Base Class: Fighter
All warriors who follow the path of the Warlord can trace their art back to Loraf, the First Hero. For a Warlord, battle is a complex game of chess, but the game is not always so evenly weighted or fair. Many fighters who follow the Warlord Archetype spend their time outside of combat performing tasks that keep their keen minds active, such as pursuing scholarly ambitions, learning new skills and trades, or navigating the social battlefield of noble politics.
Not all fighters study the history, theory, and artistry reflected in the Warlord archetype, but those who do are often remembered by history as great generals and beloved heroes.
Warring Diplomat
When you choose this archetype at 3rd level, you gain proficiency in Persuasion and Intimidation.
Marching Orders
You can quickly survey the battlefield and devise a plan of action to defeat your enemies. You can take a bonus action to issue battlefield orders to friendly creatures within 30 feet of you that can hear you. You can issue a number of orders equal to your Charisma modifier (minimum once). The orders remain for 10 minutes or until expended. Once you issue these commands, you cannot do so again until you finish a long rest.
Each order issued grants the creature a bonus die, which is a d4. When the creature would make an attack roll or saving throw, the creature can expend the die by rolling it and adding the number rolled to the total. The creature can wait until after it rolls the d20 before deciding to use the Marching Orders die, but must decide before the GM reveals whether the roll succeeds or fails. Once expended, the bonus die is lost.
When you reach certain levels in this class, the bonus die changes. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.
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, and you can only use one Command per your turn.
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 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. If two or more allies (including yourself) are within 5 feet of each other, enemies have disadvantage on the first attack roll they each make against any of these allies until the start of your next turn.
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 or ranged spell attack (cantrip) against a creature within line of sight of both you and your ally. Your ally can add your Charisma 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 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.
Turn the Tides
Starting at 7th level, your willingness to keep fighting even in the most dire battle inspires those around you to fight by your side.
When you use your Second Wind, allies within 30 ft gain temporary hit points equal to half the hit points you gained from your Second Wind.
If an ally would make a saving throw within 30 ft of you and can see or hear you, you can use your reaction to add your Charisma modifier to their roll. If an ally would miss with an attack, you can use your reaction to add your Charisma modifier to the attack roll, potentially turning a miss into a hit. A creature can only benefit from this once per round.
Battlefield Mastery
At 10th level, when you issue a Command to an ally using the Warlord Commands ability, you can issue a second Command to a second ally by forgoing another one of your attacks. The second Command can be the same as the first Command or a different one.
At 18th level, you can issue a third Command to a third ally by forgoing another one of your attacks.
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 modifier. If you have no Marching Orders dice remaining when you roll initiative, you start combat with 1 Marching Orders die.
Loyalty Till Death
Starting at 18th level, your legendary presence on the battlefield inspires those around you to stay by your side, even beyond death.
While you’re above 0 hit points, allies in range of your Tactical Commander features gain your Charisma modifier bonus to their death saving throws. This does not change the result of a 1 or a 20.
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