Fighter
Base Class: Fighter

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 war chief. Moving together in tight formation, the group of soldiers finally break through the lines of the 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 urserper'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 through either loyalty or through fear. They are brilliant and cunning tacticians, having spent years studying warfare, or simply possessing an innate talent for battlefield leadership. Whether a stalwart captain of the guards or a ruthless mercenary leader, the Warlord strengthens his companions with his words and his actions, exposing weaknesses in enemies defences and commanding his allies to strike.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Cleric and Bard spell list. You always have certain spells prepared after you reach particular levels in this class, as shown in the Warlord Spells table. These spells count as Cleric or Bard spells for you, but they don’t count against the number of Cleric or Bard spells you can prepare

 
 
Cantrips

You learn two cantrips of your choice from the Cleric or Bard spell list. You learn an additional Cleric or Bard cantrip of your choice at 10th level.

Spell Slots

The Warlord Spellcasting table shows how many spell slots you have to cast your Cleric or Bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Command and have a 1st-level and a 2nd-level spell slot available, you can cast Command using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Cleric or Bard spells of your choice.

The Spells Known column of the Warlord Spellcasting table shows when you learn more Cleric or Bard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the Cleric or Bard spells you know with another spell of your choice from any Cleric or Bard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Cleric or Bard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Warlord Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Feared and Respected

At 3rd level, you gain proficiency in the Intimidation and Persuasion Skills. At 7th level you and all allies within 30ft of you have advantage on saving throws against being Charmed or Frightened.

Master of Tactics

Starting at 3rd 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 within 5 feet of you, if the target can see or hear you.

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 can use this feature up to a number of times equal to half your fighter level rounded up + your Wisdom Modifier. You regain all uses of your Warlord Commands after taking a short or long rest.

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 of their speed, and if they end their movement within reach of an enemy they can make a single weapon attack against that enemy. Your ally can add your Charisma or Wisdom 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 defences while they group together. Until the start of your next turn, if two or more allies (including yourself) are within 10 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. The targeted creature must be within line of sight of both you and your ally. Your ally can add your Charisma or Wisdom 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 Wisdom modifier. The temporary hit points are removed at the end of the combat.

Retreat: You issue a Command to one of your allies within 30ft 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. Also the ally can move an additional 10ft if moving directly away from an enemy.

Unleash: You issue a Command to one of your allies within 30ft of you, allowing them to cast a spell on your turn. Your ally can use their reaction to cast a 2nd level or lower spell (that does not require a melee weapon attack) against a creature within line of sight of both you and an Ally. Your Ally can add your Charisma or Wisdom modifier to the spell attack bonus or the damage/ healing done by the spell.

 

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.

Make haste

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 Wisdom modifier

Fight as one

Starting at 18th level, whenever you and/ or up to 6 allies within 30ft are effected by a spell or effect, you can use your Indomitable fighter ability to reroll that saving throw for you and/or those allies effected by the spell and add your Wisdom modifier to rerolled saving throw they make against a spell or effect. 

Warlord Image