement | | 20th | +6 | Placeholder |
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### Commander's Order *1st-level warlord feature*
When you take the Attack action on your turn, you can forgo one of your attacks to direct your companions in combat. When you do so, you can issue an order to a creature. You start knowing two such orders: Attack Order and Advancing Order. Sometimes presences grant you additional orders as you advance in levels, as noted in the presence's description. Beginning at 11th level, you can issue two orders when you forgo one of your attacks, each order targeting a separate creature. The number orders you can issue in this way increases to 3 when you reach 17th level.
#### Attack Order When you issue this order, choose a friendly creature within 30 feet who can see or hear you. The next time the creature takes the Attack action before the start of your next turn, it can make one additional weapon attack. #### Advancing Order When you issue this order, choose a friendly creature within 30 feet who can see or hear you. That creature can use its reaction to move up to its speed without provoking opportunity attacks. ### Unarmored Defense *1st-level warlord feature*
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.
### Leadership *2nd-level warlord feature*
You are able to express your command of a battlefield in many ways. You know two features, Tact and Commander's Mark, that are empowered by Leadership dice, which are d4s. You learn more features as you gain more levels in this class. Your Leadership die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
#### Tact When you make a Charisma check to interact with a creature that shares a language with you, you can roll a leadership die, adding the number rolled to the check. #### Commander's Mark When you hit a creature with an attack roll, you can mark a target for death. The next time the target takes damage before the start of your next turn, they take additional damage equal to your leadership die. You can use this feature to mark a creature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. \columnbreak ### Warlord Presence *3rd-level warlord feature*
Choose how your presence manifests on the battlefield: as a Packleader, as a Skald, as a Sovereign, or as a Tactician. Your choice grants you features at 3rd level and again at 7th, 10th, and 15th levels.
### Ability Score Improvement *4th-level warlord feature*
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Extra Attack *5th-level warlord feature*
You can attack twice, instead of once, whenever you take the Attack action on your turn.
### Vigilant *6th-level warlord feature*
You or friendly creatures within 30 feet of you that can see or hear you can't be surprised while you are conscious.
### Guided Instruction *9th-level warlord feature*
At the end of a long rest, choose one proficiency or language you know. A number of creatures that can hear you, equal to your Intelligence or Charisma modifier (minimum of 1), gain that proficiency or learn the language. This benefit lasts until the end of your next long rest.
### Iron Will *13th-level warlord feature*
You are immune to being charmed or frightened.
### Combat Reflexes *14th-level warlord feature*
You can take one additional reaction per round. Once you use both reactions, you can't take another until the start of your next turn. A single effect can only trigger one reaction.
### Placeholder *18th-level warlord feature* ### Placeholder *20th-level warlord feature* \pagebreak ## Warlord Presences Warlords exude their presence in a multitude of ways. Here are the presence options you can choose at 3rd level: ### Sovereign #### Bonus Proficiencies *3rd-level Sovereign feature*
You gain proficiency in heavy armor. Additionally, you are able to speak, read, and write one language of your choice.
#### Inspiring Orders *3rd-level Sovereign feature*
You learn the following two orders, which you can issue whenever you use your Commander's Order feature: **Inspiring Order.** When you issue this order, choose a friendly creature within 30 feet who can see or hear you. That creature gains a number of temporary hit points equal to your Charisma modifier (minimum of 1). **Stalwart Order.** When you issue this order, choose a friendly creature within 30 feet who can see or hear you. That creature gains a bonus to their Armor Class equal to your Charisma modifier (minimum of 1) until the start of your next turn.
#### Tireless Aid *3rd-level Sovereign feature*
You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the ally can add your Charisma modifier to their attack roll (minimum of 1).
#### Sovereign's Word *7th-level Sovereign feature*
You gain proficiency in the Persuasion and Intimidation skills. If you already have proficiency in either skill, you gain proficiency with one other skill of your choice.
#### Prepare for War *10th-level Sovereign feature*
You can spend 10 minutes preparing your companions for warfare. When you do so, choose a number of friendly creatures up to your Charisma modifier (minimum 1) within 30 feet of you who can see or hear you and who can understand you. Each creature affected that was present and conscious for the full duration can then choose to gain the benefit of a short rest Once you use this feature, you must finish a long rest before you can use it again.
#### Deathless Command *15th-level Sovereign feature*
When a creature within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to have them drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
\pagebreak ### Packleader (Unformatted) Packleaders train a multitude of creatures as mounts, scouts, or skirmishers for use in the battlefield. Some packleaders form a bond with a single beast, such as a sturdy mount; others prefer to care for their pack of animals. Such beasts are just as much companion to a Warlord as are the rest of their more humanoid counterparts. #### Savage Leadership When you adopt this presence at 3rd level, you gain proficiency in the Animal Handling skill. If you already have this proficiency, you gain proficiency with one other skill of your choice. You also can issue one of the following Orders when you use your War Order feature: **Brutal Order.** The next time your warbeast hits the creature targeted by this Order with an attack before the start of your next turn, it deals an additional 2d6 damage. **Trampling Order.** The next time your warbeast hits the creature targeted by this Order with an attack before the start of your next turn, that creature must make a Strength saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature falls prone. > ##### A Warlord's Pack > A Warlord who pursues the Packleader's Presence may find many different uses for their animals. Knights employed to a lord may have a horse as a steed and use *animal messenger* to employ messenger birds, while orcs may train savage worgs or boars to accompany their armies into battle. #### Beast of War By 3rd level, you summon a beast of war, which draws strength from your presence. The beast is friendly to you and your companions, and it obeys your commands. Choose its stat block--Stalwart Beast or Savage Beast--which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, chosing a kind appropriate for the stat block. In combat, the beast shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. At the end of a long rest, you can call forth a new beast of war. If you already have a beast of war from this feature, the first one immediately departs from you. The beast also perishes if you die. #### Wild Squire (F) Beginning at 7th level, your warbeast's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you gain the ability to cast the *animal messenger* spell, but only as a ritual. #### Emboldening Roar (F) Starting at 10th level, when your beast of war is targeted by one of your Orders, it gains a number of temporary hit points equal to your Charisma modifier (minimum 1). #### Bestial Resolve (F) When a creature you can see hits your beast with an attack, you can use your reaction to halve the attack's damage against your beast. Your beast must be able to see or hear you to benefit from this feature. \pagebreak ___ > ## Savage Beast >*Medium beast, neutral* > ___ > - **Armor Class** 13 + PB (natural armor) > - **Hit Points** 5 + five times your warlord level (the beast has a number of Hit Dice [d8s] equal to your warlord level) > - **Speed** 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|14 (+2)|3 (-4)|13 (+1)|6 (-2)| >___ > - **Saving Throws** Dex +1 plus PB, Con +2 plus PB > - **Skills** Perception +1 plus PB, Stealth +1 plus PB x 2 > - **Senses** darkvision 60 ft., passive Perception 11 + PB > - **Languages** understands the languages you speak > - **Proficiency Bonus (PB)** equals your bonus > ___ > >***Keen Senses.*** Your beast has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. > >***Pack Tactics.*** The beast has advantage on an attack roll against a creature if at least one of the its allies is within 5 feet of the creature and the ally isn't incapacitated. > > > ### Actions > > ***Maul.*** *Melee Weapon Attack:* +2 + PB to hit, reach 5 ft., one target you can see. *Hit:* 1d8 + PB slashing damage. > > ### Reactions > > ***Skirmisher.*** The beast can move up to half its speed as a reaction when an enemy ends its turn within 5 feet of it. This movement doesn't provoke opportunity attacks. \columnbreak ___ > ## Stalwart Beast >*Large beast, neutral* > ___ > - **Armor Class** 12 + PB (natural armor) > - **Hit Points** 5 + your Charisma modifier + six times your warlord level (the beast has a number of Hit Dice [d10s] equal to your warlord level) > - **Speed** 50 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|14 (+2)|3 (-4)|13 (+1)|6 (-2)| >___ > - **Saving Throws** Con +2 plus PB, Wis +1 plus PB > - **Skills** Athletics +2 plus PB x 2, Perception +1
plus PB > - **Senses** darkvision 60 ft., passive Perception 11 + PB > - **Languages** understands the languages you speak > - **Proficiency Bonus (PB)** equals your bonus > ___ > >***Sure-Footed.*** The beast has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. > > ### Actions > > ***Slam.*** *Melee Weapon Attack:* +3 + PB to hit, reach 5 ft., one target you can see. *Hit:* 2d6 + PB bludgeoning damage. > > ### Reactions > > ***Stalwart.*** The beast imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the beast. \pagebreak ### Skald (Unformatted) Skalds are storytellers and orators by trade, weaving tall tales of the conflicts of old. The stories of courage and valor that these men and women often spin are inspiring to those that listen. Other times, the retelling of a previous battle is often of importance when analyzing the strategies that won such conflicts. #### Poetic Leadership When you adopt this presence at 3rd level, you gain proficiency in the Performance skill. If you already have this proficiency, you gain proficiency with an instrument of your choice. You also can issue one of the following Orders when you use your War Order feature: **Rallying Order.** Choose one creature within 30 feet of you. The next time the creature takes damage before the start of your next turn, it takes 2d6 additional psychic damage. You can expend a spell slot when you issue this order to amplify the damage. **Entrancing Order.** Choose one creature within 30 feet of you that can see or hear you. The creature has disadvantage on the next saving throw it makes before the start of your next turn. #### Spellcasting When you reach 3rd level, your method of leadership is complimented by your spellcasting prowess. **Cantrips.** You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level. **Spell Slots.** The Skald Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. **Spells Known of 1st-Level and Higher.** You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and transmutation spells on the bard spell list. The Spells Known column of the Skald Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. \columnbreak
##### Skald Spellcasting | Skald
Level | Cantrips
Known | Spells
Known | 1st | 2nd | 3rd | 4th | |:----------------:|:------------------:|:----------------:|:---:|:---:|:---:|:---:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 5th | 2 | 4 | 3 | — | — | — | | 6th | 2 | 4 | 3 | — | — | — | | 7th | 2 | 5 | 4 | 2 | — | — | | 8th | 2 | 6 | 4 | 2 | — | — | | 9th | 2 | 6 | 4 | 2 | — | — | | 10th | 3 | 7 | 4 | 3 | — | — | | 11th | 3 | 8 | 4 | 3 | — | — | | 12th | 3 | 8 | 4 | 3 | — | — | | 13th | 3 | 9 | 4 | 3 | 2 | — | | 14th | 3 | 10 | 4 | 3 | 2 | — | | 15th | 3 | 10 | 4 | 3 | 2 | — | | 16th | 3 | 11 | 4 | 3 | 3 | — | | 17th | 3 | 11 | 4 | 3 | 3 | — | | 18th | 3 | 11 | 4 | 3 | 3 | — | | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 | **Spellcasting Ability.** Charisma is your spellcasting ability for your bard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier **Spell attack modifier** = your proficiency bonus + your Charisma modifier
#### Battle Scion (F) Starting at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. #### Lore Expertise When you reach 10th level, you master the history of the Skaldic tradition. Choose one of the following skills: Arcana, History, Nature, Religion. You become proficient in the chosen skill if you aren't already, and your proficiency bonus is doubled for any ability check you make that uses the chosen skill. #### Improved Battle Scion At 15th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. \pagebreak ### Tactician (Unformatted) #### Analytical Leadership When you adopt this presence at 3rd level, you gain proficiency in Cartographer's Tools. If you already have this proficiency, you gain proficiency with a set of artisan's tools of your choice. You also can issue one of the following Orders when you use your War Order feature: **Opportunistic Order.** Choose one creature within 30 feet that can see or hear you. When the target hits a creature with an opportunity attack before the start of your next turn, the attack deals an additional 1d10 damage. **Demanding Order.** Choose one creature within 30 feet that can see or hear you. The creature must make a Wisdom saving throw (DC of 8 + your Intelligence modifier + your proficiency bonus). On a failed saving throw, the target can't take the Dash or Disengage actions until the start of your next turn. #### Field of Control (3rd) As a bonus action, you can designate a point within 60 feet as your field of control. The field of control has an aura that extends in a 30-foot radius around that point. For any of your field's effects that require a saving throw, the DC is 8 + your Intelligence modifier + your proficiency bonus. When you create the field, a number of creatures of your choice within the radius must make an Intelligence saving throw. On a failed save, the creature is restrained for one minute. The creature can make a new saving throw at the end of each of its turns, ending the effect early on a success. A creature is immune to this effect if they are immune to being charmed. While your field of control persists, it has the following effects: - Hostile creatures treat the radius of your field of control as difficult terrain. - When a friendly creature begins their turn in the radius, they gain a number of temporary hit points equal to your Intelligence modifier (minimum 0). Your field of control persists for 1 minute, or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest. #### Tactician's Code (7th) Using a free hand, you can communicate simple messages to nearby creatures. Any creature that knows your set of gestures and can see you can understand you as if you were speaking to it. You can teach your somatic gestures to a group of creatures at the end of a long rest, provided you share a language. The creatures retain these gestures until the next time they take a long rest. \columnbreak #### Transpose (10th) As a bonus action, you can choose a creature within your field of control. The creature must make an Intelligence saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, the creature teleports to another location of your choice within the radius of your field of control. This ability fails if the creature can't fit in the destination space. #### Mind Maze (15th) As an action, choose a creature within the radius of your field of control. The creature must make an Intelligence saving throw. On a failed save, the target takes 10d10 psychic damage, and half damage on a success, and has disadvantage on saving throws using Intelligence, Wisdom, and Charisma for the next minute. Once you use this feature, you can't use it again until you finish a short or long rest. \pagebreak
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## PLACEHOLDERS If your total for an Intelligence check is less than your Intelligence score, or your total for a Charisma check is less than your Charisma score, you can use that score in place of the total. You regain back all your expended uses of your Commander's Mark when you finish a short rest. ### Tactician (F) - #### Analytical Leadership When you adopt this presence at 3rd level, you gain proficiency in Cartographer's Tools. If you already have this proficiency, you gain proficiency with a set of artisan's tools of your choice. You also can issue one of the following Orders when you use your War Order feature: **Opportunistic Order.** Choose one creature within 30 feet that can see or hear you. When the target hits a creature with an opportunity attack before the start of your next turn, the attack deals an additional 1d10 damage. **Demanding Order.** Choose one creature within 30 feet that can see or hear you. The creature must make a Wisdom saving throw (DC of 8 + your Intelligence modifier + your proficiency bonus). On a failed saving throw, the target can't take the Dash or Disengage actions until the start of your next turn. #### Field of Control (F, 3rd) As a bonus action, you can designate a point within 60 feet as your field of control. The field of control has an aura that extends in a 30-foot radius around that point. For any of your field's effects that require a saving throw, the DC is 8 + your Intelligence modifier + your proficiency bonus. When you create the field, a number of creatures of your choice within the radius must make an Intelligence saving throw. On a failed save, the creature is restrained for one minute. The creature can make a new saving throw at the end of each of its turns, ending the effect early on a success. A creature is immune to this effect if they are immune to being charmed. While your field of control persists, it has the following effects: - Hostile creatures treat the radius of your field of control as difficult terrain. - When a friendly creature begins their turn in the radius, they gain a number of temporary hit points equal to your Intelligence modifier (minimum 0). Your field of control persists for 1 minute, or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest. #### Tactician's Code (F, 7th) Using a free hand, you communicate simple messages to nearby creatures. Any creature that knows your set of gestures and can see you can understand you as if you were speaking to it. You can teach your somatic gestures to a group of creatures at the end of a long rest, provided you share a language. The creatures retain these gestures until the next time they take a long rest.
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\pagebreak A creature can retain these gestures permanently if they gain instruction in them every day for a week. #### Manipulate the Field (F, 10th) You can manifest additional effects within your field of control. **Eye for Weakness.** As a bonus action, you can choose a number of creatures within your field of control equal to your Intelligence modifier. The next time any of the creatures take damage before the start of your next turn, they take an additional 1d10 damage. **Transposition.** As a bonus action, you can choose a creature within your field of control. The creature must make an Intelligence saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, the creature teleports to another location of your choice within the radius of your field of control. This ability fails if the creature can't fit in the destination space. #### Tactician's Demand (F, 15th) As an action, choose a creature within the radius of your field of control. The creature must make an Intelligence saving throw. On a failed save, the target takes 10d10 psychic damage, and half damage on a success, and has disadvantage on saving throws using Intelligence, Wisdom, and Charisma for the next minute. Once you use this feature, you can't use it again until you finish a short or long rest. ### Ardent #### Empathetic Leadership You also can issue one of the following Orders when you use your War Order feature: **Agonizing Order.** Choose one creature within 30 feet that you can see. The target must make an Intelligence saving throw (DC of 8 + your Intelligence modifier + your proficiency bonus). On a failed saving throw, the target takes 1d10 psychic damage. **Enlightening Order.** Choose one creature within 30 feet that you can see. Until the start of your next turn, the target has advantage on Wisdom, Intelligence, and Charisma saving throws. #### Psionic Talent (F, 3rd) You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6. ***Psionic Talent Options.*** You can use your Psionic Talent die in the following ways: **Amplify Pain.** Once on each of your turns, immediately after you deal damage to a target your Agonizing Order, you can roll your Psionic Talent die and also deal psychic damage to the target equal to the number rolled. **Mantle of Understanding.** If your Psionic Talent die is available, you can cast the *comprehend languages* spell, requiring no components. When you cast this spell, roll your Psionic Talent die. The duration of the spell is a number of hours equal to the number you rolled. Intelligence is your spellcasting modifier for this spell. ***Changing the Die's Size.*** If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6. Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). ***Psi Replenishment.*** As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest. #### Manipulate Emotion (F, 7th) You have mastered new ways to use your psionics: **Dull Pain.** As an action, you can touch a creature. The target regains a number of hit points equal to three times your level. When you do so, your Psionic Talent die decreases by one die size. **Sympathetic Agony.** When you take damage, you can use your reaction to inflict pain on the one who caused it to you. You can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Intelligence modifier. You gain a number of temporary hit points equal to the damage dealt. When you use this feature, your Psionic Talent die decreases by one die size, regardless of the number rolled. #### Cloud Mind (F, 10th) Target must make a intelligence saving throw (DC of 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the target is incapacitated for one minute. At the end of each of their turns, they can roll a new saving throw. A creature immune to being charmed is immune to this effect. Once you use this feature, you can't do so again until you finish a long rest, unless you decrease your Psionic Talent die by one size to use this feature again. \pagebreak
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## New Spells This section presents new spell options for the Warlord, as well as other classes, to use. #### Bewildering Strike *Enchantment cantrip* ___ - **Class:** Bard, Sorcerer, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, M (a weapon you're proficient with) - **Duration:** Instantanous ___ You infuse your weapon with enchantment magic, allowing you to twist the thoughts of your foe. Make a melee weapon attack against one creature within your weapon's range. On a hit, the target suffers the attack's normal effects, and the next attack roll it makes against you before the start of your next turn has disadvantage. The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target. The extra damage increases by 1d8 at 11th level and 17th level. #### Conjure Infantry *3rd-level conjuration* ___ - **Class:** Bard, Cleric, Paladin - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You summon extraplanar spirits that take the form of humanoids and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - One humanoid of challenge rating 2 or lower - Two humanoids of challenge rating 1 or lower - Four humanoids of challenge rating 1/2 or lower - Eight humanoids of challenge rating 1/4 or lower Each humanoid is also considered celestial, fiend, or undead (your choice), and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics. ***At Higher Levels.*** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. \columnbreak #### Skirmish *2nd-level abjuration* ___ - **Class:** Bard, Ranger, Wizard - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a branch from a tree) - **Duration:** Concentration, up to 1 minute ___ You enhance the mobility of one willing creature you touch, enabling them to move easily through enemy formations. While under the influence of this spell, the target is unaffected by nonmagical difficult terrain, and can take the Disengage action as a bonus action on each of their turns. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
> ##### Credits > >
> > **Lead Designer/Producer:** u/kongumaster > >
> > **References:** *Player's Handbook* > >
> > **Warlord Icon:** [Game Icons](http://game-icons.net/tags/building.html) > >
> > **Interior Illustrators:** Dominik Mayer, Andreas Rocha > >
> > The *Warlord* is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.