Fighter
Base Class: Fighter

The Warlord subclass was originally created by Niklas Sandell. This release reflects the final official update, which offered a bit more flexibility, while implementing some small but necessary balance changes. If you enjoy this subclass, consider supporting his work over at the DM's Guild website.

Author's Notes - The Art of War

This Warlord Arhchetype is meant to be an alternative for players who are looking for a more tactical Fighter subclass, and is meant to emulate the Warlord of 4th-Edition D&D.

While the Battle Master and the Purple Dragon Knight are fine Archetypes in their own right, they do not quite capture the "tactical feel" of the Warlord. The goal of this subclass is to allow players to feel like masterly tacticians, while still allowing multiple builds through the versatile Fighter class. Players will be able to use their unique Warlord Commands every single round, assessing their options on every turn. The Warlord also provides an incentive for players to increase the Fighter's Charisma or Intelligence, granting extra damage and benefits to the entire group, such as a bonus to initiative and a chance to reroll crucial saving throws for the entire party.

The concept of the Warlord is that you are given the option every round to decide how to best aid your allies; either by taking the attacks yourself or by foregoing your attacks so that others might benefit from specific Warlord Commands.

Do you try to land your own final strike against the dragon, hoping to get the killing blow, or do you instead grant that attack to the hidden Rogue or raging Barbarian? When the wizard or bard is being swarmed by enemies, do you forgo your own attacks to allow them to get to safety, or do you spend your turn on granting some overall protection to the entire party? These are the kinds of decisions a Warlord will have to make every single round.

Lastly, when playing a Warlord, always remember the wise words of the great general - 'In the midst of chaos, there is also opportunity'. Fight hard, but above all, fight smart.


After days of fighting their sworn enemies to a stand-still, the human commander slowly raises his spear and orders his men to form ranks and advance against the enemy warchief.  Moving together in tight formation, the group of soldiers finally break through the lines of elite bodyguards before seizing the opportunity to end the war for good.

High atop the palisade a half-elven watchwoman orders her company of archers to rain down arrows on the approaching orc warband.  As the battle for her village rages all around them, her powerful voice inspires her friends to continue fighting even when all seems lost.

Surveying the ambush site and the usurper's henchmen, the male half-orc orders the trap to be sprung.  Watching as the decoy skirmishers retreat into the safety of the woods, the hidden freedom-fighters emerge from both sides of the road, cutting the tyrant's soldiers off from any possible retreat.

Warlords are born battlefield commanders, inspiring others either through loyalty or through fear.  They are brilliant and cunning tacticians, having spent years studying warfare, or simply possessing an innate talent for leadership. Whether a stalwart captain of the guards or a ruthless mercenary leader, the Warlord strengthens their companions with words and actions, while exposing weaknesses in the enemies' defenses and commanding his allies to strike.

Level 3: Feared and Respected

When you choose this archetype at 3rd level, you gain proficiency in both intimidation and persuasion skills if you are not already proficient in them.

Level 3: Warlord Commands

At 3rd level, whenever you take the Attack action you can issue one of the following Commands by forgoing one of your attacks. The target of the Command has to be able to see or hear you. You may choose whether your Commands use Intelligence or Charisma for any modifiers they may use.

Charge. You issue a Command to one of your allies within 30 feet of you, allowing them to move and attack on your turn. Your ally can use their reaction to move up to half their speed, and if they end their movement within reach of an enemy they can make a single melee weapon attack against that enemy. Your ally can add your Charisma or Intelligence modifier to the damage roll of their attack.

Formation. You issue a Command to up to 6 allies within 30 feet of you, improving their defenses while they group together. Until the start of your next turn, if two or more allies (including yourself) are within 5 feet of each other when they are attacked, the first attack roll made against each ally is made with disadvantage.

Let Fly. You issue a Command to one of your allies within 60 feet of you, allowing them to make a ranged attack on your turn. Your ally can use their reaction to make a single ranged weapon attack against a creature within line of sight of both you and your ally. Your ally can add your Charisma or Intelligence modifier to the damage roll of their attack.

Regroup. You issue a Command to one of your allies within 30 feet of you, bolstering their resolve and stamina. The ally gains temporary hit points equal to your Fighter level + your Charisma or Intelligence modifier. The temporary hit points are removed at the end of combat.

Retreat. You issue a Command to one of your allies within 30 feet of you, allowing them to fall back safely. Until the start of your next turn, the ally's movement does not provoke opportunity attacks when leaving the reach of an enemy.

Unleash. You issue a Command to one of your allies within 30 feet of you, allowing them to cast a spell on your turn. Your ally can use their reaction to cast a cantrip (that does not require a melee attack) against a creature within line of sight of both you and your ally. Spells that allow multiple attack rolls can only make half of those attack rolls (rounded up) as part of their reaction.  Your ally can add your Charisma or Intelligence modifier to the overall damage of the cantrip.

Charisma

Your Commands use your Charisma modifier.

Intelligence

Your Squad Maneuvers use Intelligence as a modifier.

Level 7: Military Diplomacy

At 7th level, you can add double your proficiency bonus to both intimidation and persuasion.

Level 7: Master of Tactics

Also at 7th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Level 10: Battlefield Mastery

At 10th level, when you issue a Command to one or more of your allies using the Warlord Commands ability, you can issue a second Command by forgoing another one of your attacks. The consecutive Command can be the same as the first Command or a different one. 

At 18th level, you can issue a third Command by forgoing another one of your attacks.

Level 15: Make Haste

Starting at 15th level, you and up to 6 allies of your choice within 30 feet of you gain a bonus to Initiative rolls equal to your Charisma or Intelligence modifier.

Make Haste - Charisma

Make Haste uses your Charisma modifier.

Make Haste - Intelligence

Make Haste uses your Intelligence modifier.

Level 18: Fight As One

Whenever you use your Indomitable ability to reroll a saving throw, you can allow up to 6 allies within 30 feet of you to reroll a saving throw against the same spell or effect. Your allies can add your Charisma or Intelligence modifier to the rerolls.

Charisma

Fight as One uses your Charisma modifier.

Intelligence

Fight as One uses your Intelligence modifier.

Warlord (2024) Image

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