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Proficiency Maneuvers Maneuvers

Level Special Stances


Bonus Known Readied

1st +2 Warlord’s Gambit, gambit (2) 6 4 1

Tactical Presence
2nd +2 7 5 2
(indomitable)

Wargames Practice, Force of


3rd +2 8 5 2
Personality

4th +2 Tactical Flanker, gambit 8 5 2

Tactical Presence (rallying),


5th +3 9 6 3
Battle Prowess +1

6th +3 Dual Boost 1/day, extra attack 9 6 3

7th +3 Tactical Presence (free action) 10 6 3

8th +3 Tactical Assistance, gambit 10 7 3

9th +4 Tactical Presence (victorious) 11 7 4

10th +4 11 7 4

11th +4 Dual Tactical Presence 12 8 5

Battle Prowess +2, Dual Boost


12th +4 12 8 5
2/day, gambit

13th +5 Wargames Experience 13 8 5

14th +5 13 9 5

15th +5 Warlord’s Presence 14 9 6

16th +5 Gambit 14 9 6

17th +6 Master of Games 15 10 6

18th +6 Dual Boost 3/day 16 10 7


Proficiency Maneuvers Maneuvers
Level Special Stances
Bonus Known Readied

19th +6 Battle Prowess +3 17 10 7

20th +6 Dual Stance, gambit 18 11 7

The Warlord

The Warlord are a special kind of warrior that takes on years of dedication and understanding to
become. They master various kinds of martial techniques to use upon their foes and study the arts of
war to better command as well as lead their allies to victory. At home on the frontlines, warlords aim to
become what their name would suggest, lords of war.

Warlords seek out ancient scrolls and tomes to find new and unique martial techniques. Some join the
famous orders that exist in the world to train in their unique ways of combat.

Warlord Starting Features


Hit Points –
Hit Dice: 1d10

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warlord level after 1st

Proficiencies -
You are proficient with the following items, in addition to any proficiencies provided by your race or
background.

Armor: light armor, medium armor, shields

Weapons: simple weapons, martial weapons

Tools: none

Saving Throws: Strength, Charisma

Skills: Choose two skills from Athletics, History, Insight, Intimidation, Perception, Acrobatics, Persuasion
and Survival.

Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) scale mail or (b) leather, longbow, and 20 arrows

• (a) a martial weapon and a shield or (b) two martial weapons

• (a) a light crossbow and 20 bolts or (b) two handaxes

• (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Maneuvers

A warlord begins his career with knowledge of six martial maneuvers. The disciplines available
to him are Golden Lion, Primal Fury, Scarlet Throne, Solar Wind, Thrashing Dragon, and either
Piercing Thunder or Tempest Gale. If he does not have that discipline’s associated skill as a class
skill, he gains it as a class skill. Once he knows a maneuver, he must ready it before he can use it
(see Maneuvers Readied, below). A maneuver usable by warlords is considered an
extraordinary ability unless otherwise noted in its description. His maneuvers are not affected
by spell resistance, and he do not provoke attacks of opportunity when he initiates one. He
learns additional maneuvers at higher levels, as shown on Table 1-3: The Warlord. The warlord
must meet a maneuver’s prerequisite to learn it. See the Maneuvers Known table for more
information.
Table: Highest Level Maneuvers Known
Initiator Level Maneuver Level
1st-2nd 1st
3rd-4th 2nd
5th-6th 3rd
7th-8th 4th
9th-10th 5th
11th-12th 6th
13th-14th 7th
15th-16th 8th
17th+ 9th

Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th,
8th, 10th, and so on), the warlord can choose to learn a new maneuver in place of one he
already knows. In effect, the warlord loses the old maneuver in exchange for the new one. He
can choose a new maneuver of any level he likes, as long as he observes his restriction on the
highest-level maneuvers he knows. The warlord need not replace the old maneuver with a
maneuver of the same level. The warlord can swap only a single maneuver at any given level. A
warlord’s initiator modifier is Charisma. Many maneuvers require a save against your initiator
level, this is calculated below.

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your
choice)

Maneuvers Readied

A warlord can ready four of his six starting maneuvers, but as he advances in level and learns
more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by
going through weapon drills for an hour. The maneuvers he chooses remain readied until he
decides to repeat this again and change them. Warlords do not need to sleep or rest for any
long period of time to ready their maneuvers; any time he spends an hour in practice, he can
change his readied maneuvers. He may not ready any individual maneuver more than once. He
begins an encounter with all readied maneuvers unexpended, regardless of how many times he
may have already used them since he chose them. When the warlord initiates a maneuver, he
expends it for the current encounter, so each of his readied maneuver can be used once per
encounter (until they are recovered, see below).

For a warlord to recover expended maneuvers, he must perform one of two types of actions: a
gambit action in which he gambles on his performance in battle (see Warlord’s Gambit below),
or he may spend an action to recover a single readied maneuver of his choosing.

Stances Known

Warlords begin play with knowledge of one stance from any discipline open to warlords. At the
indicated levels (see class table), the warlord selects an additional new stance. Unlike
maneuvers, stances are not expended and he does not have to ready them. All the stances he
knows are available to him at all times, and he can change the stance he is currently using as a
swift action. A stance is an extraordinary ability unless otherwise stated in the stance
description. Unlike with maneuvers, the warlord cannot learn a new stance at higher levels in
place of one he already knows.

Warlord’s Gambit

At his core, the warlord is a warrior who relies on both skill and daring; without this he is but
any other combatant. By setting himself to danger, does his true skill shine, or so the motto of
the warlord goes. At 1st level, a warlord selects two gambits from the gambits available to
warlords. At 4th level and every four levels thereafter, a warlord selects an additional gambit to
learn. These gambits allow the warlord to recover maneuvers.

A gambit has two aspects: a risk and a reward. A gambit’s risk describes an action the warlord
must take in order to play the gambit. The warlord begins a gambit as a bonus action, then
performs the gambit’s risk action. He may add his warlord initiation modifier (Charisma +
Proficiency) as a replacement for the normal “check” on any d20 rolls made to perform this
action (such as the Acrobatics check of an acrobatic gambit, or the attack roll of a brave
gambit). If the warlord initiates a maneuver as part of a gambit, he cannot recover that
maneuver when the gambit is completed (even if it’s his only expended maneuver).

If the warlord succeeds at his gambit’s risk, he recovers an expended maneuver and gains the
reward listed in the gambit’s description. Allies who would gain a benefit from the gambit’s
reward must be within 60 feet of the warlord and able to see him perform the gambit’s risk. If
the warlord fails his gambit (such as missing the charge attack of a brave gambit, or failing the
saving throw of an unbreakable gambit), he suffers the gambit’s rake, giving him a disadvantage
penalty on all d20 rolls on his next turn.

Gambit Risk Reward

Acrobatic The warlord attempts to make an Acrobatics The warlord and each of his allies
gains a morale bonus equal to the
warlord’s initiation modifier
check to move through a creature’s threat
(Charisma) on the damage roll of the
Gambit area without provoking attacks of
next attack they make against that
opportunity.
creature before the start of the
warlord’s next turn.

The warlord charges forward at least 10ft in a The warlord and each of his allies gain
straight line and performs an attack (if he has a morale bonus equal to the warlord’s
the ability to make multiple attacks on a initiation modifier (Charisma) on the
Brave Gambit
charge, only the first attack roll gains the damage roll of the next attack they
benefits of the gambit, and that attack must make before the start of the
be successful for the gambit to succeed). warlord’s next turn.

Other allies adjacent to the grappled


Battering Ram The warlord attempts a shove or grapple or moved opponent may make an
Gambit attack against an opponent. attack of opportunity against that
creature.

The warlord is able to move the


The warlord attempts a reposition combat opponent into an undesirable
Chessmaster’s attack against an opponent, attempt to position, and that opponent takes a
Gambit perform an Athletics contest to shift the penalty to their AC equal to the
opponent 5ft around your reach. warlord’s initiation modifier until the
start of the warlord’s next turn.

The warlord and each of his allies gain


The warlord makes a dirty trick attempt, a morale bonus equal to the warlord’s
Dastardly
performing a Bluff, Intimidate or Diplomacy initiation modifier on the damage roll
Gambit
check against their opponent. of the next attack they make before
the start of the warlord’s next turn.

The warlord and each of his allies gain


The warlord attempts a called shot. Take aim temporary hit points equal to his
Deadeye
at a particular target, this target gets a half warlord initiation modifier. These
Gambit
cover bonus. temporary hit points last until the end
of the encounter or until used.

Duelist’s The warlord makes a disarm attempt. The warlord can make an attack of
Gambit opportunity against the disarmed
opponent. If he hits, he gain a morale
bonus on the damage roll equal to his
warlord initiation modifier.

The warlord is considered to be


flanking that opponent until the end
Flanker’s The warlord attacks an opponent adjacent to
of her next turn, even if the warlord is
Gambit one of the warlord’s other allies.
not in a position that would allow him
to flank them.

The opponent is so rattled by the


warlord’s deft bull rush, that he
Gatecrasher
The warlord makes a shove attempt. suffers a penalty equal to his warlord
Gambit
initiation modifier for one round on
all d20 rolls.

When the warlord has the


successfully grappled opponent
pinned, the warlord gains a morale
The warlord makes a grapple attempt (but not
Grappler bonus on damage rolls when dealing
a grapple check in response to being
Gambit damage as part of a grapple check
grappled).
equal to his warlord initiation
modifier. This ability lasts until the
opponent escapes the grapple.

The warlord’s other allies each gain a


The warlord makes a ranged attack while morale bonus on their next attack roll
Outrider’s
riding a mount that has moved at least 10 during this encounter against the
Gambit
feet this turn before his attack. opponent the warlord hit equal to the
warlord’s initiation modifier.

The warlord boldly grabs his target


and drags them around while
inspiring his allies to action; for every
The warlord attempts a grapple maneuver 5 feet the warlord drags the
Oxen’s Gambit against an opponent and must move them at opponent, his allies (other than
least 10 ft. himself himself) may move 5 feet
without provoking attacks of
opportunity as a free action, even if it
isn’t their turns.

Pinhole The warlord makes a ranged attack against an The warlord gains a bonus to his
Gambit opponent that is adjacent to one of his other armor class equal to his warlord
allies. initiation modifier until the start of his
next turn.

The creature the warlord successfully


Rascal’s The warlord makes a Bluff attempt to bait an feinted gives advantage to the
Gambit enemy attack. Warlord’s allies against melee attacks
until the start of its next turn.

The warlord’s ravaging attack ignores


Ravager’s The warlord makes an attack with minus -5 to a number of points of the AC equal to
Gambit the attempt. half, rounded up, his warlord
initiation modifier.

The warlord can make an attack of


The warlord makes an attack that deals no opportunity against the tripped
Sweeping
damage but forces the target to make a opponent. If he hits, he gain a morale
Gambit
Strength or Dexterity saving throw. bonus on the damage roll equal to his
warlord initiation modifier.

The makes a Fortitude or Will save against a


non-harmless extraordinary ability,
The warlord regains a number of hit
Unbreakable maneuver, power, spell, spell-like or
points equal to three times his
Gambit supernatural ability ability. Unlike other
warlord initiation modifier.
gambits, unbreakable gambit can be activated
as an immediate action.

Unlike other gambits, the warlord must


activate this gambit at the start of his turn,
before taking other actions. When he does so,
The warlord and each of his allies gain
he chooses an opponent. If he reduces that
a morale bonus on their next attack
Victory Gambit opponent to 0 or fewer hit points this turn,
roll during this encounter equal to the
the gambit is a success. Otherwise, it is a
warlord’s initiation modifier.
failure. This gambit does not add the
warlord’s initiation modifier as a luck bonus
on any d20 rolls.

Tactical Presence

At 2nd level, the warlord’s innate charisma allows his very presence to aid and assist not only
himself but his allies as well, just by his being around. Adopting a presence requires a
movement action, only one presence may be maintained at any given time and they can only
be used in the stress of combat. At 7th level, the warlord is capable of adopting a presence as a
bonus action.
Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of
battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position
may add his warlord initiation modifier to saves versus death effects, exhaustion effects, or
poison effects as a morale bonus.

Warning Presence: The instructions given by the wary warlord help his allies defend themselves
against sudden surprises. Allies within 30 feet of the warlord gain a bonus equal to the
warlord’s initiation modifier on saves against traps and to their AC during a surprise round. In
addition, the warlord can designate one of his allies to act in a surprise round, even if they
normally would not be able to. A warlord must be at least 2nd level to select this presence.

Taskmaster’s Presence: The warlord is a driving master, be it cruelly with a whip or kindly with
encouragement. Allies within 30 feet of the warlord gain the benefits of the Endurance feat and
gain a morale bonus on saving throws against fatigue, disease, compulsion effects, and sleep
effects equal to the warlord’s initiation modifier. A warlord must be at least 5th level to select
this presence.

Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts
and wills of those who fight beside him in battle. At 5th level, the warlord may add his warlord
initiation modifier as a morale bonus to saves versus fear, death effects, or charm effects to all
allies within 30-ft. of his position. If the warlord maintaining this presence becomes frightened,
panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze
him), charm or death effects, this presence immediately ends.

Victorious Presence: The preternatural skill at arms that a warlord of at this level possesses is
enough to win any battle. At 9th level, any foe that the warlord brings to 0 or fewer hit points in
battle immediately fuels his hunger for the win, granting him and his allies within 30-ft. of his
position the character’s class level plus his warlord initiation modifier in temporary hit points.
These hit points endure until they are lost or until the end of the encounter, whichever occurs
first. Damage inflicted on the warlord is deducted from his temporary hit points first before
being deducted from his normal hit point total. This presence ability recharges daily.

Gladiator’s Presence: The warlord has seen some scraps in his day, and he knows how to inspire
his allies through some tough moments too. Allies within 30 feet of the warlord gain a morale
bonus on attack rolls for the next round. In addition, those allies do not provoke attacks of
opportunity during the round. A warlord must be at least 9th level to select this presence. This
presence ability recharges daily.

Wargames Practice

The warlord becomes a proficient at viewing the battlefield during his studies of war. Using an
action, he may force an ally to move in a direction of their choosing.

Force of Personality
At 3rd level, the warlord’s forceful personality and bold, headstrong nature assist him in
resisting the influence of others. Where others use personal serenity, awareness of the world
around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord has
advantage on charisma saving throws.

Tactical Flanker

At 4th level, the warlord is exceptionally gifted at working with his allies to bring down
opponents and his skills assist any who ally with him. At the start of the warlord’s turn, he
chooses a single square adjacent to him. Until the start of his next turn, he and his allies can
treat that square as if it was occupied by him for the purposes of flanking opponents.

Battle Prowess

The warlord is a skilled combatant, mixing traditional fighting skills with the skill of his martial
discipline training. Choose a discipline, and when the warlord is in a martial stance from this
chosen discipline, the character gets the listed bonus (+1 at 5th level, +2 at 12th level, +3 at
19th level) as a competence bonus to attack and damage rolls. He may select another discipline
at 12th level, and third discipline at 19th level.

Dual Boost

Knowledgeable in the ways of making the best of any situation through pluck and verve, the
warlord is capable of applying multiple martial principles simultaneously. At 6th level, once per
day the warlord may initiate two boost type maneuvers as part of the same bonus action. He
may use this an additional time per day at 12th level, and three times per day at 18th level.

Tactical Assistance

At 8th level, the warlord’s gift for helping his allies in combat improves. The character may use
the aid another action for any single ally within 30-ft. of his position as, replacing his
movement.

Dual Tactical Presence

At 11th level, the sight of the warlord on a field of combat inspires multiple feelings in those
around him. He may select and use two presences, activating them together as a bonus action.

Wargames Experience

At 13th level, the warlord’s constant studying has paid off and in battle this has enabled him to
utilize the strengths of his allies. The warlord may now encourage an ally to attack their nearest
foe as an action.

Warlord’s Presence
At 15th level, the warlord is capable using three of his presences together at the same time,
activating them together as a bonus action.

Master of Games

At 17th level, the warlord’s peerless studying in the theater of war has enabled him to utilize
the tactical skills of his allies, now the warlord can encourage an ally to utilize any action they
wish as an action.

The Lord of War

At 20th level, the warlord’s ability to use his stances improves, allowing him to gain the benefits
of two known stances simultaneously. He must still adopt each stance individually, requiring
him to expend one bonus action for each stance.

Proficiency Stances Maneuvers Maneuvers


Level Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus Known Known Prepared

Warlord’s
1st +2 Gambit, 1 2 2 — — — — — — — —
gambit (2)

Tactical
2nd +2 2 3 3 — — — — — — — —
Presence

Wargames
3rd +2 Practice, Force 2 4 4 2 — — — — — — —
of Personality
Ability Score
Improvement,
4th +2 Tactical 2 5 4 3 — — — — — — —
Flanker,
gambit

Tactical
Presence,
5th +3 Battle Prowess 3 6 4 3 2 — — — — — —
+1, extra
attack

6th +3 Dual Boost 1 3 7 4 3 3 — — — — — —

Tactical
7th +3 3 8 4 3 3 1 — — — — —
Presence

Ability Score
Improvement,
8th +3 Tactical 3 9 4 3 3 2 — — — — —
Assistance,
gambit

Tactical
9th +4 4 10 4 3 3 3 1 — — — —
Presence

10th +4 — 4 11 4 3 3 3 2 — — — —

Dual Tactical
11th +4 5 12 4 3 3 3 2 1 — — —
Presence

Ability Score
Improvement,
12th +4 Battle Prowess 5 12 4 3 3 3 2 1 — — —
+2, Dual Boost
2/day, gambit

Wargames
13th +5 5 13 4 3 3 3 2 1 1 — —
Experience

14th +5 — 6 13 4 3 3 3 2 1 1 — —

Warlord’s
15th +5 6 14 4 3 3 3 2 1 1 1 —
Presence

Ability Score
16th +5 Improvement, 6 14 4 3 3 3 2 1 1 1 —
gambit
Master of
17th +6 6 15 4 3 3 3 2 1 1 1 1
Games

Dual Boost
18th +6 7 15 4 3 3 3 3 1 1 1 1
3/day

Battle Prowess
19th +6 7 16 4 3 3 3 3 2 1 1 1
+3

The Lord of
20th +6 7 16 4 3 3 3 3 2 2 1 2
War

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