Warlord 5e

by Lincoln

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Warlord

A lumbering Dragonborn charges through the thick of battle, while his heart blazes with passion. He shouts a battle cry, terrifying the enemies ahead and inspiring his allies, causing them to fight harder than they could before.

Locked in a battle ahead of the rest of the party, the hulking Orc head butts his opponent and sends them flying into the mud. He raises his shield and clashes the hammer against it. His allies witness the impressive feat and are led to do the same.

An Aasimar, with her bright white wings spread outwards, zips above the treetops to get a better look of the terrain. She sees her allies in trouble and beckons to them, distracting the enemy long enough to create an opening for them to dart back safely and strike as they run.

The warlord is a front line warrior, leading companions through the hardship of battle using their emboldening words and their courageous actions. The warlord is defined by their analytical mind, their martial abilities, their heart of bravery and their words of leadership.

At their core, a warlord is a leader. Each warlord chooses how to lead in their own way. For some, it is through the study of war, for others, it is to lead by example, or by telling great stories of victorious heroes of the past.

Warriors of their Own

A warlord is not just a leader. Warlord's are very skilled in melee combat, and while some may prefer ranged battle, it is less common. Warlords do not just hold their own in combat, they exceed most others. A warlord controls the battlefield all the while going on par with other martial combatants.

Strive for Perfection

Many warlords are perfectionists. They aren't just the kind of people to come up with a quick plan or engage in common battle tactics. They obsess over their plans, their strategies and their stories so they can be the best leader they can be. All this practice makes for a powerful presence on the battlefield, the kind of presence that makes others want to do their best, fight their hardest, just like the warlord does.

Creating a Warlord

Before you create your warlord, you must know the method of leadership your character will choose. Will you sit in the back, shouting orders like a drill sergeant, will you rush into battle flailing your weapons about, or will you be a more compassionate leader, picking up those who have fallen. The way you lead will not only influence the archetype you eventually choose, but it will influence your character's personality and ideals.

After you've picked your leadership style, think of how you got to that point; was it natural talent or long hours of training? Think about your martial skills as well, how did that come to be? Were you a trained guard that rose up the ranks because of their natural charisma, or maybe you were always a bookworm and found yourself interested in ancient battles. What is the purpose of your leadership? How do you want others to see you and what kind of impression do you want to have on your allies and your enemies?

Quick Build

You can make a warlord quickly by following these suggestions: first, Charisma or Intelligence should be your highest ability score, followed by Strength. If you want to focus more on combat for yourself, as opposed to supporting your allies, make Strength your highest ability score, followed by Charisma or Intelligence. Second, choose the soldier background.

Warlord
Level Proficiency Bonus Features
1st +2 Art of War, Warlord Leadership (2d4)
2nd +2 Fighting Style, Tactical Presence
3rd +2 War Legion
4th +2 Ability Score Improvement
5th +3 Extra Attack, Warlord Leadership (2d6)
6th +3 Endless Leadership
7th +3 War Legion Feature
8th +3 Ability Score Improvement
9th +4 Unbreakable Will
10th +4 Warlord Leadership (2d8), Ability Score Improvement
11th +4 War Legion Feature
12th +4 Ability Score Improvement
13th +5 Improved Tactical Presence
14th +5 War Legion Feature
15th +5 Warlord Leadership (2d10)
16th +5 Ability Score Improvement
17th +6 Tactical Presence (two uses)
18th +6 Adrenaline Rush
19th +6 Ability Score Improvement
20th +6 War Legion Feature

Class Features

As a warlord, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per warlord level
  • Hit Points at 1st Level: 10 + your constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warlord level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: One artisans tool, Cartographers tools or a gaming set

  • Saving Throws: Charisma, Constitution
  • Skills: Choose three from Athletics, History, Insight, Intimidation, Medicine, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) three spears or (b) any simple melee weapon
  • (a) a diplomat's pack or (b) an explorer's pack
  • Breastplate and one set of artisan's tools

Art of War

As a Warlord, you have studied battle tactics, strategies and the history of war. You gain advantage on History checks related to war. For example, recalling the events of a important battle or the relationships between different countries. You also have advantage on all Intimidation and Persuasion checks made against creatures with military background like a soldier or town guard. Choose one of the skills to gain proficiency (or expertise if already proficient) in one of those skills. You can change this proficiency at the end of a short or long rest

Additionally, when you take the attack action but before rolling, you can choose to make a contested skill check using one intelligence, wisdom, or charisma skill that you are proficient in against the target of your attack to hit instead of rolling against their AC. Once you have made a skill check in this way, you have to use a different skill before using it again.

Warlord Leadership

You are a naturally skilled leader, able to help your allies fight effectively across the battlefield. As a bonus action, you can guide one creature within 30 feet of you through the chaos of battle. That creature gains your Leadership Dice, which is 2d4.

Once within the next minute, whenever the creature deals damage they can roll your Leadership Dice and add the result to their damage. The creature can decide to use the Leadership Dice after it made a damage roll, but before the damage is resolved. Once the Leadership Dice are rolled, they are lost. A creature can have only one pair of Leadership Dice at a time. If the creature rolls the same number on both dice, they can roll and add them to the daamge again (to a maximum amount of times equal to your PB.)

You can use this feature a number of times equal to your Charisma or Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Your Leadership Dice changes when you reach certain levels in this class. The dice become d6s at 5th level, d8s at 10th level and d10s at 15th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Tactical Presence

Beginning at 2nd level, you can use an action to study a creature within 10 feet of you and point out their weaknesses before your allies attack. After studying a creature, they are considered marked for up to one minute. You and one other creature of your choice gains advantage on the first attack roll of each of your turns made against the marked target for up to a minute, or until you use a bonus action to end it early. The mark ends early if you fall unconscious.

At 10th level, you can choose two other creatures upon marking a target to gain advantage on their first attack roll against the marked target.

Once you use this feature you must finish a long rest before using it again.

War Legion

Starting when you reach 3rd level, you begin to focus on one of the three main warlord legions. These legions consist of the Roaring Lion, Thundering Rhino and White Raven. Each of these legions are popular training techniques and styles that warlords use. Each Legion is detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 7th, 11th, 14th and 20th.

Warlord DC

Some warlord abilities may require a saving throw for an effect to be successful. In this case, the saving throw DC is equal to 8 + your proficiency bonus + your Charisma or Intelligence modifier. You must pick to use Charisma or Intelligence at level one and you can not change it at later levels.

Ability Score Improvement

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

Beginning when you reach 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Endless Leadership

Starting at 6th level, you regain all of your expended uses of Warlord Leadership when you finish a short or long rest.

Unbreakable Will

At 9th level, your study and practice of war has given you an unshakable mind and heart. When you roll a saving throw against being charmed or frightened, you can choose to ignore the roll and roll again. If you roll again you must use the new roll.

Improved Tactical Presence

Starting at 13th level, you are able to use an opponents weaknesses to deal more damage. When you hit a creature with a weapon attack that is marked by Tactical Presence, you deal an additional 1d6 damage.

Tactical Presence (two uses)

At 17th level, you can use Tactical Presence twice before a long rest, but you can only have one creature marked at a time.

Adrenaline Rush

When you reach 18th level, you can harness the adrenaline you and your allies feel each time they earn a small victory in battle. If an ally within 10 feet of you drops another creature to 0 hit points while your ally is under the effects of one of your warlord abilities, you can use a reaction to regain one expended use of your Warlord Leadership dice.

You can use this feature a number of times equal to your Charisma or Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

War Legion

Every warlord follows the training and practices of one of three styles called Legions. The Legion you choose reflects what style of leadership you have.

Legion of the Roaring Lion

As a practitioner of the techniques from the Legion of the Roaring Lion, you learn to tell the tales of ancient battles to inspire your friends to fight their hardest. You are the bravest of warlords and and can inspire that bravery in others.

Blazing Voice

When you choose this Legion at 3rd level, your voice sparkles with passionate beauty, giving your allies the push they need to keep fighting. As an action, a number of creatures up to your Charisma modifier (minimum of one) that can hear you and are within 30 feet gain temporary hit points equal to half your level + your Charisma modifier (minimum of one).

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Lions Leadership

At 3rd level, you gain a new way to use your Leadership Dice. Instead of rolling the dice to increase damage, a creature can roll the dice when they roll initiative and add the total to their initiative.

Terrible Shout

Beginning at 7th level, you can yell out with all your might and terrify the enemies around you. As an action, a number of creatures equal to your Charisma modifier (minimum of one) that are within 30 feet that can hear you must make a Wisdom saving throw or be frightened of you until the end of their next turn.

If a creature has been affected by this feature before or has succeeded the saving throw, they are immune to its effects for 24 hours.

Lions Heart

Starting at 11th level, your heart is as fearless as a lion and you have learned to give that fearlessness to others. As a reaction to a creature within 30 feet of you making a saving throw against being frightened, you can give that creature advantage on the saving throw.

Additionally, at the end of a short or long rest, you can remove one level of exhaustion from a creature of your choice if you spend at least 10 minutes of that rest inspiring the creature.

A creature can only gain the benefit of either of these abilities once per long rest.

Turn the Tides

At 14th level, simply by being near you, your allies feel energetic and powerful. Creatures of your choice within 5 feet of you have their attack roll critical hit chance increase by 1. For example, if your critical hit chance is 20, it becomes 19 or 20. If your critical hit chance is 19 or 20 already, it becomes 18, 19 or 20.

Hero of the Roaring Lion

When you reach 20th level, your words become flaming swords and your heart is a shield of bravery. You are able to inspire you allies in a way that seems magical. As an action, you can give a number of creatures equal to your Charisma modifier (minimum of one) that can see and hear you and are within 30 feet of you temporary hit points equal to 2 x your warlord level + your Charisma modifier. Any creature that gains temporary hit points in this way is immune to being charmed or frightened for 1 minute.

Once you use this feature, you must finish a long rest before you can use it again.

Legion of the Thundering Rhino

The Thundering Rhino technique is all about showing your allies strength instead of telling it to them. It believes in action over words. As a member of the Legion of Thundering Rhinos, you encourage your allies to face combats head on, sometimes literally.

Grand Maneuvers

When you reach 3rd level, you have learned to flawlessly integrate grand take-downs into your attacks. Once per turn, after you hit a creature with a melee weapon attack, you can use a bonus action to attempt to grapple or shove the target you hit.

In addition, your unarmed strikes deal 1d4 bludgeoning damage instead of 1.

Rhinos Leadership

At 3rd level, you gain a new way to use your Leadership Dice. Instead of rolling the dice to increase the damage, a creature can roll the dice as a reaction to being targeted by an attack to increase their AC against that attack. You can spend the dice after you know whether the attack hits or misses.

Hulking Mass

Starting at 7th level, you have become a monstrous and intimidating creature to your enemies, but a reliable shield to your allies. Any creature standing within 5ft. of you gains the benefits of half cover.

Unstoppable Charge

Beginning at 11th level, you can rush a target and toss them without a challenge. If you move 10ft. straight towards a creature before attempting to knock it prone you have advantage and they take 2d8 bludgeoning damage if they are knocked prone.

Additionally, you deal double damage to all objects and structures.

Tactical Taunt

When you reach 14th level, you have a knack for getting on the enemies nerves enough to make their focus shift. When you mark a target with Tactical Presence, that target has disadvantage on any attack roll that isn't against you.

Master Thundering Rhino

At 20th level, you gain the ability to unleash your inner rhino, going on a thundering rampage across the battlefield, inspiring your allies to do the same. As an action, you can enter a rhino rampage which lasts a minute or until you use a bonus action to end it early. When you activate your rhino rampage, any creatures of your choice within 10ft. of you must make a Wisdom saving throw. On a fail, they can only target you with attacks or other harmful effects while your rhino rampage lasts.

Additionally, you gain resistance to all damage while in your rhino rampage

Once you use this feature, you must finish a long rest before you can use it again.

Legion of the White Raven

As quick as a raven, both mentally and physically. The Legion of the White Raven is all about precise and calculated movement and positioning. The White Raven leads by command and helps their allies escape dangerous situations and dart around the field.

Converge on Me

When you choose this archetype at 3rd level, you can issue a command towards nearby creatures, allowing them to move in close for protection. As an action, a number of creatures up to your Intelligence modifier (minimum of one) that can hear you and are within 30ft. can use their reaction to move up to half their movement towards you without provoking opportunity attacks.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Ravens Leadership

At 3rd level, you gain a new way to use your Leadership Dice. Instead of rolling the dice to increase damage, a creature can roll the dice on their turn before moving to increase their movement by the number rolled (rounded up) for ten minutes.

Astute Movement

Starting at 7th level, you have found a way to land powerful attacks as you dart across the battlefield. When you take the dash or disengage action, you can make one weapon attack as a bonus action.

Calculated Movement

At 7th level your speed increases by 10 feet. This bonus increases by another 10ft. when you reach 14th level in this class.

Always Prepared

Starting at 11th level, your careful tactical plans allow you to predict when a battle is about to happen. After initiative is rolled, you can use your reaction before any creature has taken their turn to make a single weapon attack with advantage.

Shift the Field

Beginning at 14th level, as a bonus action you can focus on controlling any space more effectively. When you use this ability, all spaces within 10ft. of you become difficult terrain for any creatures of your choice.

White Raven General

When you reach 20th level, you are an expert in practice of battlefield movement and technical knowledge. As an action, you can allow a number of creatures up to your Intelligence modifier (minimum of one) to use their reaction to make a single weapon attack or cast a cantrip and move up to their movement without provoking opportunity attacks.

In addition, you can target one creature and attempt to intimidate them into moving. The target has to make a Wisdom saving throw or be forced use a reaction to take the dash action and move in any direction you choose, as long as they do not move into any obviously dangerous area.

Once you use this feature you must finish a long rest before you can use it again.

Multiclassing

Should you want to multiclass into Warlord, the prerequisites and proficiencies are listed below:

  • Prerequisites. 13 in either Charisma or Intelligence and 13 in Strength
  • Proficiencies. Light armor, medium armor, shields, simple weapons, martial weapons, one artisan's tool of your choice

Change Log

v 1.1 - September 7th 2020

Proficiencies

  • Removed Acrobatics
  • Reduced skills known from three to two

Equipment

  • Removed shortbow and heavy crossbow
  • Removed leather armor and chain mail
  • Added Breastplate
  • Added one set of artisan's tools

Warlord Leadership

  • Changed wording describing when you could use the dice
  • Lowered the die number (2d4 instead of 2d6 etc.)
  • Reduced range from 30ft. to 10ft.

Tactical Presence

  • Changed creature amount that benefits from ability from Charisma or Intelligence modifier (minimum of one) to You and one other creature or two other creatures at level 10
  • Changed from regaining it upon a short or long rest to just a long rest

Unbreakable Will

  • Changed from advantage to reroll but must take the new roll

Tactical Presence

  • Added so you can only have on creature marked at a time

Adrenaline Rush

  • Added a total amount of times you can use the feature per long rest equal to your Charisma or Intelligence modifier (minimum of once)

Blazing Voice

  • Reduced temporary hit points to half your level (rounded up) + Charisma modifier instead of your level + your Charisma modifier

Terrible Shout

  • Reduced range to 30ft. from 60ft.

Hero of Roaring Lion

  • Reduced range to 30ft. from 60ft.
  • Reduced temporary hit points number from 5 x your warlord level + your Charisma modifier (minimum of one) to 2 x your warlord level + your Charisma modifier (minimum of one)
  • Reduced time for immunity from 10 minutes to 1 minute

Grand Maneuvers

  • Removed the ability to knock a creature prone as a bonus action

Master Thundering Rhino

  • Removed increase to Strength and Constitution
  • Removed granting resistance to allies
  • Added a Wisdom saving throw to not be forced to attack you

Converge on Me

  • Changed it from a bonus action to use to an action

Shift the Field

  • Changed to 14th level ability

Always Prepared

  • Changed to 11th level ability

White Raven General

  • Reduced number of creatures affected from 10 to your Charisma modifier (minimum of one)
  • Changed it so you can only take one attack or cast one cantrip

v 1.2 - December 9th 2020

Tactical Presence

  • Now ends early if you fall unconscious

Blazing voice

  • No longer rounds up for temporary hit points
  • Changed from bonus action to action
 

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