The Warlord Class

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The Warlord

The Warlord

As the aging man
struggled to keep up
with his companions,
he started to regret his decision
to join the young adventurers. His
days of glory were passed, but hearing
the poorly devised plan of the aspiring
heroes rekindled something inside of
him that he thought was gone forever.
He could not use a sword like he used
to, but if his young companions took his
advice, they may yet be able to survive the
dangerous life adventure for a few days.

The dwarven lord ordered his soldiers to
form ranks as the unending horde of horrors
poured forth from the tunnel ahead. He positioned
his elite warriors in the last tunnel before the door
to his clan's great city. His clan had delved too greedily
and they had freed something from the depths below. He
muttered a final prayer and prepared to lead his men to
their deaths, hopefully giving the rest of his clan enough
time to escape the horde of monstrosities.

A lithe wood elf quietly led her hunting party through the underbrush of the great wood. They had tracked their foe, a great two-headed troll, for almost two days. As it rested in a clearing, she gave the signal, and her fellow hunters fanned out around the beast, blending in with the natural landscape. On her mark, the hunting party lunged forward with their spears, and the troll was felled before it could react.

All of these warriors are considered Warlords, martial leaders who use their knowledge of tactics and warfare to empower their allies and thwart the plans of their foes.

Decisive Leaders

While Warlords are as varied as styles of leadership, they all share one thing in common: a commitment to their decisions. Once a true Warlord decides on a course of action, whether it was their idea or not, they will see the plan through to its end.

These natural-born leaders stand as stalwart figures in the face of danger and can rally their allies to overcome whatever obstacles may stand between them and their goals. Though they are not always formally appointed leaders, the presence of a Warlord, both on and off the field of battle, can motivate those follow them to be the best version of themselves.

From Many, One

Alone, a Warlord is a minor threat, but with loyal companions to organize and command, the greatest Warlords are capable of toppling empires. Known for their keen use of tactics and knowledge of warfare, a Warlord is able to draw out the true potential of their allies. Leaders to their core, a Warlord will make sure to understand the capabilities and weaknesses of their allies so they can help them to reach their true potential.

These exceptional strategists are able to step back and allow their allies to excel in combat. Though they are able to hold their own in battle, a warlord's true strength lies in the potent orders they issue to their allies. These insights push
    their comrades from mundane warriors to true heroes.

Creating
Your Warlord

When creating your Warlord, consider where they learned to be a leader. Did they serve as the squire of a world-renowned general? Were they the star pupil of their kingdom's military academy? Or, did they slowly rise through the bloody ranks of a band of mercenaries, learning to lead through necessity?

Also, consider why your Warlord would lead others rather than improve their own individual martial skill. Do they see value in teamwork and coordination? Does their age or some other impairment prevent them from fighting on their own? Have they always had a sharp mind and a knack for leading others, maybe even from a young age?

Multiclassing and the Warlord

If your group uses the optional multiclassing rule, here's what you need to know when you choose to take your first level in the Warlord class.

Ability Score Minimum. As a multiclass character, you must have a minimum of 13 in either Strength or Dexterity, and in either Intelligence, Wisdom, or Charisma to take a Warlord level, or to take a level in another class if you're already a Warlord.

Proficiencies. If Warlord is not your initial class, here are the proficiencies you gain when you take your first Warlord level: light armor, medium armor, shields, simple weapons, and one gaming set.

Exploits. If you learn Exploits from more than one source, use the rules Linked Here to determine your total number of Exploit Dice and Exploits Known.

The Warlord
Level    PB    Class Features Inspiring
Word
Exploits
Known
Exploit
Die
Exploit
Dice
1st +2 Leadership Style, Inspiring Word 3
2nd +2 Fighting Style, Tactical Exploits 3 2 d4 2
3rd +2 Academy of War 3 3 d4 2
4th +2 Ability Score Improvement 4 3 d4 2
5th +3 Extra Attack 4 4 d6 3
6th +3 Academy Feature 4 4 d6 3
7th +3 Valiant Leader 4 5 d6 3
8th +3 Ability Score Improvement 5 5 d6 3
9th +4 Rallying Cry (1) 5 6 d6 3
10th +4 Unwavering Will 5 6 d6 3
11th +4 Tactical Superiority 5 7 d8 4
12th +4 Ability Score Improvement 5 7 d8 4
13th +5 Rallying Cry (2) 6 8 d8 4
14th +5 Academy Feature 6 8 d8 4
15th +5 Exalted Leader 6 9 d8 4
16th +5 Ability Score Improvement 6 9 d8 4
17th +6 Rallying Cry (3) 7 10 d10 5
18th +6 Academy Feature 7 10 d10 5
19th +6 Ability Score Improvement 7 10 d10 5
20th +6 Dauntless 7 10 d10 5

Class Features

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, hand crossbows, longbows, longswords, rapiers, scimitars, and shortswords
  • Tools: One gaming set of your choice

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Deception, History, Insight, Intimidation, Investigation, and Persuasion

Equipment

As a Warlord, you start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a simple weapon, (b) a longsword, or (c) a rapier
  • (a) light crossbow and 20 bolts or (b) five javelins
  • (a) a scholar’s pack or (b) an explorer’s pack

Quick Build

You can make a Warlord quickly by using these suggestions. First, make either Strength or Dexterity your highest ability score, followed by one of Intelligence, Wisdom, or Charisma.
    Second, choose the Noble background.

Leadership Style

At 1st level, you choose your Leadership Style. It determines your Leadership Ability Score and grants additional benefits:

Captain

You lead with personality, bravery, and boldness. Charisma
is your Leadership Score. You also gain proficiency in heavy armor and your choice of either Intimidation or Persuasion.

Mentor

You lead through wise counsel. Wisdom is your Leadership Score. When another creature within 15 feet that can hear you misses an attack or fails an ability check, you can use your reaction to grant it a 1d4 bonus to its roll.

Strategist

You lead with cunning tactical insight. Intelligence is your Leadership Score. After you roll initiative, you can switch places in initiative order with another willing creature.

Inspiring Word

Your words encourage others to fight on. At 1st level, you can use a bonus action to shout at another creature within 30 feet that can hear you. Your target regains hit points equal to one roll of its Hit Die + your Leadership modifier. Though it does not expend a Hit Die as part of this ability.

You can use this feature the number of times indicated in the Inspiring Word column on the Warlord table. You regain all expended uses when you finish a short or long rest.

Fighting Style

At 2nd level, you learn one Fighting Style of your choice from the list at the end of this class description. You cannot learn a Fighting Style more than once, even if another feature allows you to learn an additional Fighting Style.

If a Fighting Style has prerequisites, like a skill proficiency, a minimum Ability Score, or Warlord level, you can learn it at the same time that you meet its prerequisites. When you gain a Warlord level, you can replace a Fighting Style you know with another Fighting Style of your choice.

Tactical Exploits

Also at 2nd level, you begin to learn techniques that
enhance your tactical skills, both in and out of battle.
You gain the following features listed below:

Exploit Dice

The Warlord table shows the number of Exploit Dice
you have to perform the Exploits that you know. Many Exploits require you to spend Exploit Dice to use them.
You can only use one Exploit per attack, ability check, or saving throw. You regain all your Exploit Dice when you
finish a short or long rest.

Your Exploit Dice begin as d4s and increase in size as you gain Warlord levels, as shown in the Warlord table. Whenever you add an Exploit Die to a roll, always roll the Exploit Die.

Exploits Known

You know two Tactical Exploits of your choice from the list
at the end of this class. The Exploits Known column of the Warlord table shows when you learn more Exploits. To learn an Exploit you must meet its prerequisites, like a minimum Ability Score or a certain Warlord level.

Whenever you gain a Warlord level, you can replace one of the Exploits you know with a Tactical Exploit of your choice.

Saving Throws

If one of your Tactical Exploits requires a creature to make a saving throw, your Exploit save DC is calculated as follows:

Exploit save DC = 8 + your proficiency bonus
+ your Leadership modifier

Academy of War

At 3rd level, choose the Academy of War that best represents your skill, training, and tactics: Academy of Chivalry, Dread, Ferocity, Gallantry, Schemes, or Tactics.

Your Academy of War grants you features at 3rd level, and again when you reach 6th, 14th, and 18th level in this class.

Academy Exploits

Some Academies have a list of Tactical Exploits you learn at the levels noted in their description. The Exploits don't count against your Exploits Known and can't be replaced. If you do not meet their prerequisites, you learn them regardless.

Ability Score Improvement

When you reach 4th level, you can increase one of your ability scores by 2, or two of your ability scores by 1. You cannot use this feature to increase your ability scores above 20. You gain
    this feature again at 8th, 12th, 16th, and 19th level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Dash or to Disengage you can make one weapon attack as a bonus action on that turn.

Valiant Leader

Your skills have been honed in the crucible of war. Starting at 7th level, your Leadership Style grants you further benefits:

Captain

You can target creatures that are Unconscious, but not dead, with your Inspiring Word, even though they cannot hear you.

Mentor

The range of your Mentor reaction increases to 30 feet, and the bonus increases to match the size of your Exploit Die.

Strategist

You and creatures of your choice within 15 feet of you gain a bonus to Initiative rolls equal to your Intelligence modifier, so long as you are not surprised or Incapacitated.

Rallying Cry

You rally allies to find success when they might otherwise fail. Starting at 9th level, when another creature that can hear you within 30 feet fails a saving throw, you can use your reaction to rally it. The creature rolls its saving throw again, and adds your Leadership modifier to its new result.

You can use this reaction once per short or long rest. You gain second use at 13th level and a third use at 17th level.

Unwavering Will

You are not given the luxury of succumbing to base instincts. Beginning at 10th level, you have advantage on saving throws to resist being Charmed, Frightened, or Stunned.

Tactical Superiority

You are a leader of legendary status. Starting 11th level, you regain one expended use of Inspiring Word and Rallying Cry when you roll initiative. Moreover, the range of your Tactical Exploits, Inspiring Word, and Rallying Cry is doubled.

Exalted Leader

You are an unflinching leader, even in dire circumstances. At 15th level, your Leadership Style grants you these benefits:

Captain

Creatures that you target with Inspiring Word, Rallying Cry, or a Tactical Exploit gain temporary hit points equal to your Charisma modifier. However, these only last for 1 minute.

Mentor

Your Inspiring Word can end one of the following conditions in place of restoring the target's hit points: Blinded, Charmed, Deafened, Frightened, Poisoned, or Stunned.

Strategist

When you use Inspiring Word, the target can choose to move up to its speed without provoking opportunity attacks.

Dauntless

You rival the great commanders and conquerors of legend. At 20th level, you can use Rallying Cry an unlimited number of times. Moreover, whenever you use Inspiring Word you treat
    the hit points restored as the maximum possible result.

Fighting Styles

Below is the list of Fighting Styles available to Warlords. To learn a Fighting Style you must meet all of its prerequisites.

Balanced Fighting

When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to weapon damage rolls. You can use a shield and still gain this benefit.

Classical Swordplay

Prerequisite: Dexterity of 13 or higher
While wielding a single finesse weapon, no shield, and not wearing heavy armor, you gain a +2 bonus to attack rolls with that weapon and a +1 bonus to your Armor Class.

Defensive Fighting

When you are wearing medium armor, heavy armor, or a shield you gain a +1 bonus to your Armor Class.

Mounted Warrior

Prerequisite: proficiency in Animal Handling
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.

Protection

When a creature you can see hits you, or a target within 5 feet with a melee attack, you can use a reaction to add your Proficiency Bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.

Standard Bearer

Prerequisite: Charisma of 13 or higher
While holding a standard or banner aloft, and nothing else in that hand, you can rally allied creatures within a radius in feet equal to 5 times your Proficiency Bonus.

When a creature within this radius makes a saving throw, you can use your reaction to grant it advantage on its roll.

Tactical Fighting

Prerequisite: Intelligence of 13 or higher
You can take the Help or the Search action as a bonus action. When you use the Help action to aid an attack, the target can be up to 30 feet away, so long as the attacker can hear you.

Tactical Exploits

Below are the Exploits available to Warlords. You can learn an Exploit at the same time you meet all of its prerequisites.

1st-Degree Exploits

Tactical Exploits of the 1st-degree represent minor strategies and techniques that can be learned by a Warlord of any level:

Attack Order

When you take the Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet. If it takes the Attack action before the start of your next turn, it makes one additional attack.

Commanding Presence

Prerequisites: Charisma or Strength of 11
Whenever you make an Intimidation or Persuasion check,
you can expend an Exploit Die and add it to your roll. You
can do so after you roll, but before you know if you fail.

You can also make Strength (Intimidation) checks in
place of the normal Charisma (Intimidation) checks.

Cunning Instinct

Prerequisites: Wisdom of 11
Whenever you make a Perception or Survival check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

Defensive Order

When you take the Attack action, you can forgo an attack
to issue this Order to another creature that can hear or
see you within 30 feet, granting it the benefits of the
Dodge action until the start of your next turn.

Feint

As a bonus action, you expend an Exploit Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failure, you have advantage on all attacks against that creature until the end of your current turn.

First Aid

Prerequisites: Medicine proficiency
As an action, you touch a willing, living creature and expend Exploit Dice (up to your Proficiency Bonus). For every Exploit Die you spent, that creature regains hit points equal to one roll of its Hit Die + its Constitution modifier (minimum of 0).

Heroic Fortitude

When you make a Strength, Dexterity, or Constitution saving throw, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.

Inquisitive Eye

Prerequisites: Intelligence or Wisdom of 11
Whenever you make an Investigation or Insight check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

Lightstep

Prerequisites: Dexterity of 11
Whenever you make an Acrobatics or Stealth check, you can expend an Exploit Die and add it to your roll. You can do so
    after you roll, but before you know if you succeed or fail.

Maneuvering Order

When you take the Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet, and that creature can use its reaction to move up to its speed without provoking opportunity attacks.

Parry

Prerequisites: Dexterity of 11
While you are wielding a finesse or versatile weapon, and a creature you can see hits you with a melee attack, you use a reaction to expend one Exploit Die and add that Exploit Die to your Armor Class against the triggering attack.

Riposte

Prerequisites: Dexterity of 11
When a creature misses you with a melee attack, you use a reaction to expend an Exploit Die to make a melee weapon attack against it. On hit, add your Exploit Die to the damage.

Rustic Intuition

Prerequisites: Wisdom of 11
When you make an Animal Handling, Medicine, or Nature check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.

Scholarly Recall

Prerequisites: Intelligence of 11
When you make an Arcana, History, or Religion check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

Steadfast Order

When you take the Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet. Until the beginning of your next turn, it can add your Leadership modifier (minimum of +1) to Strength, Dexterity, and Constitution saving throws.

Subtle Con

Prerequisites: Dexterity or Charisma of 11
If you make a Deception, Performance, or Sleight of Hand check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.

Support Order

When you take the Attack action, you can forgo an attack to issue this Order to a creature that can see or hear you within 30 feet. That creature can immediately take the Help, Hide, Search, or Use an Object action.

2nd-Degree Exploits

Exploits of this degree represent the peak of tactical skill that is achievable without a dedicated education in the art of war. They can be learned by any Warlord of 5th level and higher:

Crescendo of Violence

Prerequisite: 5th-level
When another creature within 30 feet that can see or hear you scores a critical hit, you can use your reaction to spend Exploit Dice (up to your Proficiency Bonus), and grant that creature temporary hit points equal to the Exploit Dice you spent + your Leadership modifier.

Temporary hit points from this Exploit last for 1 minute.

Enlivening Order

Prerequisite: 5th-level
When you take the Attack action, you can forgo an attack to issue this Order to a creature that can see or hear you within 30 feet. Until the start of your next turn, that creature's speed increases by 5 times your Leadership modifier (a minimum of 5 feet), the distance it can long and high jump doubles, and it has advantage on all Acrobatics and Athletics checks.

Exposing Strike

Prerequisites: 5th-level
When you hit a target with a weapon attack, you can expend an Exploit Die to weaken it. The first attack made against it before the start of your next turn has advantage, and on hit, that attack deals bonus damage equal to your Exploit Die.

Heroic Will

Prerequisite: 5th-level
When you make an Intelligence, Wisdom, or Charisma saving throw, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.

Hold the Line

Prerequisite: 5th-level, Strength or Constitution of 13
As a bonus action, you can expend an Exploit Die to form your allies into a defensive position. You and allied creatures within 10 feet that are wielding a weapon or shield have the benefits of half cover, which also applies to ability checks and saving throws to avoid being moved against your will.

This Exploit's effects end for all creatures if you leave your space, and they have no effect on Incapacitated creatures.

Insightful Order

Prerequisites: 5th-level, Intelligence of 13
When you take the Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet. The target adds your Leadership modifier to the first attack roll it makes before the start of your next turn.

Intimidating Command

Prerequisite: 5th-level, Charisma of 13
As a bonus action, you can expend an Exploit Die to shout a one-word command at a creature that can hear you within 30 feet, forcing it to make a Wisdom saving throw. On a failure, it is compelled to obey your command to the best of its ability on its next turn unless its actions are directly harmful to it.

Menacing Shout

Prerequisites: 5th-level, Constitution or Charisma of 13
As a bonus action, you can expend an Exploit Die to force a creature within 30 feet that can hear you to make a Wisdom saving throw. On a failure, it is Frightened of you until the end of your next turn, or until you are Incapacitated.

Rejuvenating Order

Prerequisites: 5th-level
When you take the Attack action, you can forgo an attack to issue this Order to a creature that can see or hear you within 30 feet. That creature can instantly repeat one saving throw to end one condition currently affecting it.

Resilient Order

Prerequisite: 5th-level
When you take the Attack action, you can forgo an attack to issue this Order to a creature that can see or hear you within 30 feet. Until the beginning of your next turn, it can add your Leadership modifier (minimum of +1) to Wisdom, Charisma, and Intelligence saving throws.

Surprise Attack

Prerequisite: 5th-level, Intelligence of 13
As an action, you can expend one Exploit Die to command another creature that can see or hear you within 30 feet to immediately make a single weapon attack with advantage.
On hit, it deals bonus damage equal to your Exploit Die.

Wild Charge

Prerequisite: 5th-level
As an action, you can expend one Exploit Die and choose another creature that can see or hear you within 30 feet.
It can immediately move up to its speed toward a hostile creature and make one melee weapon attack against it.

On hit, it deals additional damage equal to your Exploit Die, and if the target is equal to its size or smaller, it must succeed on a Strength saving throw or fall prone.

3rd-Degree Exploits

Exploits of this degree are masterful strategies that can only be learned by Warlords of 9th level or higher. Each Exploit of 3rd-degree can only be used once per short or long rest.

Daring Rescue

Prerequisite: 9th-level
When a friendly creature that you can see within 30 feet is reduced to 0 hit points, you can use your reaction to expend an Exploit Die, gaining temporary hit points equal to your level and moving up to twice your speed.

If you move within 5 feet of the downed creature and have a free hand, you can pick them up and carry them up to your remaining speed. If you provoke opportunity attacks, attacks target you, not the creature you are carrying.

At the end of this movement, you stand the creature up, it gains 1 hit point, and your temporary hit points transfer to it.

Inspirational Speech

Prerequisites: 9th-level, Charisma of 15
You can expend an Exploit Die to spend 1 minute giving an inspirational speech to a number of creatures that can hear you equal to 1 + your Charisma modifier. At the end of this speech, targets gain temporary hit points equal to your level.

While the temporary hit points from this Exploit last, the creatures have advantage on Wisdom saving throws.

Pack Tactics

Prerequisites: 9th-level, Wisdom of 15
As a bonus action, you can spend an Exploit Die
to signal creatures of your choice within 30 feet
that see or hear you to fight as one. Until the
end of your next turn, you and the creatures
have advantage on attack rolls, so long as
another member of this group is within
5 feet of your target.

You must use your bonus action on
each subsequent turn
to maintain the effect
of this Exploit until
the end of your next
turn, up to 1 minute.

Perilous Gambit

Prerequisite: 9th-level
As a bonus action, you can taunt a creature that can see you within 30 feet, imposing the effects below for up to 1 minute. This Exploit fails if the creature cannot be Charmed.

  • It has advantage on any attack roll it makes against you, but it has disadvantage on all other attack rolls.
  • If it moves, it can only move closer to you.
  • Any creature under the effect of one of your Exploits has advantage on its attack rolls against this creature.

The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on a success. If you are within 30 feet of it, it has disadvantage on this saving throw.

Stand the Fallen

Prerequisites: 9th-level
As an action, you expend Exploit Dice (up to your Proficiency Bonus) to let forth an inspiring shout. Choose allied creatures that can hear you within 30 feet to regain hit points equal to the Exploit Dice you spent + your Leadership modifier.

You can target Unconscious creatures at 0 hit points.

Tactical Reposition

Prerequisite: 9th-level, Intelligence of 15
As an action, you can expend one Exploit Die and dictate a strategic course of action to a number of creatures equal to your Leadership modifier (minimum of 1) within 30 feet that can see or hear you. Creatures can use their reaction to move up to their speed without provoking opportunity attacks.

War Cry

Prerequisites: 9th-level, Constitution or Charisma of 15
As an action, you can expend an Exploit Die to issue forth a
     mighty cry, forcing creatures of your choice that can hear
            you in an adjacent 30-foot cone to make a Wisdom
               saving throw. On a failure, creatures drop all they
                 are holding and are Frightened for 1 minute.

                     If a Frightened creature can't see or hear you,
                   it can use an action repeat its saving throw, ending
                     the effect on a success.

4th-Degree Exploits

Exploits of this degree are strategies only mastered by once-in-a-generation genius commanders. These Exploits can only be learned by Warlords of 13th level or higher, and each Exploit can only be used once per short or long rest.

Heroic Order

Prerequisite: 13th-level
When you take the Attack action, you can forgo an attack to issue this Order to another creature that can see or hear you within 30 feet. Until the start of your next turn, that creature is resistant to all damage, and it has advantage on all attack rolls, ability checks, and saving throws.

Revitalizing Order

Prerequisite: 13th-level
When you take the Attack action, you can forgo an attack to issue this Order to another creature within 30 feet that died within the last minute. It regains hit points equal to your
level + your Leadership modifier and can stand up.

This Tactical Exploit can't return a creature to life that
has died of old age, nor does it restore missing body parts.

Victory Surge

Prerequisite: 13th-level
As an action, you can expend an Exploit Die to drive another creature within 30 feet that can see or hear you to fight as never before. The creature can use its reaction to move up
to its full speed and take a single action or bonus action.

5th-Degree Exploits

Exploits of this degree are supernatural feats of tactical
skill that rival those of deities of war. These can only be learned by Warlords of 17th level and up. Each 5th-degree Exploit you know can be used once per short or long rest.

Contingency Plan

Prerequisites: 17th-level, Intelligence of 19
At the end of a long rest, you can expend one of your Exploit Dice to put an undisclosed contingency plan into place. Until you activate this Exploit again you cannot regain this Exploit Die. You can only have one contingency plan at a time.

As an action, you can reveal your previously undisclosed plan (which you make up at the time of its reveal) and make a DC 20 Intelligence check. You may add a skill the DM deems appropriate to your plan. On a success, your secret plans and preparations take effect perfectly as you described them.

The cost to execute the plan cannot exceed 5,000 gold, and the effects should not exceed those of a 7th-level spell.

For example, you might reveal that you secretly purchased a perfect spell scroll last time you were in a town, or that you paid a mercenary band or airship to come to your rescue.

Final Strike

Prerequisite: 17th-level
As an action you expend one Exploit Die and order allies to strike at a foe of your choice. Creatures of your choice (up your Leadership modifier) within 30 feet that can hear you can immediately take the Attack action (including Extra Attacks), or cast a spell of 5th-level or lower with a casting time of one action. All attacks and spells must target the
    creature you designated with this Exploit.

Academies of War

Choose the Academy of War that best represents the tactical training, philosophy, and leadership qualities of your Warlord:

   
Chivalry Gallantry
Dread Schemes
Ferocity Tactics

Academy of Chivalry

Warlords that choose the Academy of Chivalry often hail from the ranks of nobility and are almost always formal knights. As leaders, they hold themselves and those who follow them to a lofty code of conduct. These knights stand as beacons of fair play, honor, and justice, both on and off the field of battle.

Chivalric Exploits

3rd-level Academy of Chivalry feature
You learn certain Exploits at the Warlord levels noted in the table below. They do not count against your total number of Exploits Known and can't be switched upon gaining a level:

Warlord Level Exploit
3rd attack order, commanding presence
5th hold the line, rejuvenating order
9th daring rescue

Inspiring Shout

3rd-level Academy of Chivalry feature
Your presence on the field of battle inspires those who fight beside you. When you roll initiative you can expend a use of Inspiring Word and choose a number of creatures within 30 feet that can hear you equal to your Leadership modifier to gain temporary hit points
equal to your Exploit Die
+ your Leadership
modifier.

Knighthood

3rd-level Academy of Chivalry feature
You have been trained in the classical skills of knighthood. You gain proficiency with all martial weapons, one musical instrument, and either History, Performance, or Religion.

Lead the Charge

6th-level Academy of Chivalry feature
You lead best from the front lines. When you take the Attack action on your turn and make at least one melee attack, you can issue an attack order as a bonus action on that turn.

Flames of Hope

14th-level Academy of Chivalry feature
Once between each short or long rest you can use your action to let forth a heroic cry that inflames the hearts of your allies and inspires terror in your foes. Creatures that can hear you within 30 feet gain the corresponding effect below:

Allies. Friendly creatures gain temporary hit points equal to your Exploit Die + your Leadership modifier. While these last, the creature cannot be Charmed or Frightened.

Enemies. Hostile creatures must make a Wisdom saving throw against your Exploit save DC or be Frightened of you. They repeat the saving throw at the end of each of their turns and when they take damage, ending the effect on a success.

Paragon of Chivalry

18th-level Academy of Chivalry feature
You stand as an exemplar of chivalric virtue, a shining beacon for those who follow you. You are immune to the Frightened and Charmed conditions, and creatures of your choice within 30 feet that can see you have advantage on saving throws to resist or end the Charmed
and Frightened condition.

Academy of Dread

Where most Warlords have a sense of appreciation and care for those that follow them, those known as Dreadlords only care for one thing - victory. These ruthless captains make use of any possible advantage, often using their enemy's greatest fears against them to turn the tide of the battle. These dark captains are often found leading hordes of orcs and undead.

Dark Captain

3rd-level Academy of Dread feature
You exude an aura of intimidation that shakes all but the most stalwart warriors to their core. You gain proficiency with all martial weapons and Intimidation.

Moreover, whenever you make an Indimidation check,
you can use your Leadership ability instead of Charisma.
If you do, you treat a roll of 7 or lower on the d20 as an 8.

Dread Exploits

3rd-level Academy of Dread feature
You learn certain Exploits at the Warlord levels in the
table below. They don't count against your total Exploits Known and cannot be switched when you gain a level:

Warlord Level Exploit
3rd attack order,
commanding presence
5th intimidating command,
menacing shout
9th war cry

Dread Presence

3rd-level Academy of Dread feature
Your presence on the field of battle inspires fear in the hearts of your enemies. As a bonus action, you can expend a use of Inspiring Word to force one creature that can see you within 30 feet to make a Wisdom saving throw against your Exploit save DC. On a failure, it is Frightened of you for 1 minute, or until it sees you take damage.

If the creature flees and is no longer in your line of sight, it can use its action to automatically end this effect.

Merciless

6th-level Academy of Dread feature
You infuse your commands with your dread willpower. You can use intimidating command and menacing shout without expending an Exploit Die a number of times equal to your Leadership modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Also, once per turn when you cause a creature to be Frightened, you can instantly issue a single attack order.

Ruthless Command

14th-level Academy of Dread feature
You spread fear and desolation on the battlefield. Creatures that you target with an Inspiring Word or a Tactical Exploit have advantage on all attack rolls against creatures that are Frightened until the end of their next turn.

Moreover, when you use your Dread Presence, the creature has disadvantage on its initial Wisdom saving throw if you or a creature under the effects of one of your Exploits has hit it
    with an attack since the end of your last turn.

Baleful Presence

18th-level Academy of Dread feature
You are a walking avatar of fear. When you force a creature within 30 feet of you to make a saving throw to resist being Frightened, it has disadvantage on its roll.

Moreover, creatures within 30 feet that are Frightened of you have their speed reduced to 0 while they can see you.

Dreadlord

18th-level Academy of Dread feature
You stand as a sinister monument to all those who have tried, and failed, to stop your iron conquest. You are immune to the Frightened condition, and you add your Leadership modifier (a minimum of +1) to any attack rolls that you make against creatures that are Frightened of you.

Academy of Ferocity

Warlords who hail from this Academy rarely study in formal schools of war. In place of military theory, their strategies are based on the instincts of predatory hunters. Famous for their ruthless treatment of foes, these leaders would lay down their lives for any member of their pack without hesitation.

Ferocious Exploits

3rd-level Academy of Ferocity feature
You learn certain Exploits at the Warlord levels noted in the table below. They do not count against your total number of Exploits Known and can't be switched upon gaining a level:

Warlord Level Exploit
3rd cunning instinct, maneuvering order
5th crescendo of violence, wild charge
9th pack tactics

Packleader

3rd-level Academy of Ferocity feature
You lead your pack in the hunt. As a bonus action, you can mark a creature you can see within 30 feet as your Prey. It remains your Prey for 1 minute, but the effect ends early if your Prey is reduced to 0 hit points, you are Incapacitated,
or you mark another creature as your Prey.

Any creature you target with Inspiring Word or a Tactical Exploit adds your Exploit Die to the first attack roll it makes against your Prey before the start of your next turn.

You can mark a creature as your Prey a number of times equal to your Leadership modifier (minimum of once). You regain one expended use when you finish a short rest, and
    all expended uses when you finish a long rest.

Predatory Instinct

3rd-level Academy of Ferocity feature
You hunt as a wild predator. You gain proficiency with martial weapons and in either Perception or Survival.

In addition, whenever you make a Perception or Survival check based on your sense of smell or hearing, you can treat a roll of 7 or lower on the d20 as an 8.

Silent Stalker

6th-level Academy of Ferocity feature
You direct your pack to hunt silently. You and creatures of your choice within 30 feet of you have advantage on Stealth checks and can travel stealthily moving at a normal pace.

Also, while you have a creature marked as your Prey, you can issue a maneuvering order as a bonus action.

Thrill of the Hunt

14th-level Academy of Ferocity feature
A successful hunt stokes your blood lust. When your Prey is killed, you can use your reaction to mark another creature in range, then you gain one of the following benefits:

  • You gain temporary hit points equal to your Warlord level.
  • You regain one expended use of Inspiring Word.
  • You regain one expended Exploit Die.

Apex Predator

18th-level Academy of Ferocity feature
Your primal ferocity invigorates your packmates. Your speed increases by 10 feet, and your weapon attacks against your Prey deal bonus damage equal to your Exploit Die.

Moreover, any creature you target with an Inspiring Word, Rallying Cry, or one of your Tactical Exploits also gains the benefits above until the beginning of your next turn.

Academy of Gallantry

Sometimes called Skalds, Warlords of Gallantry
combine the arts of music, strategy, and magic to
inspire allies and vex their foes. Learning a unique
style of bardic magic that augments their leadership
skills, Gallantry Warlords can turn even an unskilled
rabble into a deadly fighting force.

Gallant Exploits

3rd-level Academy of Gallantry feature
You learn certain Exploits at the Warlord levels noted in the table below. They do not count against your total number of Exploits Known and can't be switched upon gaining a level:

Warlord Level Exploit
3rd commanding presence, attack order
5th enlivening order, heroic will
9th stand the fallen

Gallant Spellcasting

3rd-level Academy of Gallantry feature
Your talent in poetry and music allows you to produce spells, much like the Bard does. You gain the following benefits:

Spell Slots. The Gallant Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast a spell, you must expend a slot of that spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the thunderwave spell and have both a 1st and a 2nd-level spell slot, you can cast thunderwave using either spell slot.

Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice from the Gallantry spell list on the following page. The Spells Known column of the Gallant Spellcasting table shows when you learn more spells from this list of 1st-level and up. Any spells you learn must be of a level for which you have spell slots as shown on the table.

When you gain a level, you can replace one of your Spells Known with another spell from the Galantry spell list. The spell must also be of a level for which you have spell slots.

Spellcasting Focus. You can use any musical instrument you are proficient with as a spellcasting focus for your spells. Gallantry Warlords are known for one-handed instruments, like war horns, while holding a weapon in their other hand.

Spellcasting Ability. Use your Leadership modifier when setting the saving throw DC or making a spell attack roll for any Gallantry spells you know through this feature:

Spell save DC = 8 + your proficiency bonus
+ your Leadership modifier

Spell attack modifier = your proficiency bonus
+ your Leadership modifier

Warrior Poet

3rd-level Academy of Gallantry feature
You combine martial skill and musical talent to inspire your allies. You gain proficiency with two musical instruments of your choice, and in Performance.

Moreover, whenever you make a Performance check that includes both a weapon and a musical instrument, you gain
    a bonus to your roll equal to your Warlord level.

Gallant Spellcasting
Warlord
Level
Spells
Known
1st
Level
2nd
Level
3rd
Level
4th
Level
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 5 4 2
8th 6 4 2
9th 6 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1

Heroic Charge

6th-level Academy of Gallantry feature
When you roll initiative, you can expend a use of Inspiring Word to rally a heroic charge. You, and any creatures of your choice within 15 feet that can hear you gain the benefits of the Dash action during your first turn in combat. You cannot use this feature if you are surprised or Incapacitated.

At 11th level, the range of this feature increases to 30 feet.

Songs of War & Peace

6th-level Academy of Gallantry feature
You conduct battle like a great symphony. When you expend a spell slot or Exploit Die as part of your action, you can make a single weapon attack as a bonus action on that turn.

In addition, any creature that spends a short rest with you has advantage on Hit Die rolls to regain its hit points.

Warsong

14th-level Academy of Gallantry feature
The Skalds of legend were said to be able to turn the tide of the most desperate battles. Whenever you target a creature with Inspiring Word or a Tactical Exploit, it has advantage on the first ability check, attack roll, or saving throw it makes before the beginning of your next turn.

It also can't be Charmed or Frightened for that duration.

Mythic Voice

18th-level Academy of Gallantry feature
Your voice itself has been infused with the powerful magic you channel. Whenever you cast a 1st-level Gallantry spell, you can choose to expend a use of Inspiring Word instead
of a spell slot. You must use a musical instrument as
the spellcasting focus for the spell.

Gallantry Spell List

Below is the list spells available to the Academy of Gallantry. Spells are found in the Player's Handbook, Xanathar's Guide to Everything*, and in Tasha's Cauldron of Everything**.

Spells marked with ll are found in the laserllama Spell Compendium, which includes both new and alternate spells.

1st-Level

bless
bane
cause fear *
charm person
command
compelled duel
disguise self
dissonant whispers
faerie fire
heroism
hideous laughter
longstrider
sleep
thunderous smite ll
thunderwave

2nd-Level

aid
calm emotions
enhance ability
find steed ll
magic mouth
magic weapon ll
mirror image
pyrotechnics *
restoration ll

shatter
silence
suggestion
warding bond

3rd-Level

beacon of hope
crusader's mantle
dire wail ll
dispel magic
fear
haste
hypnotic pattern ll
irresistible dance ll
nondetection
sending
slow
sonic wave ll

4th-Level

aura of life
aura of purity
charm monster *
compulsion
confusion
death ward ll
freedom of movement

Academy of Schemes

Warlords of the Academy of Schemes will secure their
victory at any cost. The ultimate utilitarians, they care not
how they achieve their goals. They will cheat, deceive, and sacrifice whatever is necessary to succeed. These Warlords
always have an escape plan if things do not go as planned.

Cheap Shot

3rd-level Academy of Schemes feature
You aren't above dishonorable tricks to secure victory.
Once per turn when you hit a creature with a weapon
attack, you can force it to make a Dexterity saving throw against your Exploit Save DC along with the damage.

On a failure, it cannot take reactions and its speed is
halved until the start of your next turn. On its next turn,
it can only take one action or bonus action, not both.

Dastardly Talents

3rd-level Academy of Schemes feature
You will use any method necessary to achieve your aims.
You gain proficiency in Deception, with Disguise Kits, and Poisoner's Kits. You can also use your Leadership ability,
in place of Charisma, when making Deception checks.

Scheming Exploits

3rd-level Academy of Schemes feature
You learn certain Exploits at the Warlord levels in the table below. They do not count against your number of Exploits Known and they cannot be switched upon gaining a level:

Warlord Level Exploit
3rd feint, subtle con
5th exposing strike, insightful order
9th perilous gambit

Ruthless Focus

6th-level Academy of Schemes feature
You direct your allies to prey upon the weak. When a
creature fails its saving throw against your Cheap Shot, you can instantly issue an insightful order, but the creature only gains the benefits of your insightful order if it attacks the target of your Cheap Shot.

Also, if you use a Tactical Exploit as part of your action, you can take the Disengage or Hide action as a bonus action.

Devious Tactics

14th-level Academy of Schemes feature
You have no qualms about leaving others in danger. When a creature you can see targets you with an attack or forces you to make a saving throw, you can use your reaction to force a creature within 5 feet of you (other than the attacker) to make a Dexterity saving throw against your Exploit save DC.

On a failure, you switch places, and it becomes the target of that attack or saving throw. The creature can choose to fail.

Inscrutable Mind

18th-level Academy of Schemes feature
Your devious mind is impossible to penetrate. Your thoughts and dreams cannot be read by magic unless you allow it. If a creature attempts to read your mind you can deceive it with
    false thoughts by making a Deception check.

Marked for Death

18th-level Academy of Schemes feature
You relentlessly pursue the destruction of your foes. When a creature fails its saving throw against Cheap Shot, you can choose to mark the creature for death. The first attack to hit that creature before the beginning of your next turn becomes an automatic critical hit.

Once you mark a creature for death you must complete a short or long rest before you can use this feature again.

Scheming Adventurers

When playing a character with questionable morals and motivations, like a Warlord of the Academy of Schemes, it is important to remember that D&D is a team game where cooperation is expected.

Masters of schemes leverage any advantages at their disposal, including the abilities of their allies. Make sure to include the other players in any plans your Schemes Warlord may have. Remember that a Warlord is nothing without allies to command!

Academy of Tactics

Warlords of this Academy most often come from the ranks of formal organizations that serve the elite. Tacticians are highly educated commanders and are known for their dedication to those who follow them. Their understanding of how to best utilize each of their allies' strengths and avoid weaknesses makes them especially deadly opponents on the battlefield.

Advanced Tactics

3rd-level Academy of Tactics feature
Your ability to learn and execute strategies in combat exceeds most other commanders and even formally trained Warlords. You gain the following benefits to your Warlord features:

Exploits. You learn two additional 1st-degree Tactical Exploits of your choice. These Exploits do not count against your number of Exploits Known, but they can be replaced.

You learn additional Tactical Exploits following the same rules at certain levels: at 5th level you learn two 2nd-degree Exploits, and at 9th level you learn one 3rd-degree Exploit.

Exploit Dice. Your total number of Exploit Dice increases by 1, and all of your Exploit Dice increase to become d6s.

At certain Warlord levels your Exploit Dice increase again; at 5th level (d8), at 11th level (d10), and at 17th level (d12).

The Art of War

3rd-level Academy of Tactics feature
You have studied the great histories of warfare and combat. You gain proficiency in History and two gaming sets of your choice, and you add double your Proficiency Bonus to any ability check that uses these proficiencies.

Strategic Adjustments

3rd-level Academy of Tactics feature
You are constantly adapting to meet any challenge.
During a long rest, you can spend 1 hour reviewing
strategies and tactics and replace a Tactical Exploit
you know with another of the same Degree.

When you reach 6th level in this class, you can
use this feature during a short rest.

Brains over Brawn

6th-level Academy of Tactics feature
You wield your comrades as other warriors wield weapons.
If you only use Tactical Exploits with your entire action, you can use your bonus action to take the Disengage or Search action, or to use one Order Exploit, such as attack order.

Know your Enemy

6th-level Academy of Tactics feature
You have a gift for identifying weak points. When you take the Search action, you can focus on a creature you can see within 30 feet (DC = 8 + its Challenge Rating). If you have seen it get hit by an attack, add your Warlord level to this roll.

On a success, you learn one characteristic of your choice from the list below. On a failure, you can't use this feature on this creature again until you see it get hit by another attack:

   
Armor Class Highest Ability Score
Condition Immunities Lowest Ability Score
Damage Resistances
& Immunities
One Special Feature
(Spellcasting, Exploits, etc.)

Gifted Strategist

14th-level Academy of Tactics feature
You are always one step ahead of your foes. You cannot be surprised while conscious, and when you roll initiative, you can use one Tactical Exploit or take the Ready action.

Master Tactician

18th-level Academy of Tactics feature
You have a plan in place for every eventuality. You learn the
            contingency plan Exploit, but it doesn't count against
                 your total number of Exploits Known. At the end of
                   a long rest, you can use contingency plan without
                    expending an Exploit Die to put the plan in place.
                     You can only have a single contingency plan in
                      place at any
                      one time.

The Warlord

Command and conquer with this strategic new class for 5e! Lead your allies with Forty Tactical Exploits and six Academies of War: Chivalry, Dread, Ferocity, Gallantry, Schemes, or Tactics!

Version 3.2.2 - Created by /u/laserllama
Last Updated: June 23rd, 2025

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