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# Warlord A halfling scout stalks a band of gnolls along the edge of a forest prairie. He draws his bow, and holds steady awaiting for the right time to strike. A breath passes before the flash of a mirror sparks a carefully coordinated ambush. With warhorn in hand, a dragonborn surveys the nearby ridge for an approaching force. Seeing their charge begin, he raises his banner high, letting lose a clarion call to rally his allies to his side. Wounded as they may be, they flock to his side, ready to fight. As the human warrior careful backs away from the lumbering troll, she remains calm in the face of approaching doom. A missed swipe, a careful dodge, and before long, the troll finds itself surrounded. The warrior smiles, feeling the all the pieces of this skirmish fall into place, right on cue, as was planned. Army commanders, war chiefs, and bandit ringleaders are just some of the roles a warlord takes while on campaign. With both brains and bravery, warlords seek to rally allies against the forces chaos and destruction. ### Team Players A warlord’s greatest weapon is their allies. Masters of strategy, warlords lend their support to others in order to help them find advantages that can’t be achieved on one’s own. Some warlords guide their allies through intelligence and tactical planning, while others rely on courage and charisma to inspire them to fight beyond their limits. A good warlord is not only useful in combat - often skilled diplomats and scholars, a warlord can often tip the balance in any high-stakes social encounter as well. Warlords work best when paired with other well trained fighters with their own specialities. While all adventurers can benefit from a warlord’s coordination, it takes training and preparation to execute plans quickly. Most warlords like to be close to the battle to exercise some control, but some like to operate on the perimeter and guide the action from a distance. Also, while most warlords rely on their natural intellect and bravery, it is not unheard of for a few such commanders to develop magical talents of their own. ### Prepared for Anything When it comes to dangerous missions, it pays to have a plan. Even when the unforeseeable happens, good commanders prefer a poorly-detailed scheme to having nothing to guide them at all. The best means of empowering others is being able to imagine the opportunities they can hope to encounter, and learning to recognize them when they appear. Unsurprisingly, warlords seek adventure in order to prepare their minds and imaginations against any and all possibilities. While they may often seek to avoid taking on too much risk, one cannot make the most of one’s allies without knowing their limits. A good warlord keeps their friends close, and works to build their trust while spending what free time they have preparing for the next great challenge. \pagebreakNum ### Inspirational Leader Warlords understand the importance of leadership, and often hold at least one great ruler or commander in high esteem. While some consider the careful words of wise kings, others may recall daring words warchiefs from eras of savagery. Regardless of their source of inspiration, a warlord is often fond of recounting expressions or tenants while engaged in training and preparation. ##### Inspiring Leader
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|Leader | |:---:|:-----------| | 1 |The historic decrees of an grand imperial ruler remind you of the importance of vision. | | 2 |The private diaries of a legendary commander caution you against arrogance. | | 3 |The prophet verses of a revered religious icon stir your soul during times of doubt. | | 4 |The stirring songs of a fabled warchief rouse your passion and vigor before battle. | | 5 |The subversive speeches of an infamous rebel help provide hope against dire odds. | | 6 |The catchy aphorisms of a notorious outlaw emphasize the importance of lateral thinking. | ### Celebrated Victory Every warlord has at least one great victory that is known at least to some within the world. While most cannot understand the delicate balance of factors that lead to success in battle, most can appreciate the poise and bravery it takes to lead others through them. Great leaders are able to lean on their early successes during tough times, and build resolve in others for overcoming new challenges. ##### Celebrated Victory
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|Leader | |:---:|:-----------| | 1 |You commanded a prevailing unit of soldiers during a great siege. | | 2 |Your renown for your devious ambush that succeeded against a superior force. | | 3 |Your prudence in leading a tactical retreat against a great adversary is well regarded.| | 4 |You are heralded for your courage at the vanguard of a historic charge. | | 5 |You are renown for your swift organization and heroic defense of a local community. | | 6 |You are admired for an ingenious ploy that outmaneuvered a seasoned adversary. | \columnbreak ### Strategic Rival On the path towards building friends and allies, eventually appear individuals who find themselves at cross-purposes to your own. The nature of a warlord’s long-term goals mean that the shape of one’s opposition develops a personality all its own. Whether a warlord ever gets to meet their rival in person is less important than the strange relationship they form with them, in understanding how their mind works through the battles and obstacles they guide each other to, along with the traps they set. ##### Strategic Rival
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|Leader | |:---:|:-----------| | 1 |An influential merchant that sees your involvement in the area as a direct threat to their enterprise.| | 2 |A cunning criminal ringleader who’s associates operate in your region. | | 3 |A daring general whose ambition to defeat you is a matter of personal growth. | | 4 |An ambitious noble who’s goals lie in direct opposition to your own. | | 5 |A fanatic revolutionary who’s chaotic influence seeks to undermine your plans. | | 6 |A shrewd functionary that seeks to forestall any attempt at progress, against all reason. |
>##### Multiclassing and the Warlord > 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 score of 13 to take a level in this class, or to take a level in another class if you 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, one skill from the warlord skill list. \pagebreakNum
##### Warlord | Level | Proficiency
Bonus | Features | Command
Points | |:---:|:---:|:---|:---:| | 1st | +2 | Fighting Style, Inspiring Word (1d6) | 0 | | 2nd | +2 | Command, Tactical Aid | 2 | | 3rd | +2 | Warlord Discipline | 3 | | 4th | +2 | Ability Score Increase | 4 | | 5th | +3 | Battlefield Coordination, Inspiring Word (2d6), Beacon of Inspiration | 5 | | 6th | +3 | Leadership, Tactical Awareness | 6 | | 7th | +3 | Discipline Feature | 7 | | 8th | +3 | Ability Score Increase | 8 | | 9th | +4 | Exploit Opening, Inspiring Word (3d6) | 9 | | 10th | +4 | Discipline Feature, Stalwart Leadership | 10 | | 11th| +4 | Expert Coordination, Prudent Preparation | 11 | | 12th| +4 | Ability Score Increase | 12 | | 13th| +5 | Exploit Opening (1d8), Inspiring Word (4d6) | 13 | | 14th| +5 | Rallying Cry | 14 | | 15th| +5 | Discipline Feature | 15 | | 16th| +5 | Ability Score Increase | 16 | | 17th | +6 | Exploit Opening (2d8), Inspiring Word (5d6) | 17 | | 18th| +6 | Heroic Leadership | 18 | | 19th| +6 | Ability Score Leadership | 19 | | 20th |+6 | Perfect Coordination | 20 |
\columnbreak ## Creating a Warlord When creating an warlord, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the their comrades, or troops under their command? Talk with your DM about the role played by artificers in the campaign, and what sort of organizations or NPC’s you might have ties to. #### Quick Build You can make a warlord quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Strength. (Some warlords who focus on inspiring allies make Charisma higher than Intelligence.) Second, choose the soldier background. ## 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 + Constitution modifier - **Hit Points at Higher Levels:** 1d8 hit points + Constitution modier #### Proficiencies ___ - **Armor:** Light armor, medium armor, heavy armor, shields - **Weapons:** Simple Weapons, martial weapons - **Tools:** One gaming set or one musical instrument of your choice (usually drums or a horn) ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose three skills from: Athletics, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, or Survival. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - one simple weapon of your choice - one martial weapon of your choice and a shield - your choice of studded leather armor or scale mail - your choice of one gaming set or musical instrument - *(a)* diplomat's pack or *(b)* explorer's pack If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment. \pagebreakNum ### Fighting Style *1st-level warlord feature*
You gain one of the following fighting styles when you gain this discipline: #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Defense While wearing armor, you gain a +1 bonus to your 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. If the attack still hits, you reduce the damage by 1d10 + your proficiency bonus. You must be wielding a shield. #### Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. #### Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal ld4 bludgeoning damage to one creature grappled by you. ### Inspiring Word *1st-level warlord feature*
You can inspire your allies and strengthen their resolve. As a bonus action, choose one friendly creature within 30 feet that can see and hear you. The target gains a number of temporary hit points equal to 1d6 + your Charisma modifier. These temporary hit points last for up to 1 hour. The temporary hit points increase at higher levels in this class: to 2d6 at 5th level, 3d6 at 9th level, to 4d6 at 13th level, and to 5d6 at 18th level. Additionally, the target may expend a hit die. If they do, they roll the die and regain hit points equal to the amount rolled plus their Constitution modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Command *2nd-level warlord feature*
You can prepare a variety of complex tactical plans and train friendly creatures to execute them during combat. This ability is represented by a number of command points. Your Warlord level determines the number of command points you have, shown in the Command Points column of the Warlord table. You can spend these points to execute various command features. You start knowing three such features: *Raven’s Retreat*, *Viper’s Strike*, and *Wolf Pack Tactics*, and . You learn additional features as you gain levels in this class. When you spend a command point, it is unavailable until you finish a short or long rest. You must spend at least 30 minutes of the rest designing plans or training your allies to regain your command points. ##### Raven’s Retreat As a bonus action, you may spend 1 command point to alert a friendly creature of your choice within 30 feet of danger. Until the start of your next turn, the target can use their reaction to increase their AC by an amount equal to your Intelligence modifier against an attack against them that they can see. If the attack still hits, the damage is reduced by half. ##### Viper’s Strike As a bonus action, you may spend 1 command point to direct a friendly creature of your choice within 30 feet to use their reaction to make a single weapon attack. On a hit, they may add your Intelligence modifier as a bonus to the damage roll. ##### Wolf Pack Tactics As a bonus action, you may spend 1 command point to guide a friendly creature of your choice within 30 feet to use their reaction to move up to half their speed without provoking opportunity attacks. If they end their turn within 5 feet of a hostile creature, their next attack against them before the start of your next turn gains a bonus to the attack roll equal to your Intelligence modifier. ### Tactical Aid *2nd-level warlord 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 target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you ### Warlord Discipline *3rd-level warlord feature*
You choose a discipline that exemplifies your style of command. Choose Arcane Strategist, Ardent, Marshal, Infernal Commander, Operative, Tactician, or Vanguard. The discipline you choose grants you features at 3rd level, and again at 7th, 10th, and 15th level. \pagebreakNum ### 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. ### Battlefield Coordination *5th-level warlord feature*
As an action, choose one friendly creature within 30 feet that can see and hear you. That target can take either the Attack, Dash, Dodge, Disengage, Help, or Hide action (your choice) on their next turn as a free action. A creature can only benefit from this feature once during their turn. If you choose the Attack action, you can target two different creatures (or one creature and yourself). A target can only make a single weapon attack. If you target yourself, you may make that attack immediately as part of this action. ### Leadership *6th-level warlord feature*
If you spend at least 10 minutes organizing a plan, you can spend command points to grant a number of creatures up to your level a Leadership Die. The size of the die is determined by the number of command points spent, and lasts for 8 hours, or until you use this feature again. Once you use this feature, you cannot do so again until you complete a short or a long rest. | Command Points | Leadership Die | |:---:|:-----------:| | 2 | d6 | | 3 | d8 | | 4 | d10 | A creature with a leadership die can roll the die and add the result to one ability check, attack roll, or saving throw it makes. The creature can wait to use the Leadership die until after the d20 is rolled, but must decide before the DM states success or failure. Once the Leadership die is rolled, it is lost. A creature can only have one leadership die at a time. ### Tactical Awareness *2nd-level warlord feature*
When you roll initiative, if your total is less than your Intelligence score, you can use that score in place of the total, as long as you are not surprised. If your original roll was higher, you may use your reaction to replace one ally’s initiative total with your Intelligence score, if they can see and hear you. \columnbreak ### Exploit Opening *9th-level warlord feature*
Whenever an ally scores a critical hit against a hostile creature within 30 feet of you, you can use your reaction to make a weapon attack against that same creature. At 13th level, you deal an additional 1d8 of damage on a successful hit, or 2d8 damage at 17th level. ### Stalwart Leadership *10th-level warlord feature*
While a creature has a Leadership die from you, that creature has advantage on saving throws against being frightened. ### Expert Coordination *11th-level warlord feature*
Whenever you or a friendly creature makes a weapon attack granted by your Battlefield Coordination feature, they deal an additional 1d8 damage on a hit. ### Prudent Preparation *11th-level warlord feature*
Your shrewd planning allows you to have one or more contingencies available to deal with any complication. When you roll an ability check with a skill you are proficient in and fail, you can spend 1 command point to reroll it and take the second result. ### Rallying Cry *14th-level warlord feature*
You are able to bolster your allies in moments of doubt. As a bonus action, you may spend 2 command points to alert each friendly creature within 30 feet that can see and hear you (including yourself) . Until the start of your next turn, each creature alerted gains advantage on saving throws, and can immediately move half their speed. ### Heroic Leadership *18th-level warlord feature*
As an action, you can grant yourself and up to five creatures within 30 feet of you a d10 Leadership die, without expending command points. Once you use this feature this way, you cannot do so again until you complete a long rest, unless you expend 5 command points to do so. ### Perfect Coordination *20th-level warlord feature*
You can coordinate your teammates actions with supernatural precision. When you use Battlefield Coordination, you can now target up to three creatures ( or two creatures and yourself), instead of one. You can choose separate actions for each target. If you choose yourself as one of the targets, you can take your action immediately after this one. \pagebreakNum ## Warlord Disciplines Warlords follow a variety of paths. Here are discipline options you can choose from at 3rd level. ### Vanguard While many commanders seek to have a clear vantage point to survey a battlefield, the Vanguard desires to be on the Frontline. Often a practiced combatant in their own right, the Vanguard seeks to use their presence to distract enemies from their more powerful allies, and use their audacity and recklessness to spur greater acts from others. #### Additional Fighting Style *3rd-level Vanguard feature*
You can choose a second option from the Fighting Style Class feature. #### Brash Assault *3rd-level Vanguard feature*
You can create openings for your allies at the risk of your own safety. Once on each of your turns, when you hit a creature with a melee weapon attack or target a hostile creature within 5 feet of you with the Help action, you can provoke the target until the start of your next turn. A creature provoked by you has advantage on attack rolls against you, but all other creatures have advantage on attack rolls against it. #### Reckless Opportunity *3rd-level Vanguard feature*
Whenever you use Raven’s Retreat, Viper’s Strike, or Wolf Pack Tactics, you may move up to half your speed as part of the same action. If you end your movement within 5 feet of a hostile creature, you gain temporary hit points equal to your level. These temporary hit points last for 1 minute. \columnbreak #### Furious Smash *7th-level Vanguard feature*
When an ally deals damage to a hostile creature provoked by you, they deal an extra 1d8 damage to the target. A creature can only take this extra damage once per round. At 15th level, this damage is increased to 2d8. #### Parade March *7th-level Vanguard feature*
After an hour of travel, you and any creature that has a Leadership die from you has their speed increased by 10 feet, and they have advantage on Constitution saving throws to avoid exhaustion. #### Bravura’s Wager *10th-level Vanguard feature*
You are able to distract your foes from your allies, and create openings for them. Hostile creatures within 5 feet of you have disadvantage on attack rolls against creatures other than you. Whenever a hostile creature makes an opportunity attack against you, an ally of your choice within 30 feet may use their reaction to move half their speed or make a weapon attack against the triggering creature if they are within range. This feature has no effect if you are blinded, deafened, or incapacitated. #### Stronger Together *15th-level Vanguard feature*
You are able to draw courage and resolve from your allies’ determination. Whenever you use Inspiring Word, you gain the effects in addition to the target. Whenever you use the Help action, you can make a weapon attack against the target as part of the same action. \pagebreakNum ### Marshal The Marshal is a beacon of courage and bravery to their allies on the battlefield. While otherwise unassuming in combat proficiency, or expertise, the Marshal nonetheless exudes an aura of command that inspires others to greatness. As long as the Marshal stands, so to shall their comrades. #### Clarion Command *3rd-level Marshal feature*
Your presence on the battlefield cannot be mistaken. The range that you can be seen and heard at, for the purpose of your warlord features (such as Battlefield Coordination, or Inspiring Word) is increased to 60 feet, instead of 30. #### Mantle of Awe *3rd-level Marshal feature*
You gain proficiency in Charisma saving throws. When you make a Charisma-based ability check to influence another creature, you may spend 1 command point to make that check with advantage. #### Lead by Example *3rd-level Marshal feature*
When you use Inspiring Word, you can make one weapon attack as part of the same action. If your attack hits, the target of your Inspiring Word gains advantage on their next ability check, attack roll, or saving throw before the start of your next turn. #### Mantle of Valor *7th-level Marshal feature*
Marshals commands can often inspire allies or themselves to accomplish feats beyond their normal limitations. Whenever you target a creature with Battlefield Coordination, they gain one of the following benefits until the start of your next turn: ***Inspire Swiftness.*** The target’s speed increases by 10 feet, and the target’s jump distance is increased by a number of feet equal to your Charisma modifier. ***Inspire Bravery.*** The target gains temporary hit points equal to your Charisma modifier. ***Inspire Ferocity.*** When the target hits a creature with an attack, they deal extra damage equal to your Charisma modifier. #### Morale Boost *7th-level Marshal feature*
When a creature that has a Leadership Die from you regains hit points, it gains an additional number of hit points equal to your Charisma modifier. #### Indomitable Resolve *10th-level Marshal feature*
Whenever a creature gains temporary hit points from your Inspiring Word, they gain resistance to all damage while the temporary hit points last. If they gain temporary hit points from another source, this effect ends. \pagebreakNum #### Inspiring Presence *15th-level Marshal feature*
Your presence steels the resolve of your allies in the face of death. Once per turn, whenever a friendly creature within 60 feet of you is reduced to 0 hit points, you can make a DC 10 Charisma saving throw. If you succeed, the target drops to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10. You cannot use this ability if you are blinded or deafened. ### Tactician Tacticians are careful observers who seek to imagine a variety of threats, and prepare at least one solution ready when the time arises. Tactical commanders hope to have as much information as they can before an encounter, and yet prepare to be surprised. #### Officer Training *3rd-level Tactician feature*
You gain proficiency with Cartographer’s tools. You also gain proficiency in the Investigation, Medicine, or History skill (your choice). #### Tactical Gambit *3rd-level Tactician feature*
Tactical gambits are a series of timed or coordinated maneuvers that you and your allies can use to give you a tactical advantage in combat. Gambits require planning and rehearsal with allies, and so a warlord can only prepare so many before a given encounter. As an action, you can spend 1 command point to initiate a gambit that you know. A gambit lasts for 1 minute, you become incapacitated or you use this feature again. ***Gambits Known.*** You initially know three gambits at 3rd level. You gain two additional gambits at 7th, 10th and 15th level. Each time you complete a long rest, you can swap one of your gambits known for a different one. ***Tactical Focus.*** A tactical focus serves as the lead ally in any gambit. Whenever you initiate a gambit, you can choose one ally within 30 feet that can see and hear you to become a tactical focus for you until you use this feature again, or the gambit ends. You can also change your focus of your current gambit to any ally you target with Tactical Aid. ***Saving throw.*** When a gambit requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Intelligence modifier. \columnbreak #### Opening Ploy *3rd-level Tactician feature*
You gain a bonus to your Initiative rolls equal to your Intelligence modifier. When you roll initative, you can initiate a gambit as a free action, as long as you are not blinded, deafened, incapacitated, or surprised. If you do, it does not cost a command point. #### Adaptable Strategy *7th-level Tactician feature*
When a creature spends a Leadership die from you, it becomes a tactical focus until the start of its next turn. #### Threat Assessment *7th-level Tactician feature*
If you spend at least one minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: - Constitution score - Intelligence score - Wisdom score - Armor Class - Total class levels (if any) At the DM’s option, you might also realize you know if the creature has a unique weakness or ability. #### Reflexive Command *10th-level Tactician feature*
When an ally triggers your Exploit Opening feature, you can use *Raven’s Retreat*, *Viper’s Strike*, *Wolf Pack Tactics*, or as a reaction, without expending a command point, instead of making an attack. #### Ingenious Gambit *15th-level Tactician feature*
You can have up to two active gambits at the same time. If you use a third gambit, you choose which of the previous ones to replace. \pagebreakNum #### Gambits The following gambits are listed in alphabetical order. ***Black Wind Formation.*** Once per turn, when your focus damages a creature with an attack or spell, that creature must make a Wisdom saving throw. On a failure, the target has disadvantage on attack rolls against creatures beyond 5 feet of it until the end of its next turn. ***Cat and Mouse.*** When your focus takes the Help action on their turn, you can force one creature within 5 feet of them to make an Intelligence saving throw. On a failure, the hostile creature has disadvantage on attacks against all creatures except your focus until the start of your next turn. ***Cobra Dance.*** Hostile creatures within 5 feet of your focus take an extra 1d6 damage from when they are hit by an ally. ***Dancing Waves.*** Your focus may take the Help action as a bonus action. ***Diamond Phalanx Formation.*** Your focus and any friendly creature within 5 feet of them have half-cover from attacks as long as half (rounded up) the creatures are wielding shields. ***Dogs of War.*** Allies within 10 feet of your focus have advantage on opportunity attacks and can make opportunity attacks against creatures that use the disengage action. ***Eye of the Storm.*** Hostile creatures cannot gain advantage on attack rolls against your focus or any friendly creature within 5 feet of them. ***Fury of the Siccoro.*** Once per turn, when your focus damages a hostile creature, you can force that creature to make an Intelligence saving throw. On a failure, you force them to move up to half their speed to a location of your choosing that is not obviously harmful to it. This movement doesn’t provoke opportunity attacks. ***Prowling Lions.*** When a hostile creature moves within 10 feet of you, your focus can use their reaction to move up to half its speed toward you. ***Rabbits and Wolves.*** Whenever your focus ends its turn next to an ally, that ally can use its reaction to move half its speed without provoking opportunity attacks. ***Shock and Awe.*** Once per turn, when your focus hits a creature with an attack, it can force them to make a Wisdom saving throw. On a failure, the target cannot take reactions until the start of its next turn. ***Steel Monsoon.*** Once per turn, when your focus hits a creature with a melee weapon attack while an ally is within 5 feet of them, they can move the target 5 ft. in addition to the attack's other effects. A creature cannot be moved into a location that is obviously harmful to it. ***Stone Turtle Defense.*** Whenever your focus or an ally within 5 feet of them suffers a critical hit, any other friendly creature within 5 feet of them can use their reaction to cause that attack to become a normal hit. ***White Raven Formation.*** Once per turn, when your focus hits a creature with an attack, any other friendly creature within 30 feet of them can use its reaction to move up to its speed. \columnbreak ### Infernal Commander Warlord who has fought with devils or other agents of hell at one point in their career. Often valued for their shrewd abilities, many have been forced to serve in the legions of hell as payment for a devil’s bargain. Such leaders learn to use fear and deception to undermine their enemies, and bolster their allies. #### Infernal Warrant *3rd-level Infernal Commander feature*
You learn the *Infernal* language. You also gain proficiency in the Deception, Intimidation, or Religion skill (your choice). Furthermore, you are a commissioned officer in the armies of Hell and will be accorded respectable accommodations anywhere in Hell you travel, even to cities ruled by enemy archdevils. More cosmopolitan cities in the timescape—like Alloy, the City of Brass — will also respect your noble rank. #### Accursed Aid *3rd-level Infernal Commander feature*
When you use Tactical Aid against a hostile creature, that creature has disadvantage on the next attack roll it makes before the end of its next turn. #### Subversive Order *3rd-level Infernal Commander feature*
As an action, you may expend one use of your Inspiring Word to cast suggestion on a creature. Whenever you use this or any other ability from this discipline that requires a saving throw, your Save DC is equal to 8 + your proficiency bonus + your Charisma modifier. #### Merciless *7th-level Infernal Commander feature*
Once per turn, while a creature has a leadership die from you, they may reroll one damage die, but they must take the second result. Also, when a creature with a leadership die from you deals damage with an attack or a spell, they may expend that die to deal additional damage. Roll the die and add the result to the attack’s damage roll. #### Inspire through Fear *10th-level Infernal Commander feature*
When you target an ally with Inspiring Word, you can cause them to make a Wisdom saving throw; a creature can willingly fail this saving throw, if it wishes. On a failed saving throw, the creature becomes frightened of you until the start of your next turn. If frightened, they also gain a d8 leadership die. This die only lasts for 1 minute. #### Diabolic Scream *15th-level Infernal Commander feature*
When you use Rallying cry, you can cause hostile creatures within a 30-foot radius to make a Wisdom saving throw. On a failed saving throw, they are frightened of you until the end of your next turn. While frightened of you, their speed is reduced to 0. \pagebreakNum ### Ardent The connection between most commanders and their allies is forged through trust and experience. Ardents, however, though their psionic powers, are able to forge powerful emotional and psychic links with both allies and enemies. Such connections are so strong, they can alter the emotions and loyalties of such creatures, as well as guard against similar threats. #### Psychic Command *3rd-level Ardent feature*
You can form a telepathic connection between your mind and the mind of another creature. You can speak telepathically with any other while the two of you are within 30 feet of each other. To understand each other, you each must speak mentally in a language the other knows. Whenever you use a warlord feature that requires a creature to see and hear you, you can instead deliver your commands telepathically to them, if they are within 30 feet. Neither you nor the target need to see or hear each other. #### Empathic Sense *3rd-level Ardent feature*
Your psionic abilities imbue you with an innate sense of others emotions. When you make a Wisdom (Insight) check or a Charisma (Persuasion) check, you can treat a d20 roll of 9 or lower as a 10. #### Warp Psyche *3rd-level Ardent feature*
With effort, you can also use your psionic talents to manipulate the emotions, enabling you to issue orders they might otherwise refuse. When you gain this feature, you gain the ability to spend 2 command points to cast *calm emotions*, *cause fear*, *charm*, or *command* at their lowest level. Whenever you cast a spell granted by this discipline, you do not require components. If a spell requires a saving throw, your Ardent save DC equals 8 + your proficiency bonus + your Intelligence modifier. \columnbreak #### Shared Thoughts *7th-level Ardent feature*
While a creature has a Leadership die from you, it can speak telepathically with you as well as any other creature that also has a die from you, as long as they are within 300 feet of each other. In addition, you and any creature that has a Leadership die from you cannot have their thoughts read. #### Mindsight *7th-level Ardent feature*
Your psionic abilites expand to allow you to sense other minds around you without effort. You are permanently under the effects of the *detect thoughts* spell. Whenever you wish to focus on a creature's surface thoughts or probe deeper into their minds per the spell, you must use your action and spend 1 command point to do so. #### Psychic Bastion *10th-level Ardent feature*
You have resistance to psychic damage, and advantage on Intelligence, Wisdom, and Charisma Saving throws. While a creature has a Leadership Die from you, they also gain these benefits. #### Subvert Ego *15th-level Ardent feature*
Your supremacy over the minds of others is matched by only a few. As an action, you can cast *dominate person*. A creature charmed by this spell may be treated as a friendly creature for the purpose of your warlord features and abilities. Once you use this feature, you cannot do so again until you complete a long rest, unless you expend 6 command points to cast it again. \pagebreakNum ### Operative Whether they are the leader of a thieves guild, commanding a team of assassins, or managing a squad of frontier scouts, the Operative excels at coordinated subterfuge. Able to guide their allies in aspects of stealth and surprise, the Operative excels when they can pick the time and place for battle. #### Clandestine Proficiency *3rd-level Operative feature*
When you gain this discipline, You gain proficiency in two languages of your choice. You may choose *Thieves Cant* as one of your languages. You also gain proficiency Deception, Sleight of Hand or Stealth (your choice). #### Covert Commando *3rd-level Operative feature*
You are able to provide commands to your allies without enemies noticing. Whenever you use a warlord feature that requires an ally to see and hear you, they instead need to only see or hear you. Also, if you are hidden when you use a warlord feature, doing so does not reveal your location. #### Shadow Training *3rd-level Operative feature*
Operatives exhibit precision and caution, and their commands reflect their cunning nature. Starting at 3rd level, whenever you use Viper’s Strike, Wolf Pack Tactics or Raven’s Retreat you gain an additional effect depending on the command used. ***Raven’s Retreat.*** The target may attempt to hide as part of using this feature. ***Viper’s Strike.*** If the target is hidden, they can remain hidden after the attack, whether the attack hits or misses. ***Wolf Pack Tactics.*** The target gains the bonus to their next attack roll regardless of where they end their movement. \columnbreak #### Guerrilla Warfare *7th-level Operative feature*
You have trained to move swiftly, quietly, and take advantage of unaware and distracted foes. With training, you can bestow these talents upon your allies as well. You and any creature that has a Leadership die from you gains the following benefits: - You have advantage on attack rolls against creatures that have not yet acted. - When you make an attack roll, they can score a critical hit on a 19 or 20. - You don’t suffer disadvantage on Dexterity (Stealth) checks to hide. - After an hour of travel, you can move stealthily at a normal pace and remain alert to danger even while engaged in another activity while traveling (such as foraging, navigating, or tracking). #### Overwatch *10th-level Operative feature*
Your presence helps keep your allies alert to threats against them. Hostile creatures within 30 feet of you have disadvantage on ability checks to hide and those creatures cannot gain advantage on attack rolls against you or your allies. This feature has no effect if you are blinded, deafened, or incapacitated. #### Death Squad *15th-level Operative feature*
You are able to focus your allies on the gruesome task when the tide begins to shift. When you or an ally you can see and hear reduces a creature to 0 hit points, you can use your reaction to grant one friendly creature within 30 feet a d6 Leadership die. This die lasts for only 1 minute. \pagebreakNum ### Arcane Strategist For the Arcane Strategist, the best way to understand limits of magic on the battle is to study it. Such warlords seek to develop these talents not only to empower their allies directly through spells, but have a better understanding of their allies' talents, in order to utilize them for their team’s overall benefit. #### Spellcasting *3rd-level Arcane Strategist feature*
You have augmented your tactical prowess with the ability to cast spells. ***Cantrips.*** You learn three cantrips: *message* and two other cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level, and again at 17th level. ***Spell Slots.*** The Arcane Strategist Spellcasting table shows how many spell slots you have to cast your 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.*** Choose any two schools of magic. You know three 1st-level wizard spells of your choice, two of which must be from the chosen schools on the wizard spell list. The Spells Known column of the Arcane Strategist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a spell from your chosen school of your choice, and must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 11th, 15th, and 18th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be from one of your chosen schools, unless you’re replacing the spell you gained at 7th, 11th, 15th, or 18th level. #### Arcane Signal *3rd-level Arcane Strategist feature*
When you cast *message*, it doesn’t require components, and you may cast it as a bonus action. Whenever you use a warlord ability that requires a friendly creature to see and hear you, you can cast *message* as part of using that ability to deliver your commands secretly, if the target is within range of the spell, even if the target cannot see you. #### Spell Commander *3rd-level Arcane Strategist feature*
You are able to coordinate the use of magic on the battlefield. Whenever you use Viper’s Strike, the target may cast a cantrip they know instead of making a weapon attack. They may still add your Intelligence modifier to the damage roll. \columnbreak
##### Arcane Strategist Spellcasting | Level | Cantrips
Known | Spells
Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | 3 | 3 | 2 |-|-|-| | 4th | 3 | 3 | 3 |-|-|-| | 5th | 3 | 4 | 4 |-|-|-| | 6th | 3 | 5 | 4 |1|-|-| | 7th | 3 | 5 | 4 |2|-|-| | 8th | 3 | 6 | 4 |2|-|-| | 9th | 3 | 6 | 4 |3|1|-| | 10th | 4 | 7 | 4 |3|2|-| | 11th | 4 | 8 | 4 |3|2|-| | 12th | 4 | 8 | 4 |3|2|1| | 13th | 4 | 9 | 4 |3|3|1| | 14th | 4 | 9 | 4 |3|3|1| | 15th | 4 | 10 | 4 |3|3|2| | 16th | 4 | 10 | 4 |3|3|2| | 17th | 4 | 11 | 4 |3|3|2| | 18th | 4 | 12 | 4 |3|3|3| | 19th | 4 | 12 | 4 |3|3|3| | 20th | 4 | 13 | 4 |3|3|3|
#### Word of Disenchantment *7th-level Arcane Strategist feature*
You can weave magic into your words of inspiration to release an ally from the magical effects of a foe. When you use Inspiring Word, you can make a spellcasting ability check against one spell currently affecting the target (DC equals 15 + the spells level). On a success, the spell ends. #### Arcane Conduit *10th-level Arcane Strategist feature*
Whenever you cast a spell with the range of touch or self, you can instead target any friendly creature within 30 feet of you that has a Leadership die from you. In addition, when a friendly creature within 30 feet of you casts a spell, and that creature has a Leadership die from you, you can use your reaction to treat yourself as the origin point of the spell, using your senses instead of the caster’s. #### Conjure Bulwark *15th-level Arcane Strategist feature*
You are able to conjure or transmute magical counters to enemy spells. The first time a friendly creature makes a saving throw after you use Rallying Cry, they take no damage on a successful saving throw, or half damage on a failure.