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Warlord Art Credits

The ironclad centaur and her allies are the only ones left Art taken from Player's Handbook 1 (4th Edition).
standing after the kraken's devastating assault. Having
calculated most possible courses of action, the centaur
lets out a shout and charges forward. Using her spear to
deflect as many tentacles as possible, the centaur draws
the kraken's ire so that her allies can position themselves
behind the kraken's weak spot. Only a moment after the
centaur's signal, the kraken keels over in pain, its heart
pierced with a perfectly timed barrage of arrows and steel.
Passing through a dense fog, a leather-bound shifter
guides a party of adventurers through the swamps.
Hearing cries of pain, the shifter approaches to find an
injured man leaned against a tree. Noticing the arrow
lodged in his shoulder, the shifter steadies their breath
and draws their shortsword. Amidst the man's wincing and
the rushing water of the nearby stream, the shifter hears
the subtle twang of a shortbow being knocked. They let out
a high pitched whistle, and the party immediately knows
to take cover. When the party wizard stands up from their
prone position, they find an arrow lodged in the tree next
to where their head would have been.
Having fought for days on end, the leonin's breastplate is
all but shattered. She and her soldiers are weary, and are
starting to be beaten back by the hydra's relentless attacks.
But the leonin refuses to accept defeat. Letting out a
mighty roar, the leonin's overwhelming presence causes
the hydra to recoil for a brief window of time. In this time,
the leonin delivers a few short sentences that inspire hope
and resolve in the hearts of her comrades. By the time the
hydra shakes off the effect, it finds that the soldiers that
stand before it have become even stronger than they were
before the battle began.
Warlords are accomplished and competent battle
leaders. They stand on the front line issuing commands
and bolstering their allies while leading the battle with
weapon in hand. Whether through tactical wit, sharp
instincts, or unwavering courage, a warlord knows how to
work with a team to win a fight.
Combat Leaders
While many warlords choose to take command of an army
or some other group of combatants, a warlord leadership
abilities don't require them to be in charge of anyone. The
battlefield medic turned expert archer, the cowardly
farmer with an uncanny intuition and sense of danger, and
the soft spoken knight with a heart of gold are all
examples of warlords that work with their party, rather
than making the party work for them.
Skilled Warriors
The distinction between a normal general and a warlord is
that a warlord will fight alongside their allies, rather than
staying out of combat and directing affairs from behind the
scenes. Warlords train for years to learn the skills of
combat, mastering a variety of weapons and armor. It is
the use of these martial skills on the front lines that allow
their leadership to be more effective than a normal
general could ever be.

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Quick Build
You can make a warlord quickly by following these
The Warlord suggestions. First, make Strength or Dexterity your highest
ability score, depending on whether you want to focus on
Proficiency melee weapons or on archery (or finesse weapons). Your next-
Level Bonus Features highest score should be Intelligence, Wisdom, or Charisma,
Warlord's Favor, Warlord depending on the Warlord Archetype you want to choose.
1st +2
Archetype Second, choose the soldier background.
Commanding Presence, Fighting
2nd +2
Style Class Features
3rd +2 Warlord Archetype feature As a warlord, you gain the following class features.
4th +2 Ability Score Improvement Hit Points
5th +3 Extra Attack, Victory Surge Hit Dice: 1d10 per warlord level
6th +3 Ability Score Improvement Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
7th +3
Battle Ready, Warlord Archetype modifier per warlord level after 1st
feature
Proficiencies
8th +3 Ability Score Improvement
Armor: All armor, shields
9th +4 Lead by Example Weapons: Simple weapons, martial weapons
10th +4 Warlord Archetype feature Tools: one type of artisan's tools of your choice
Saving Throws: Strength, Constitution
11th +4
Banner of Command, Mind of a Skills: Choose any three
Leader
Equipment
12th +4 Ability Score Improvement You start with the following equipment, in addition to the
13th +5 Lead by Example (2) equipment granted by your background:
14th +5 Ability Score Improvement (a) chain mail or (b) leather armor, longbow, and 20
15th +5 Warlord Archetype feature arrows
(a) a martial weapon and a shield or (b) two martial
16th +5 Ability Score Improvement weapons
17th +6 Lead by Example (No Reaction) (a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack
18th +6 Warlord Archetype feature
19th +6 Ability Score Improvement Warlord's Favor
20th +6 Perfect Front 1st-level warlord feature
As a bonus action, you can call out to an ally within 60 feet of
you and offer words of inspiration, warning, or tactical
guidance. If the target can hear and understand you, it
regains hit points equal to your leadership ability modifier +
Creating a Warlord your warlord level (minimum of 1). An ally that is unconscious
As you create your warlord character, consider that your at 0 hit points can also benefit from this feature if it would be
ability to lead others to victory is a direct result of your able to hear you while conscious.
history. You could be a minor warchief looking to make a You can use this feature a number of times equal to your
name for yourself, a pious knight commander on leave from leadership ability modifier (a minimum of once), as defined
your militant order, a youthful noble eager to apply years of below. You regain any expended uses when you finish a long
training to life outside the castle walls, a calculating rest.
mercenary captain, or a courageous marshal of the Leadership Ability
borderlands who fights to protect the frontier. Regardless of
your background, you are a skillful warrior with an uncanny Your leadership ability is listed in the description of your
knack for leadership. Warlord Archetype. You primarily use this ability to calculate
the uses and effects of your Warlord's Favor, but some of your
other warlord features might reference it as well.

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Warlord Archetype Ability Score Improvement
1st-level warlord feature 4th-level and higher warlord feature
You take on an archetype that you strive to emulate in your When you reach 4th level, and again at 6th, 8th, 12th, 14th,
leadership style. Choose Knight Commander, Pragmatist, or 16th, and 19th level, you can increase one ability score of
Tactician, all detailed at the end of the class description. The your choice by 2, or you can increase two ability scores of
archetype you choose grants you features at 1st level and your choice by 1. As normal, you can't increase an ability
again at 3rd, 7th, 10th, 15th, and 18th level. score above 20 using this feature.
Commanding Presence Extra Attack
2nd-level warlord feature 5th-level warlord feature
Allies within 10 feet of you that can see or hear you gain a You can attack twice, instead of once, whenever you take the
bonus to weapon damage rolls equal to your leadership Attack action on your turn.
ability modifier (minimum of +1) made against targets you
can see. This ability doesn't function while you are Victory Surge
incapacitated. 5th-level warlord feature
The range of this ability increases by 5 feet whenever you
gain a level in this class. You regain all of your expended uses of Warlord's Favor when
you finish a short or long rest.
Fighting Style Additionally, you can target yourself with your Warlord's
2nd-level warlord feature Favor feature, but doing so doesn't grant you any benefits
from the 1st-level feature of your Warlord Archetype.
You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can't take a Fighting Battle Ready
Style option more than once, even if you later get to choose 7th-level warlord feature
again.
Archery
Your combat experience has granted you an edge on initiative
rolls. When you roll initiative, you can grant yourself and any
You gain a +2 bonus to attack rolls you make with ranged number of creatures of your choice within range of your
weapons. Commanding Presence a bonus to the roll equal to your
Defense leadership ability modifier (minimum of +1). This feature
doesn't function while you are incapacitated.
While you are wearing armor, you gain a +1 bonus to AC.
Dueling Lead by Example
When you are wielding a melee weapon in one hand and no 9th-level warlord feature
other weapons, you gain a +2 bonus to damage rolls with that When you make a weapon attack, you can also choose one
weapon. ally that is in range of your Commanding Presence. If the
Great Weapon Fighting target can see or hear you, it can immediately use its reaction
When you roll a 1 or 2 on a damage die for an attack you to make one weapon attack.
make with a melee weapon that you are wielding with two Once you use this feature, you can't use it again until you
hands, you can reroll the die and must use the new roll, even finish a short or long rest.
if the new roll is a 1 or a 2. The weapon must have the two- Starting at 13th level, you can target two allies with this
handed or versatile property for you to gain this benefit. feature, rather than one.
Starting at 17th level, making an attack granted by this
Protection feature doesn't require an ally to expend their reaction.
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 Banner of Command
impose disadvantage on the attack roll. You must be wielding 11th-level warlord feature
a shield.
You also benefit from the damage bonus of your
Two-Weapon Fighting Commanding Presence feature. Additionally, when an ally
When you engage in two-weapon fighting, you can add your makes an attack that benefits from your Commanding
ability modifier to the damage of the second attack. Presence, that ally can roll a d4 and add the number rolled to
the attack roll.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mind of a Leader Tough as Nails
11th-level warlord feature 7th-level Knight Commander feature
You gain proficiency in saving throws using your leadership Your combat experience has hardened your resolve and
ability. bolstered your ability to stay in the fight. You gain advantage
on saving throws against being charmed, exhausted,
Perfect Front frightened, and incapacitated.
20th-level warlord feature Break Their Nerve
10th-level Knight Commander feature
You have mastered the use of your Warlord's Favor. When you
use your Warlord's Favor feature, you can choose to target up You dominate the field of battle to the extent that enemies
to five allies within range, rather than just one. find your mere presence overwhelming. Once per turn when
Once you use this ability, you can't use it again until you you hit a creature within 30 feet of you with a weapon attack,
finish a short or long rest. if the attack had advantage on the attack roll or is a critical
hit, you can force the target to make a Wisdom saving throw
Warlord Archetypes (DC 8 + your proficiency bonus + your Charisma modifier).
On a failed save, the target is frightened of you until the end
Different warlords choose different approaches to combat. of your next turn.
Each approach can be associated with the use of one of the If the creature succeeds on its saving throw or the effect
three mental abilities: Intelligence, Wisdom, or Charisma. ends for it, you can't use this feature on that creature again
The Tactician, Pragmatist, and Knight Commander for 24 hours.
archetypes are three examples of such approaches.
Defensive Rally
Knight Commander 15th-level Knight Commander feature
A knight commander leads by exhortation, encouragement, Any ally that is benefiting from your Commanding Presence
and inspiration. They prefer to lead through deeds, rather also has advantage on saving throws against being charmed,
than just through words. As a knight commander spearheads frightened, or incapacitated.
an attack, their actions can awaken reserves of courage and
conviction in allies that they never suspected they had. Stand Invincible
18th-level Knight Commander feature
Leadership Ability
Your leadership ability is Charisma, as you use your force of When you take the Attack action, you can grant an
personality to help your allies find new surges of courage and unwavering sense of perseverance to yourself and each ally
endurance within themselves. within range of your Commanding Presence. Until the end of
your next turn, each target has advantage on all attack rolls,
Inspiring Word ability checks, and saving throws.
1st-level Knight Commander feature Once you use this ability, you can't use it again until you
finish a long rest.
When you use your Warlord's Favor on an ally, that ally also
gains temporary hit points equal to half the amount of normal Pragmatist
hit points regained. These temporary hit points last for 1
minute. A pragmatic warlord doesn't limit themself to a particular
combat style - they adapt to the mistakes and openings their
Relentless Assault enemies provide and endeavor to create opportunities that
3rd-level Knight Commander feature can be taken advantage of. They lead through a diverse
selection of shouted commands, ongoing stratagems,
Your encouragement allow your allies to strike true. When an formations, and flexible plans - any resource that they have is
ally that is benefiting from your Commanding Presence available for use.
misses with an attack, you can use your reaction to allow the
ally to repeat the attack against the same target. Leadership Ability
Your leadership ability is Wisdom, as you use your intuition
and awareness to guide your decisions in any given combat
scenario.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Word of Warning Tactician
1st-level Pragmatist feature Tacticians lead by using their keen intellect to come up with
When you use your Warlord's Favor on an ally, attack rolls strategies before and during battle. By using superior
against that ally also have disadvantage until the end of your positioning and tactics, a tactician can overcome threats that
next turn. brute force alone could not hope to defeat.
Danger Sense Leadership Ability
3rd-level Pragmatist feature Your leadership ability is Intelligence, as you use your
knowledge of war and combat to come up with strategies that
You gain an uncanny sense of when things nearby aren't as will ensure the victory of you and your allies.
they should be, giving you an edge when you dodge away
from danger. You have advantage on Dexterity saving throws Repositioning Shift
against effects that you can see, such as traps and spells. To 1st-level Tactician feature
gain this benefit, you can't be blinded, deafened, or
incapacitated. When you use your Warlord's Favor on an ally, that ally can
also use its reaction to move up to half its speed. This
Insightful Gaze movement doesn't provoke opportunity attacks.
7th-level Pragmatist feature
Tactical Focus
Your attention to detail allow you to excel in social situations. 3rd-level Tactician feature
If you spend at least 1 minute observing or interacting with
another creature outside combat, you can learn certain Your tactical acumen allows you to study an area of a
information about its personality traits and characteristics. battlefield and provide direction to your allies that can tilt a
The DM tells you one of the following pieces of information battle in your favor.
about the target of your choice: When you take the Attack action, you can select an area on
the ground that measures 15 feet on each side that you can
One of its personality traits see within 120 feet of you. This area is your tactical focus. It
Which of the following abilities it is highest in: remains your tactical focus until you are blinded,
Intelligence, Wisdom, or Charisma incapacitated, or can't speak, or until you use this ability
The skill or skills it excels most in again.
A one-word summary of its current emotional state, such When you select an area as your tactical focus, you choose
as happy, confused, afraid, or focused one of the following tactics to apply to that area:
Instant Planning Allies in the area gain a +2 bonus to attack rolls.
10th-level Pragmatist feature Allies don't provoke opportunity attacks when they move
into or within the area.
Your instinctive reaction to a situation can turn the tides in Allies in the area that aren't incapacitated gain half cover.
your favor. When you or another creature you can see within
range of your Commanding Presence makes an ability check The side length of your tactical focus increases to 20 feet
or a saving throw, you can use your reaction to add your when you reach 7th level, to 25 feet at 11th level, and to 30
Wisdom modifier to the roll. feet at 15th level.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once). You regain all Strategic Insight
expended uses when you finish a long rest. 7th-level Tactician feature
Hold the Line You can take the Help, Search, or Use an Object action as a
15th-level Pragmatist feature bonus action on each of your turns.
In addition, any ally that starts its turn in your Tactical
Any ally that is benefiting from your Commanding Presence Focus can use its bonus action to take the Dash, Search, or
also gain the benefits of your Danger Sense feature. Such a Use an Object action during that turn.
creature also has advantage on ability checks and saving
throws made to avoid being forcibly moved or knocked prone.
Adaptive Stratagem
18th-level Pragmatist feature
You easily adapt to any situation that might arise, causing
attackers to rarely gain the upper hand against you. No attack
roll has advantage against you while you aren't incapacitated.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tactical Maneuvers
10th-level Tactician feature Optional Class Features
This section offers additional features that you can gain as a
You can provide leadership that allows your allies to move in warlord. Unlike the features above, you don't gain the features
perfect harmony. here automatically. Consulting with your DM, you decide
In place of moving, you can instead allow up to three allies whether to gain a feature in this section if you meet the level
that are benefiting from your Commanding Presence or requirement noted in the feature's description. These
Tactical Focus to move up to half their speed (no reaction features can be selected separately from one another; you can
required). The chosen allies mustn't be incapacitated in order use some, all, or none of them.
to move in this manner. This movement is considered normal
movement for the purpose of provoking opportunity attacks. Fighting Style Options
Own the Battlefield 2nd-level warlord optional feature
15th-level Tactician feature When you choose a fighting style, you can also choose from
You can use your superior cunning to position your enemies the list of options made available to fighters in Tasha's
exactly where you want them. As a bonus action, you can Cauldron of Everything.
target a hostile creature that you can see within 90 feet of
you. If the target can see or hear you and isn't incapacitated, Martial Versatility
you make an Intelligence check contested by the target's 4th-level and higher warlord optional feature
Intelligence or Wisdom check (its choice). If you succeed, the
target must move up to half its speed to an unoccupied space Whenever you reach a level in this class that grants the
of your choice (no reaction required). Ability Score Improvement feature, you can do one of the
The space you choose must have at least one path to it that following, as you shift the focus of your martial practice:
isn't obviously harmful for the target to follow. This
movement doesn't provoke opportunity attacks, and the target Replace a fighting style you know with another fighting
controls the specific path it takes to get to the destination you style available to warlords.
chose. If you know any maneuvers from the fighter's Battle
Master archetype, you can replace one maneuver you
Superior Tactics know with a different maneuver.
18th-level Tactician feature
Leadership Expert
You have mastered the use of tactics to control the battlefield. 9th-level and higher warlord optional feature
When you use your Tactical Focus feature, you can select two
areas on the ground within range, instead of one. The areas Your experiences as a warlord have improved your
can't overlap, and you can choose the tactics that apply to proficiency in certain leadership activities. Choose one of the
each area separately. following benefits, and then choose another one at 13th and
17th level.
Optional Rule: Multiclassing Astute Leader
If your group uses the optional rule on You can add half your proficiency bonus (round up) to any
multiclassing in the Player's Handbook, here's what Intelligence, Wisdom, or Charisma check you make that
you need to know if you choose warlord as one of doesn't already use your proficiency bonus.
your classes. You can also speak, read, and write two additional
Ability Score Minimum. As a multiclass character,
your Intelligence, Wisdom, or Charisma score must
languages of your choice.
be at least 13 to take a level in this class, or to take
a level in another class if you are already an warlord.
Press Onwards
Proficiencies Gained. If warlord isn't your initial Your walking speed increases by 5, and you gain a climbing
class, here are the proficiencies you gain when you speed and a swimming speed equal to your walking speed.
take your first level as a warlord: light armor, In addition, whenever you finish a short rest, you can
medium armor, shields, simple weapons, martial decrease the exhaustion level, if any, of yourself or one ally of
weapons, and one skill of your choice. your choice by 1.
Skill Training
Choose one skill. You gain proficiency in the chosen skill if
you don't already have it, and you can add double your
proficiency bonus to ability checks using that skill.
In addition, you gain proficiency in one tool of your choice.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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