Warlord

Warlord

You are a natural leader of men. Wherever you go, your friends will follow. Though your enemies outnumber you a hundred to one, your allies do not back down. You are made of greater stuff than the common soldier, and all who meet you can see that you are destined for something great.

Class Features
Hit Dice: 1d10 per Warlord level
Hit Points at 1st Level: 10 + Con
Hit Points at Higher Levels: 1d10 + Con per Warlord level

Proficiencies
Armor: All armor excluding shields.
Weapons: All simple and martial weapons.
Tools: Healer’s Kit

Saving Throws: Intelligence, Wisdom
Skills: Choose Three – Athletics, History, Intimidate, Medicine, Persuasion, Deception

Martial Training
In addition to the usual levels, a Warlord may take an Ability Score Increase or Feat at 6th and 14th level.

Heroic Inspiration
As a leader of men, your own valor inspires your allies and demoralizes your enemies. When you score a critical hit against an enemy, land a killing blow, or are hit by an attack from an enemy that only targeted you, you gain a Heroic Inspiration point. When you take a short or long rest, or when you intentionally deal damage to yourself or an ally, any points left in your pool are lost. When a creature other than yourself within 60 feet of you who can see or hear you makes an attack roll, ability check, or saving throw, you may remove one die from your pool. That creature must immediately re-roll their attack roll, ability check, or saving throw, keeping the new result.

Fighting Styles (Choose at Level 1):
Dueling: While you are wielding a melee weapon in one hand and no other weapons, you gain +2 damage bonus with that weapon.
Great Weapon Fighting: While wielding a two-handed weapon, you may re-roll damage results of 1 or 2, but you must use the second result.
Defense: You gain +1 to your AC while wearing armor.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Battle Vigor: At the start of combat, when initiative is rolled, you gain temporary hit points equal to your Warlord level. These temporary hit points are lost at the end of the encounter if they remain.
Low Blows: When you hit a creature with a weapon attack, its speed is reduced by ten feet until the end of its next turn.
Phalanx: When you and at least two friendly creatures are all within melee range of a single enemy and no other enemies are also within melee range of any of the three of you, you have advantage on all attack rolls against that creature.

Back on Your Feet
As a bonus action, you may aid an unconscious creature within five feet of you, granting them hit points equal to d10 plus your warlord level. You may perform this feature once per short or long rest.

Commands
At second level, your mastery of battle is such that you may spend heroic inspiration points to activate special abilities called Commands. There are five tiers of Commands that a Warlord can call for: General Commands, Battle Commands, Dire Commands, Desperate Commands, and Last Stands. These commands are made available as the Warlord puts themselves in harm’s way. General Commands are the most basic types of command, and are available to any Warlord. Battle Commands are more potent tactics that a warlord can access when they drop below three quarters of their maximum number of hit points. Dire Commands are increasingly powerful maneuvers that a Warlord may command when they are below half of their maximum hit points. Desperate Commands are powerful stratagems fueled by adrenaline and hope that a warlord may only activate when below one quarter of their maximum hit points. Finally, Last Stands are commands that are only activated in the most dire of circumstances, automatically going into effect when a Warlord hits 0 hit points.

At second level, you may select two Commands from the list at the end of the Warlord Class entry that you know. You may learn one additional Command at every odd numbered level from that point on.

Key Ability
Charisma is your key ability for your Commands.
Saving Throw DC: The DC to resist one of your Commands equals 8 + your proficiency bonus + your Charisma modifier.

Combat Leader
Beginning at third level, when you enter combat, you may roll a d4 before the first turn is taken. Add the number rolled to the initiative roll of all allies that can see or hear you. At fifteenth level this bonus increases to a d6.

Command Styles
At third level, you may choose Inspiring Leader or Demoralizing Foe as your command style.

Coordinated Offensive
Beginning at fifth level, you may, after taking the attack action, designate an ally who can see or hear you. They may use their reaction to make an immediate weapon attack against a creature of their choice. At 11th level in this class, you may direct two attacks with this ability, and three at twentieth level. No single ally may make more than one attack in this manner on any given turn, even if they have an ability that otherwise would allow them to use more than one reaction.

Adaptive Stratagem
Beginning at sixth level, you may roll three d20 after each long rest. You may, at any point before taking another long rest, expend one of these dice to replace any creature’s attack roll with this roll.

Proof Through the Night
Beginning at tenth level, you may, once per short or long rest, as an action, raise or wave a banner. All creatures affiliated with that banner gain advantage on attack rolls until the beginning of your next turn.

Devastating Offensive
Beginning at twentieth level, attacks granted by your Coordinated Offensive class feature add your Charisma modifier to the damage roll if they hit.

Inspiring Leader

Hold the Line
Starting at 3rd level, when you take the attack action, one ally who can see or hear you gains the benefit of half cover and cannot be forcibly moved from their position by non-magical means for up to one minute, as long as they remain in sight of you and you are not incapacitated. Once you have used this ability, you may not use it again until you complete a short or long rest. When you reach 5th, 11th, and 15th level, this ability may affect one additional ally.

Forward Momentum
Starting at 3rd level, whenever an ally who can see you drops an enemy to 0 hit points, he gains temporary hit points equal to your Warlord level.

Tactical Insertion
Once you reach 6th level, you may declare a specific mission (i.e., sneak past the enemy defenses, convince the baron to send forces to a battle, or scale a large mountain) that may be resolved with a skill challenge. You may then spend an hour of planning to give a number of creatures equal to your Charisma modifier advantage on any ability checks that contribute toward the success of a mission.

Invigorating Assault
Beginning at 14th level, whenever you hit an enemy with an attack, you may expend one or more hit dice to regain the associated amount of hit points. In addition, any ally who hits the same enemy before the beginning of your next turn may also spend one or more of their hit dice to regain hit points.

Demoralizing Foe

Threatening Presence
Starting at 3rd level, when you take the attack action, you may roll a Charisma (Intimidate) to force any number of creatures of your choice that can see you to make a Wisdom saving throw or be Frightened of you until the end of your next turn. You may use this feature once per short or long rest.

Immovable Object
Starting at 3rd level, when an opponent drops one of your allies to 0 hit points, you may immediately move up to your move speed toward the creature that made the attack and make an attack against that creature. Alternatively, you may forgo this opportunity and instead command a creature of your choice to do the same, if it elects to do so.

Complete Disarray
Beginning at 6th level, you may expend three command points to cause all enemies that can hear you to roll a Wisdom Save. On a failed save, a creature is frightened for 1 minute. A creature may attempt to save against this effect at the end of each of its turns. Once a creature has saved from this effect it cannot be affected by it again in the same day. At 11th level, you may add 1 to the DC for each creature you have killed since rolling for Initiative.

Unstoppable Force
Once you reach 14th level, whenever you hit an enemy with an attack, you may expend one or more hit dice to deal extra damage equal to the number of hit points you would have regained. In addition, any ally who hits the same enemy before the beginning of your next turn may also spend one or more of their hit dice to deal this extra damage.

COMMANDS LIST:

General Commands:

  • Tactical Repositioning - You may expend a command point on your turn to allow an ally to move up to their speed as a reaction. This movement does not provoke opportunity attacks.
  • Commander’s Favor - You may expend a command point as a reaction to allow an ally to add your proficiency bonus to one ability check.
  • Forced March - You may expend a command point to allow a number of allies (including yourself) equal to your Charisma modifier to ignore the effects of exhaustion caused by lack of sleep or an extended march for 24 hours. Any levels of exhaustion they already suffer from before you use this ability are not removed, but merely put on hold until the end of the effect.

Battle Commands:

  • Field Medic - You may expend a command point on your turn to allow an ally to spend a hit die to regain hit points. At 11th level, they may regain regain twice the number of hit points rolled. At 17th level, they may regain three times the number of hit points rolled.
  • Hold Fast - You may expend a command point as a reaction to an ally taking damage to grant them resistance to the source of that damage. At 11th level, this effect does not require your reaction.
  • Speed of Battle - You may expend a command point to increase the movement speed of a number of allies equal to your Charisma modifier by ten feet for one minute.
  • Lockdown - When you hit an opponent with an attack, you may expend a command point. If you do so, you and your allies are at advantage to attack that creature until the end of your next turn. At 5th level, any ally that hits the creature during this time deals extra damage equal to your charisma modifier. At 11th level, any ally benefitting from this feature also may add your charisma modifier to their roll to hit. At 17th level, if the lower of the two attack rolls would have hit, the ally may roll for damage twice.

Dire Commands:

  • Time of Need - When an ally rolls a die for any reason, you may expend any number of command points to add a bonus equal to the number of points spent to that roll, as your image inspires them to reach for greatness.
  • Monkey See - You may expend a command point as a reaction at any point to allow an ally to benefit from one of your feats until the end of their next turn.
  • Backlash - You may expend a command point as a reaction when hit by an enemy’s attack or spell effect to either make a weapon attack against that enemy or allow an ally to do the same.
  • Volley Fire - You may expend any number of command points as a bonus action to allow that number of allies to use their reaction to make weapon attacks against any foe within range.

Desperate Commands:

  • Bring it Down - When an ally scores a critical hit, you may expend a command point to allow them to roll each damage die one extra time, adding the total to the damage dealt. This effect is doubled at 5th level, tripled at 11th level, and quadrupled at 17th level.
  • Paralyze with Fear - You may expend a command point as a bonus action on your turn to force an opponent to make a Wisdom saving throw. If they fail the save, they are incapacitated until they take damage. You may spend additional command points to either increase the DC by one per command point spent, or to target one additional creature per point spent, but not both at once.
  • Cripple - When you hit a creature with an attack, you may expend a command point to force the target to make a Constitution saving throw. If it fails, it is addled for one minute. During this time, its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. In addition, on its turn, it may make either an action or a bonus action, not both.
  • Double Time - You may select a willing creature that can hear you within 30 feet. For 1 minute, the target’s speed is doubled, it gains a +2 bonus to AC, has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. After 1 minute, the fatigue sets in, and the target can’t move or take actions until after its next turn.

Last Stands:

  • Decisive Retribution - all allies within 10 feet of you may immediately take a single turn each, in initiative order, but skipping over enemy turns. This becomes all allies within 20 feet of you at 5th level, all allies within 30 feet at 11th level, and at 17th level your allies may take these turns in any order they choose.
  • No Man Left Behind - as long as you remain at 0 hp, all of your allies have advantage on saving throws. At 5th level, they also gain advantage on attack rolls, and at 11th level, they gain advantage on ability checks. At 17th level, they may re-roll any damage rolls they make, but must keep the second result. If you die, these bonuses are lost the next time your allies take a short or long rest.

Warlord

Legends of Belerath colby_savell