The Warlord: Expanded

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The Warlord Expanded

Warlord
Class: Expanded

The Warlord is a natural leader and strategist who supports allies with tactics. Mechanically, they are a martial support class. Provided here are additional options for the Warlord:

Additional Fighting Styles. The Fighting Styles here are more exotic or specific than those in the Warlord class.

Advanced Tactical Exploits. The Exploits included here may be harder to learn, or require a specific master to teach. Advanced Exploits are often more fantastical in nature, and are balanced based on spells that currently exist in 5e.

Tactical Feats. The four Feats here allow all characters to share in the tactical abilities of the Warlord class.

Additional Academies of War. Also included are six more Academies of War for Warlords to choose from at 3rd level.

Fighting Styles

The additional Fighting Styles listed here are available to the Warlord, along with the Styles included in the base class.

If a Fighting Style has a prerequisite, you can learn it at the same time that you meet all of its prerequisites.

Archery

Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons, and your attacks with ranged weapons ignore half-cover and treat three-quarters cover as half cover.

Brawling

Prerequisite: proficiency in Athletics
On hit, your unarmed strikes deal damage equal to 1d6 + your Strength modifier. When you have both hands free, you can make a single unarmed strike, shove, or grapple as a
    bonus action on each of your turns.

Mariner

Prerequisite: proficiency in Athletics
When you are not wearing heavy armor or a shield, you have a swimming speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.

You also suffer no drawbacks from underwater combat.

Mountaineer

Prerequisite: proficiency in Athletics
So long as you are not wearing heavy armor or a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.

Also, whenever you take falling damage, you can use your reaction to reduce the damage by twice your level.

Shield Warrior

Prerequisite: Strength of 13 or higher
You gain proficiency with shields as martial melee weapons. For you, shields deal 2d4 bludgeoning damage on hit. While you are wielding a shield and no other weapons, you gain a +1 bonus to your Armor Class and to shield attack rolls.

Strongbow

Prerequisite: Strength of 13 or higher
You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.

Versatile Fighting

Prerequisite: Strength or Dexterity of 11 or higher
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can use your bonus action to make a Grapple or Shove attack, or to take the Use an Object action.

Advanced
Tactial Exploits

Listed below are additional Tactical Exploits available to the Warlord class. Each time you gain a level, you can replace one Exploit you know with another Exploit of your choice.

1st-Degree Exploits

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

Arresting Strike

When you hit a target with a weapon attack, you can expend one Exploit Die and force it to make a Dexterity saving throw. On a failure, add your Exploit Die to the damage roll, and the target's speed is halved until the start of your next turn.

Disarm

When you hit a target with a weapon attack, you can expend an Exploit Die and force it to make a Strength saving throw. On a failure, add your Exploit Die to the damage roll, and it drops one object of your choice on the ground in its space.

Eloquent Speech

Prerequisites: Intelligence of 11
You can use Intelligence, in place of Charisma whenever you make a Deception or Persuasion check. When you do so, 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.

Lunge

When you make an attack on your turn, you can expend an Exploit Die to move up to 10 feet immediately before making that attack, even if this would exceed your remaining speed. On hit, add your Exploit Die to the damage roll.

Mechanical Insight

Prerequisites: Intelligence of 11
Whenever you make an ability check with thieves' or tinker's tools, 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.

Precision Strike

Prerequisites: Dexterity of 11
As part of a weapon attack you can expend one Exploit Die and add it to your attack roll. You can use this Exploit after you roll, but before you know if your attack is a hit or miss.

Quick Quip

Prerequisites: Intelligence or Charisma of 11
While speaking, you can expend an Exploit Die to tell a short joke, quip, or another humorous anecdote. Creatures of your choice within 10 feet that can both hear and understand you forget everything you said during the 10 seconds preceeding this Exploit, and instead only remember your quip.

Any creature that is immune to the Charmed condition is also immune to this Exploit. Once you use this Exploit on a creature, it is immune to this effect for the next 24 hours.

Reposition

As a bonus action, you can expend one Exploit Die to switch places with a conscious and willing creature within 5 feet of you. This movement does not provoke opportunity attacks.

After switching, you or the creature you switched places with gains temporary hit points equal to your Exploit Die.

Roguish Charm

Prerequisites: Charisma of 11, Persuasion proficiency
As an action, you can expend one Exploit Die to force one creature that can hear and understand you within 10 feet to make a Wisdom saving throw. If it is hostile to you, it does so with advantage. On a failure, it is Charmed by you for 1 hour. For the duration, it treats you as a friendly acquaintance, but it will not risk its life for you.

This effect ends if you or your allies do anything harmful to the Charmed creature. If this Exploit's effects end in this way, the creature realizes that it was deceived by you.

Once a creature succeeds on its saving throw against this Exploit, it is immune to this effect for the next 24 hours.

Shield Impact

Prerequisites: Strength of 11
When you are wearing a shield and a creature that you can see hits you with an attack, you use your reaction to spend
an Exploit Die and reduce the damage of the attack by your Exploit Die + your Strength modifier (minimum of 1).

Skilled Rider

Prerequisites: Animal Handling proficiency
When a trained mount you are riding makes an
attack roll, damage roll, ability check, or saving
throw, you can expend an Exploit Die and add
it to your mount's roll. You can do so after it
rolls, but before you know if it fails.

Sweeping Strike

If you hit a creature with a melee weapon
attack, you spend an Exploit Die to force
it to make its choice of either a Strength
or Dexterity saving throw. On a failed save,
add your Exploit Die to the damage roll,
and the creature is knocked Prone.

Taunting Strike

Prerequisites: Charisma of 11 or higher
When you hit a creature that can see or hear you
with a melee weapon attack, you can expend one Exploit
Die to taunt it. Until the beginning of your next turn, it has disadvantage on all attacks against targets other than you.

Creatures that are immune to the Charmed condition
are also immune to the effects of this Exploit.

2nd-Degree Exploits

Exploits of 2nd-degree represent the peak tactical skill that
is achievable without dedicated education in the art of war. They can be learned by any Warlord of 5th level and higher:

Crippling Strike

Prerequisites: 5th-level
When you hit a target with a weapon attack, you can expend an Exploit Die to attack one of its senses, forcing it to make a Constitution saving throw. On a failure, add your Exploit Die to the damage roll, and it is Blinded, Deafened, or can't speak (your choice) until the beginning of your next turn.

Glancing Blow

Prerequisites: 5th-level
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.

Martial Focus

Prerequisites: 5th-level
As part of a weapon attack, you can expend an Exploit Die to gain advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.

Redirect

Prerequisites: 5th-level
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its
    attack, adding your Exploit Die to its attack roll.

Ringing Strike

Prerequisites: 5th-level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Wisdom saving throw. On a failure, it must subtract 1d4 from all attack rolls, ability checks, and saving throws the next minute.

The creature can repeat this Wisdom saving throw at the end of each of its turns, ending this effect on a success.

Soothing Speech

Prerequisites: 5th-level, Persuasion proficiency
As an action, you expend one Exploit Die and speak to all creatures that can hear and understand you within 20 feet, forcing them to make a Charisma saving throw. On a failed save, creatures become Indifferent toward any creature that they can see for the next 10 minutes.

This effect ends if a creature takes damage, is forced to make a saving throw, or it witnesses an ally being harmed.

3rd-Degree Exploits

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

Forgotten Knowledge

Prerequisite: 9th-level, History proficiency
You can expend an Exploit Die to spend 10 minutes focused on a person, object, or location you can see, after which, you remember a piece of lore about the subject of your focus.

This lore might consist of modern tales, forgotten stories, or even secret lore that was never widely known. The more information you have about your focus, the more precise and detailed the information you seem to remember about it.

Incite Violence

Prerequisites: 9th level, Intelligence or Charisma of 15
As an action, you can expend an Exploit Die and whisper violent words to a creature that can understand you within
5 feet, forcing it to make a Wisdom saving throw.

On a failure, it takes psychic damage equal to twice your Exploit Die and uses its reaction to make one melee attack against a target of your choice within its reach. If no target is within its reach, this creature has disadvantage on the first attack roll it makes before the start of your next turn.

Recruit Informant

Prerequisite: 9th-level, Charisma or Intelligence of 15
You can expend an Exploit Die and spend 1 hour recruiting a Humanoid Informant from within a settlement. There must be a willing Humanoid, such as a criminal, spy, urchin, thief, or another rapscallion in a settlement of significant size, as determined by the DM.

They won't aid you in combat or risk their life for you, but they will gather information, rumors, news, and secrets from that settlement. During each long rest, they will seek you out and deliver this information if you are in that settlement.

Your Informant remains in your service until you dismiss them or they die. However, you do not regain the Exploit Die spent on this Exploit until they leave your service.

Having more than one Informant in a settlement increases the accuracy and secrecy of information they can gather.

Recruit Mercenary

Prerequisites: 9th-level, Intelligence or Charisma of 15
You can expend an Exploit Die and spend 1 hour recruiting a Humanoid Mercenary from within a settlement. There must be a willing Humanoid, such as a bounty hunter, adventurer, or another sellsword in a settlement of significant size, as determined by the DM.

You choose to recruit a Brute or Scout, which determines certain traits in their stat block. They use the Mercenary stat block below and roll their own initiative in combat. On their turn, they do their best to follow any orders you have given. If not, they will defend themselves to the best of their ability.

The Mercenary remains in your service until you dismiss them, they abandon you, or they die. You cannot regain this Exploit Die until the Mercenary leaves your service.

You can only have one Mercenary in your service at a time. Recruiting another causes others to abandon you.

Mercenary
pb +3

Medium Humanoid


    AC 18 (Brute), 15 (Scout)
  • HP 6 + five times your level
  • Speed 30 ft.

MODSAVE
Str16+3+6
Int10+0+0
MODSAVE
Dex16+3+6
Wis12+1+1
MODSAVE
Con13+1+1
Cha8-1-1

  • Skills Athletics +6 (Brute), Stealth +6 (Scout)

  • Languages Common, Thieves' Cant

Traits

Hit Dice. The Mercenary has a number of d10 Hit Dice equal to your level. It benefits from short and long rests.

Morale. If you fall to 0 hit points your Mercenary flees.

Actions

Longsword (Brute). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 +3) slashing damage.

Shortbow (Scout). Ranged Weapon Attack: +6 to hit, range 80/320, one target. Hit: (1d6 +3) piercing.

Bonus Actions

Brutal (Brute). The Mercenary makes a Shove or Grapple.

Cunning (Scout). The Mercenary takes the Hide action.

Survey Settlement

Prerequisite: 9th-level, Dexterity or Charisma of 15
You can expend an Exploit Die and spend 1 hour gathering information on 1 square mile of a settlement. You then gain knowledge about three of the following related to that area:

  • Any active factions and faction outposts within the area.
  • Prominent buildings, gathering places, and cultural sites.
  • Powerful (CR 1 or higher) politicians or military leaders.
  • Loyalties, beliefs, rumors, and fears of the local populace.
  • Secret alleyways, doors, hideouts, or storefronts.

Once you survey an area of a settlement you must finish a long rest before you can use it in that location again.

Survey Wilderness

Prerequisite: 9th-level, Strength or Wisdom of 15
You can expend an Exploit Die and spend 1 hour gathering information on 1 square mile of wilderness. You then gain knowledge about three of the following related to that area:

  • Any settlements or camps with five or more occupants.
  • Prominent natural formations, bodies of water, and ruins.
  • Local plants, animals, weather, and ecosystems.
  • Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
  • Secret trails, entrances, groves, or monster lairs.

Once you survey an area of wilderness you must finish a long rest before you can use it there again.

4th-Degree Exploits

Exploits of this degree are strategies only mastered by once-in-a-generation naural tacticians. They can only be learned by Warlords of 13th level and up. Each 4th-degree Exploit that you know can only be used once per short or long rest:

Clandestine Source

Prerequisite: 13th-level, knowledge of Thieves' Cant
While in a settlement of sufficient size, you can expend one Exploit Die and spend 1 hour seeking out a significant figure of the criminal underworld to ask questions of.

If such a figure exists, you approach them alone, and make a DC 15 Intelligence or Charisma saving throw (your choice) to convince them to grant you an audience. On a failure, you are reduced to 1 hit point, and your body is left Unconscious in an alleyway or gutter somewhere in that settlement.

On a success, you can ask the figure up to five questions. They answer each question with one word (yes, no, maybe, or unclear). If a one-word answer is misleading, the figure might instead offer a short phrase as an answer to your question.

Once you use this Exploit in a settlement (successfully or unsuccessfully), you cannot use it there again for 7 full days.

Equip Militia

Prerequisite: 13th-level
You can expend one Exploit Die and spend 1 hour training a number of Humanoids equal to your level. Any creature that spends an hour training with you gains two benefits from the list below, which last until the creature finishes a long rest. You cannot regain this Exploit Die while these benefits last:

  • They gain proficiency with one martial weapon.
  • They gain proficiency with light armor and shields.
  • They gain temporary hit points equal to your level.
  • They gain proficiency in one of the following skills:
    Animal Handling, Athletics, Medicine, or Stealth.
  • They gain proficiency in Wisdom
    saving throws.

Expert Focus

Prerequisites: 13th-level
As an action, you expend an Exploit Die to temporarily focus on one of your skills. Choose a skill or tool you are proficient in. For 1 hour, whenver you make an ability check with that skill you gain a bonus to your roll equal to your Exploit Die.

Unbreakable

Prerequisites: 13th-level, Constitution of 17
If you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can expend Exploit Dice (up to your Proficiency Bonus) and fall to 1 hit point instead. Then, you gain temporary hit points equal to twice your Exploit Die for each Exploit Die you spent.

5th-Degree Exploits

Exploits of this degree are near-supernatural feats of tactical skill that rival those of deities of war. These Exploits 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:

Subjugate Thrall

Prerequisites: 17th-level, Wisdom or Charisma of 19
As an action, you can expend an Exploit Die and attempt to dominate one Humanoid that can hear and understand you within 30 feet, forcing it to make a Charisma saving throw.

On a failed save, that Humanoid is Charmed by you for 8 hours. It repeats this saving throw any time it takes damage, ending the effects of this Exploit on a success.

While Charmed, you can use your bonus action to issue them a command, specifying a simple or general course of action such as "attack that creature" or "fetch that object", which they carry out to the best of their abilities until they
                        complete the task. If they do not receive any
                            orders, they defend themselves to
                                the best of their ability.

Tactical Feats

The Feats here allow characters to share in the abilities of the Warlord class. If you use the optional rule for Feats, they can be selected in place of an Ability Score Improvement:

Alternate Inspiring Leader

Prerequisites: Wisdom or Charisma of 13
If you do not have a Leadership Ability, choose your Wisdom or Charisma to be your Leadership Ability and modifier.

Over the course of 10 minutes, which can be during a short or long rest, you can inspire allies and shore up their resolve to fight. When you do, creatures equal to 1 + your Leadership modifier that can hear you within 30 feet gain temporary hit points equal to your level + your Leadership modifier.

A creature cannot gain temporary hit points from this Feat again until it finishes a short or long rest.

Natural Magnetism

Something about your personality and bearing makes others want to be near you. You gain the benefits on the table below that correspond to your Charisma modifier and lower.

If your Charisma modifier increases, the benefits you gain from this Feat also increase with your Charisma modifier:

Modifier Benefit
+1 You gain proficiency with one
gaming set of your choice.
+2 The first time you meet a Humanoid, they
treat you as Friendly instead of Indifferent.
+3 You gain proficiency in your choice of
Performance, Persuasion, or Intimidation.
+4 Whenever you make a Persuasion check,
you treat a d20 roll of 7 or lower as an 8.
+5 When you make a Wisdom saving throw, you
can make a Charisma saving throw instead.

Strategic Insight

Prerequisites: Intelligence or Wisdom of 13
You have a gift for identifying weaknesses. When you take the Search action, you can target a creature you can see within 30 feet (DC = 8 + its Challenge Rating). If you can observe it for at least 1 minute, add your level to the roll.

On a success, you learn one characteristic of your choice from the table below. Once you use this feature on a creature you cannot target it again until you finish a long rest.

   
      Armor Class Highest Ability Score
      Immunities Lowest Ability Score
      Resistances One Feature or Trait

Tactical Training

You have studied greater combat strategies that allow you to perform Tactical Exploits. You gain the following benefits:

Ability Score Increase. Increase your Wisdom, Charisma, or Intelligence score by 1, up to a maximum of 20. It becomes your Leadership ability if you do not already have one.

Tactical Exploits Known. You learn one of the following Tactical Exploits of your choice from the Warlord Class:

   
attack order steadfast order
defensive order support order
maneuvering order

    Issuing an Order. Once per turn, when you take the Attack action, you can use the Tactical Exploit in place of one attack. You can't use this Exploit more than once per turn unless you learn Tactical Exploits from a source other than this Feat.

Repeatable. You can choose this Feat multiple times. Each time you do, raise one of the ability scores above by one, and learn one new Tactical Exploit from the table above.

Additional Academies

At 3rd level, the Warlord gains the Academy of War feature. The following Academies of War are available to Warlords, along with those presented with the base Warlord Class:

   
   Claws Navigators
   Counsel Order
   Liberty Zeal

Academy of Claws

You put your tactical knowledge and leadership skill to use in taming of exotic monsters for use in battle. Known for their Monstrous Minions, Warlords of the Claw can exert their will to dominate even the most wild creatures. Some even say the most powerful of these Warlords bring mythical monsters to heel, commanding them as they would a normal soldier.

Monstrous Minion

3rd-level Academy of Claws feature
You can exert your considerable will to dominate creatures, pressing them into service as a Minion, using these rules:

Subjugating a Minion. As an action, you force a creature within 10 feet that can hear you to make a Charisma saving throw against your Exploit save DC. If it is Friendly to you, it automatically fails. On a failure, it is now your Minion.

If a creature succeeds on this saving throw, it is immune to this ability for the next 24 hours and cannot be targeted. You can only have one Monstrous Minion at a time.

Potential Minions. The creatures you can dominate are limited only by your willpower. You can only use this feature on a Beast or Monstrosity with a Challenge Rating equal to your Warlord level divided by three, rounded down.

Minion Statistics. Your Minion obeys you with total
loyalty. It continues to use
its normal stat block, and it gains
the benefits from short and long rests.

Combat. In combat, your Minion acts during
your turn. It can move and use its reaction on
its own, but will only take the Dodge action
unless you use a bonus action to order it
to take one action from its stat block or
another action.

If you are Incapacitated, your
Minion reverts to its wild state,
normally fleeing to return to
its home in the wilderness.

Exploits. You can target your
Minion with Exploits, and
it can understand you
even if it can't speak.

Duration. A creature
remains a Minion until it
is slain. It returns to its
wild state sooner if it
can't see or hear you for
1 hour, or if you attempt
to dominate another
creature and turn
it into your
Minion.

Claw Exploits

3rd-level Academy of Claws 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 intimidating command, wild charge
9th survey wilderness

Iron Command

6th-level Academy of Claws feature
Whenever your Minion makes an attack roll, ability check, or saving throw within 15 feet of you, you can use your reaction to add your Leadership modifier to the result of its roll.

Monstrous Menagerie

14th-level Academy of Claws feature
Your impressive will allows you to tame fearsome monsters. You can target Aberrations, Dragons, Giants, Oozes, Plants, and Undead with Monstrous Minion, so long as their CR is within the normal Challenge Rating guidelines.

Also, once a creature has been your Minion for at least 24 hours, it remains Friendly to you indefinitely unless you give it a reason to become hostile toward you again.

Total Domination

18th-level Academy of Claws feature
Your unflinching willpower allows you to totally dominate the creatures under your control. The range of Iron Command is 30 feet, and while a Minion is within that range, it is resistant
            to bludgeoning, piercing, and slashing damage.

Academy of Counsel

You have learned much from the battlefield, and it is time to pass that knowledge on to the next generation of heroes. As
a member of the Academy of Counsel, you have dedicated your life to the education of your Protege, a successor who you will train to take your place on the field of battle.

Counselor's Protege

3rd-level Academy of Counsel feature
You have adopted a student to educate in the ways of warfare, your Protege. You determine their appearance, race, and size (either Small or Medium), but all Proteges are always young and inexperienced, but eager to learn from you. Your Protege uses the following rules:

Statistics. Your Protege is friendly to you and to your
allies. They are fiercely loyal, following orders to the
best of their abilities, and never acting outside of
your directions. They use the Protege stat block
below, which uses your Proficiency Bonus (PB),
Leadership modifier, and Exploit save DC.

Weapons & Armor. Your Protege is proficient
in light and medium armor, shields, and simple
weapons. They are equipped with leather
armor, a shield, a shortbow and a dagger,
but you can give them other equipment.

Combat. In combat, your Protege acts during
your turn. They can move and use their reaction on
their own, but they will only take the Dodge action
unless you use your bonus action to command
them to take an action from their stat block,
or another action. If you are Incapacitated,
your Protege acts on their own, and will
defend you to the best of their ability.

Dying. If your Protege is reduced to
0 hit points, they make death saving throws
like a player character. When they are at 0 hit
points, you can use your action to touch them and
expend one Exploit Die to instantly stabilize them.

Recruiting a New Protege. If your Protege dies, you can spend 8 hours seeking out a worthy Humanoid to serve you as a new Protege, so long as a willing student can be found. This Humanoid then uses the Protege stat block.

Your Protege & Other Features. Your Protege is a blank slate that you will use your knowledge to educate. To have a Protege better represent their heritage, talk with your DM about adding racial features, a background, or other similar features to your Protege's stat block.

However, any additional features added to your Protege will increase their power and should be done cautiously.

Counselor Exploits

3rd-level Academy of Counsel 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 scholarly recall, support order
5th insightful order, soothing speech
9th forgotten knowledge

Protege

Humanoid, shares your Alignment


    AC 16 (leather armor, shield)
  • HP 5 + five times your Warlord level
  • Speed 30 ft.

MODSAVE
Str12+1+1
Int13+1+1
MODSAVE
Dex16+3+5
Wis8-1-1
MODSAVE
Con14+2+2
Cha10+0+0

  • Skills Athletics +3, History +3

  • Languages Common and one additional language

Traits

Hit Dice. Your Protege has a number of d8 Hit Dice equal to your Warlord level. They also gain the normal benefits of both short and long rests.

Quick Student. Each time your PB increases by 1, your Protege's bonus to their saving throws, skills, and their attack bonus also increase by the same amount.

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: (1d4 +3) slashing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320, one target. Hit: (1d6 +3) piercing damage.

Invigorating Orders

6th-level Academy of Counsel feature
Your words inspire your Protege to acts of heroism. When you target your Protege with an Exploit, they have advantage on their next ability check, attack roll, or saving throw.

Your Protege's skills have increased. They gain proficiency in Wisdom saving throws, heavy armor and martial weapons.

Exalted Protege

14th-level Academy of Counsel feature
Your dedication and patience has paid off. Your Protege has become a hero in their own right and now uses the Exalted Protege stat block on this page.

You also learn the heroic order Exploit. It does not count against your Exploits Known and it cannot be replaced. Once per long rest, you can use this Exploit targeting your Protege without counting against the once per rest use of the Exploit.

Legendary Tandem

18th-level Academy of Counsel feature
Your knowledge of your Protege and their understanding of you are such that you fight as one mind on the field of battle. While you and your Protege are within 30 feet of each other, you both have advantage on your saving throws, and neither of you can have disadvantage on attack rolls.

Finally, your Protege can use their Heroic Determination Trait once between each short or long rest. At 20th level, replacing an attack roll with this Trait
makes it an automatic critical hit.

Exalted Protege

Humanoid, shares your Alignment


    AC 18 (plate)
  • HP 5 + five times your Warlord level
  • Speed 30 ft.

MODSAVE
Str18+4+4
Int15+2+2
MODSAVE
Dex16+3+8
Wis11+0+5
MODSAVE
Con16+3+3
Cha12+1+1

  • Skills Athletics +9, History +7

  • Languages Common and one additional language

Traits

Heroic Determination. Once per long rest, when your Protege misses an attack roll, or fails an ability check or saving throw, they can choose to replace their d20 roll with your Warlord level, possibly making it a success.

Hit Dice. Your Protege has a number of d8 Hit Dice equal to your Warlord level. They also gain the normal benefits of both short and long rests.

Quick Student. Each time your PB increases by 1, your Protege's bonus to their saving throws, skills, and their attack bonus also increase by the same amount.

Actions

Extra Attack. When you command your Protege to make a weapon attack, they make two attacks instead of one.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 +4) slashing damage.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600, one target. Hit: (1d8 +3) piercing damage.

Academy of Liberty

Often forced into positions of leadership, Warlords of Liberty come from the ranks of the common folk. When a dark tyrant begins to oppress the weak, when a monarch raises taxes,
or when a village is conquered by invaders, leaders will
arise to lead their peoples' resistance against injustice.

Coordinated Assault

3rd-level Academy of Liberty feature
While individually you may not be a threat, together you and your comrades can triumph over any enemy. You can issue a support order as a bonus action on each of your turns.

Liberty Exploits

3rd-level Academy of Liberty 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 first aid, support order
5th rejuvenating order, surprise attack
9th inspirational speech

Salt of the Earth

3rd-level Academy of Liberty feature
You hail from the ranks of the common folk, and a life of hard work has made you tough. Your hit point maximum increases by 3, and increases by 1 again whenever you gain a level.

Also, whenever you make an ability check to interact with common people, such as farmers, laborers, or foot soldiers, you gain a bonus to your roll equal to your Exploit Die.

Band Together

6th-level Academy of Liberty feature
Separated you are weak, but together you are strong! When a creature within 15 feet of you takes damage, you can use your reaction to rally allies to their side. You divide the damage the creature would take evenly among willing creatures within 15 feet of it. All creatures must be able to hear you to participate.

Strength in Numbers

14th-level Academy of Liberty feature
The more comrades you rally to your cause, the greater your leadership potential. When you roll for initiative, you regain a number of your expended Exploit Dice equal to the number of allied creatures within 15 feet of you.

You also learn the equip militia Exploit. It does not count against your Exploits Known, and it cannot be replaced. You can use equip milita during a short or long rest, and once per long rest, you can use it without expending an Exploit Die.

Grand Revolutionary

18th-level Academy of Liberty feature
You are destined to upset the status quo wherever you take up the mantle of leadership. The range of Band Together and Strength in Numbers includes creatures within 30 feet.

Finally, whenever you use Inspiring Word or Rallying Cry, you can target up to three creatures within range, instead of one. For Rallying Cry, all creatures must have failed the same
    saving throw to be targeted by the same Rallying Cry.

Academy of Navigators

You have trained to lead others on the high seas, far from the rules of established society. You use your skills to keep order, motivate your crew to persevere through hardship, and drive them to new discovery. However, your skills are not limited to the deck of a ship and will serve you well on any battlefield.

Navigator Exploits

3rd-level Academy of Navigators 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 maneuvering order, roguish charm
5th intimidating command, resilient order
9th recruit mercenary

Parley

3rd-level Academy of Navigators feature
Without established authority to turn to on the sea you have become a shrewd negotiator. As an action, you can expend a use of Inspiring Word and speak to a creature within 15 feet that can see, hear, and understand you, improving its attitude toward you by one. For example, a Hostile creature becomes Indifferent, and an Indifferent creature becomes Friendly.

Once you use this feature on a creature it is immune to its effects for 24 hours. You cannot use this feature on a creature that you or your allies have attacked within the last 24 hours.

Seafarer

3rd-level Academy of Navigators feature
Your experience on the high seas has made you an excellent sailor. You gain proficiency with Navigator's Tools, Water
Vehicles, and in Perception. You use your Leadership
Ability for all ability checks with these skills.

You also gain the Mariner Fighting Style, and it can't
be replaced. If you already know this Fighting Style
you learn a different Warlord Fighting Style.

Navigator's Crew

6th-level Academy of Navigators feature
You have proven your mettle on both land and sea, convincing others to formally join your Crew. During the course of a long rest, you can form a pact with a number of creatures equal to your Leadership modifier. Creatures must be willing and able to understand you to enter this pact.

These creatures become your Crew until you form a new pact, which instantly ends any previous pacts. While aboard the same seafaring vessel, your Crew adds your Leadership modifier to all ability checks related to your vessel.

Rally the Crew

6th-level Academy of Navigators feature
Your presence brings the best out of your Crew. Whenever a member of your Crew is forced to make a saving throw while within 15 feet of you, they add their Proficiency Bonus to the saving throw if they aren't already proficient.

Moreover, you can use a bonus action on each of your turns to issue an Order, such as maneuvering order, to a member of your Crew that is within 15 feet of you.

First Mate

14th-level Academy of Navigators feature
You inspire loyalty in the most dastardly scallywags. When you use recruit mercenary, you can designate them as your First Mate. When you do, you can regain your Exploit Die as normal, the Mercenary gains the benefits of Seafarer and is part of your Crew without counting against your total Crew. You can only have one First Mate at a time.

In place of designating a Mercenary, you can designate a different member of your Crew as First Mate. They gain the benefits of Seafarer and don't count against your total Crew.

  Illustrious Admiral

  18th-level Academy of Navigators feature
    Your skills rival the great sailors and explorers of legend.
       The range of Rally the Crew increases to 30 feet.

       Finally, once you speak with a creature that can hear
          and understand you, you can place it under the effects
           of Parley without expending a use of
                 Inspiring Word to do so.

Academy of Order

Civilization thrives within the bounds of lawful society, and
you are a defender of that principle. You employ your talent for leadership in the upholding of law and the enforcement
of order. You are a thorn in the side of villians, and a shield
for all those who live within the bounds of just laws.

Order Exploits

3rd-level Academy of Order 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 defensive order, inquisitive eye
5th hold the line, soothing speech
9th survey settlement

Keeper of Order

3rd-level Academy of Order feature
You employ your tactical training to uphold law and order
in civilized society. You gain proficiency in either Insight
or Investigation, and whenever you make an ability
check with either of these skills, you can choose
to use your Leadership Ability for the check.

In addition, when you reduce a creature to 0
hit points with a non-lethal melee attack, you can use
a bonus action on that turn to restrain them with a net,
rope, manacles, or another similar object. The DC to
escape this restraint is equal to your Exploit save DC
unless its innate escape DC was already higher.

Law's Shield

3rd-level Academy of Order feature
It is your duty to uphold the law and defend the weak.
When a creature you can see within 15 feet is hit by an attack, you can use your reaction to issue it a defensive
order
, imposing disadvantage on the triggering attack, possibly turning a hit into a miss.

You can use this reaction a number of times equal to your Leadership modifier (minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses, you can expend an Inspiring Word to use it again.

Halt

6th-level Academy of Order feature
Your words carry lawful authority. When a creature you can see within 30 feet moves, you can use your reaction to spend a use of Inspiring Word and force it to make a Wisdom saving throw. The target must be able to hear and understand you.

On a failed save, its speed is reduced to 0 until the start of its next turn. Once a creature succeeds on this saving throw, it is immune to this feature for the next 24 hours.

Stalwart Defender

6th-level Academy of Order feature
You are the shield that holds back the forces of lawlessness and chaos. Once per short or long rest, you can use hold the line without expending an Exploit Die.

When using hold the line, its range is 15 feet, and you can issue a defensive order as a bonus action on each turn.

Bastion of Order

14th-level Academy of Order feature
You are an unwavering shield for those who live within the bounds of the law. While you are using hold the line, you can use your Law's Shield and Halt reactions without expending uses of either feature or Inspiring Word.

Moreover, you can move up to 10 feet on your turn without ending the effects of hold the line.

Unerring Eye

14th-level Academy of Order feature
Your keen sight pierces all deceptions. You can automatically detect the presence of Illusion magic and Shapeshifters, but you are not able to see the true forms that they disguise.

High Authority

18th-level Academy of Order feature
You are the highest authority of the law, only superseded by monarchs and divine agents. You always exude the effects of hold the line to creatures of your choice within 15 feet of you, but you can move and act as normal.

Finally, when a creature fails its saving throw against Halt, it is also Restrained until the start of its next turn.

Academy of Zeal

You have been chosen to lead the armies of your
deity in battle against their unholy foes. You lead
by a mix of strategy and faith, inspiring comrades
with both word and spell. Invoking your divine right
to lead, you must stand as a paragon of your faith.

Anointed Magic

3rd-level Academy of Zeal feature
When you join this Academy of War, you learn to call on divine power in the form of spells, using the rules below:

Cantrips. You learn two Cantrips of your choice from the Zeal spell list at the end of this Academy of War description, and you learn an additional Zeal Cantrip at 10th level.

Spell Slots. The Zeal Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of the Zeal spells you know of 1st-level and higher, you must expend one of these spell slots. You regain all of your
spell slots each time you finish a short or long rest.

For example, at 7th level, you have two 2nd-level spell
slots. To cast the 1st-level spell command, you must spend one of those slots, and command is cast at 2nd-level.

Spells Known of 1st-Level and Higher. You learn two
1st-level spells of your choice from the Zeal spell list. The Spells Known column of the Zeal Spellcasting table here shows when you learn additional Zeal spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

When you gain a level, you can choose one Zeal spell you know and replace it with another spell from the Zeal spell list, which must be of a level for which you have spell slots.

Spellcasting Focus. You must use a Holy Symbol as the Spellcasting Focus for your Zeal spells. If you emblazon your Holy Symbol upon a shield, you can use it as a Spellcasting Focus for your Zeal spells while you are wielding it.

Spellcasting Ability. Use your Leadership modifier when setting the saving throw DC or making a spell attack roll for any Zeal 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

Divine Mandate

3rd-level Academy of Zeal feature
You have been divinely appointed to lead others in war. You know the attack order Exploit. It does not count against your total number of Exploits Known, and it cannot be replaced.

You also gain proficiency in Religion. Whenever you make
a Religion check, add your Leadership modifier to your roll.

Optional Rule: Divine Domain

Talk to your DM about choosing a Divine Domain from those available to the Cleric for your Warlord. Whenever you learn a Zeal spell, you can choose to learn spells from that list of Domain Spells.

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

Channel Divinity

6th-level Academy of Zeal feature
As an action, you can hold aloft your Holy Symbol to Channel the power of your deity to produce effects beyond the bounds of spells. When you Channel Divinity, you produce one of two effects: Anointed Disciple or Mantle of Command.

You can Channel Divinity twice. You regain one use when you finish a short rest, and all uses when you complete a long rest. When you have no uses left, you can expend an Anointed Magic spell slot to Channel Divinity again.

Anointed Disciple. As an action, you grasp a Holy Symbol and Channel Divinity to fill yourself with divine presence. For 10 minutes, you add your Exploit Die to all ability checks you make that use your Leadership Ability.

Mantle of Command. As an action, hold aloft your Holy Symbol and fill yourself with divine leadership for 1 minute. For the duration, you can use a bonus action on each turn to make a weapon attack or issue one Order, like attack order.

Words of Zeal

14th-level Academy of Zeal feature
Your voice has been infused with divine authority. When you use Inspiring Word, the target regains the maximum number of hit points, in place of rolling its Hit Die.

Moreover, when you target a creature with an attack order, it can choose for its weapon attacks on that following turn to deal radiant damage in place of its normal damage type.

Favored Servant

18th-level Academy of Zeal feature
You have proven your dedication to the divine cause of your deity and been rewarded. When you take the Attack action on your turn, you can cast a Zeal spell with a casting time of one action in place of one of your attacks.

Finally, whenever you expend an Anointed Magic spell slot, you regain one of the following: hit points equal to your level, one Exploit Die, or one use of Inspiring Word.

Zeal Spell List

Below are the spells available to the Academy of Zeal. They can be found in the Player's Handbook, Xanathar's Guide to Everything *, and Tasha's Cauldron of Everything **.

Spells marked ll are found in laserllama's Compendium of Spells, which includes both new and alternate spells.

Cantrips (0-Level)

blade ward ll
booming blade ll
green-flame blade ll
light
message
resistance ll
sacred flame
spare the dying
sword burst ll
thaumaturgy
toll the dead
true strike ll

1st-Level

bless
command
compelled duel
cure wounds
divine favor ll
ethereal anchor ll
guiding bolt
heroism
inflict wounds
jump ll
protection from good & evil
sanctuary
searing smite ll
shield of faith
thunderous smite ll
wrathful smite ll

2nd-Level

aid
blindness/deafness
branding smite ll
darkness
find steed ll
magic weapon ll
restoration ll
spiritual weapon
warding bond
zone of truth

3rd-Level

aura of vitality
beacon of hope
blinding smite ll
conjure volley ll
crusader's mantle
flame arrows ll
protection from energy
remove curse
revivify
spirit guardians

4th-Level

aura of life
aura of purity
banishment
death ward ll
guardian of faith
staggering smite ll

The Warlord

Expanded

A multitude of additional options for Warlords! Includes seven Fighting Styles, thirty Exploits, four Feats, and six new Academies of War!

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

The Warlord class can be found Here.

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