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The Warlord

Warlord
A bellowing roar shakes the battlefield, as an axe-wielding
leonin yells orders at its pride, rallying its subordinates into
fight. Tonight, their tribe would eat plenty as they arrived,
bathed in the blood of their enemies.
An elderly elf barks instructions at a young human, having
her adjust her stance as she releases the string of her bow -
resulting in a bullseye shot in between the eyes of a mighty
ogre. He smiles, proud of his pupil’s growth.
A balding human with a missing eye nails their dagger on
the table, sharing with its allies the plan of attack. If they
wished to win this war, their next move had to be flawless.
A hulking figure sprints across the crossfire - a firbolg in
plate armor, carrying three unconscious warriors over his
shoulders, hoping to take them out of danger. Were it not for
him tending to their wounds, they’d be dead by now.
These warlords, as different as they might be, are natural
born leaders who stand on the battlefield side by side with
their allies. Their skill lets them shift the tide of any battle -
no matter how large or insignificant, no matter if it requires
sword and shield or just a sharp tongue.
Born to Lead
Be it fear, love or respect, Warlords are known for one thing -
their ability to lead their comrades like no one else. Be it
tactical knowledge, sheer presence or even dirty fighting, they
know the best moment to strike, and equally as much do they
understand the value of retreating.
Brilliant Strategists
To a Warlord, every battle is like a riddle - and they are the
ones with the wits to solve it. They take every advantage that
is presented to them, attacking only when necessary, for “he
who seizes the right moment is the right man”.

Multiclassing and the Warlord


If your group uses the optional rule on
multiclassing, here's what you need to know if you
choose Warlord as one of your classes.
Ability Score Minimum: As a multiclass character,
you must have at least an Intelligence or Charisma
score of 13 to take a level in this class, or to take a
level in another class if you are already a Warlord.
Proficiencies Gained: If Warlord isn't your initial
class, here are the proficiencies you gain when you
take your first level as a Warlord: light armor,
medium armor, shields, simple weapons, martial
weapons.
The Warlord
Proficiency Inspiring
Level Bonus Features Words
1st +2 Born Leader, Inspiring Word 1

Class features 2nd +2


Fighting Style, Battlefield
Presence
1
As a warlord, you gain following class features. 3rd +2 Warleader Type 1
Hit Points Ability Score Improvement,
4th +2 1
Hit Dice: 1d10 per warlord level Versatile Leader (Optional)
Hit Points at 1st Level: 10 + your Constitution modifier 5th +3 Extra Attack 2
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per warlord level after 1st 6th +3 Leader's Presence 2

Proficiencies 7th +3 Warleader Type feature 2


Armor: All armor, shields 8th +3
Ability Score Improvement,
2
Weapons: Simple weapons, martial weapons Versatile Leader (Optional)
Tools: None 9th +4 - 3
Saving Throws: Strength, Constitution 10th +4 Warleader Type feature 3
Skills: Choose two skills from Acrobatics, Athletics, History, 11th +4 Viper's Strike 3
Insight, Intimidation, Investigation, Persuasion
Ability Score Improvement,
12th +4 3
Equipment Versatile Leader (Optional)
You start with the following equipment, in addition to the 13th +5 - 4
equipment granted by your background:
14th +5 Undying Legion 4
• (a) two martial weapons or (b) a martial weapon and a
15th +5 Warleader Type feature 4
shield
• (a) scale mail, (b) leather armor or (c) chain mail Ability Score Improvement,
16th +5 4
• (a) a light crossbow and 20 bolts or (b) five javelins Versatile Leader (Optional)
• (a) a dungeoneer’s pack or (b) an explorer’s pack
17th +6 - 5
Quick Build 18th +6 Warleader Type feature 5
First, make Strength or Dexterity your highest ability score, Ability Score Improvement,
depending on whether you want to focus on melee weapons 19th +6
Versatile Leader (Optional)
5
or on archery (or finesse weapons). Your next-highest score
should be Charisma or Intelligence, depending on the 20th +6 Martial Paragon 5
warleader type you plan to adopt. Second, choose the noble
background.
Born Leader
You have an innate talent for leading others and shaping the Inspiring, or tactical warlord?
course of battle. Choose your Warlord ability: As some Warlord subclasses tend to lean towards
Charisma, and others lean towards Intelligence, it's
Intelligence: Your exceptional intellect allows you to best to treat Warleader Type in a similar fashion to
construct and enact complex battle plans on the fly, as well as Paladin's Sacred Oath - up to 3rd level you are in a
motivate your allies with cold calculation. Your Warlord preparatory stage, committed to the path but not
ability is Intelligence. yet on the path itself.
Charisma: You exude dominance that inspires allies and TL;DR - Warleader Type should be taken into
intimidates enemies. Your Warlord ability is Charisma. consideration during the character creation.
Whenever a feature refers to your Warlord ability, use the
ability you chose.
Defense
Inspiring Word While you are wearing armor, you gain a +1 bonus to AC.
A word of encouragement is enough to strengthen the Great Weapon Fighting
determination of your companions. As an action, you can When you roll a 1 or 2 on a damage die for an attack you
shore up their resolve to fight. Choose an allied creature you make with a melee weapon that you are wielding with two
can see within 30 feet of you. If the target can hear you, it hands, you can reroll the die and must use the new roll, even
gains a number of temporary hit points equal to your Warlord if the new roll is a 1 or a 2. The weapon must have the two-
level + your Warlord modifier (minimum of 1). handed or versatile property for you to gain this benefit.
You can use this feature a number of times shown in the Thrown Weapon Fighting
Inspiring Words column of the Warlord table. You regain all
spent uses when you finish a short or long rest. You can draw a weapon that has the thrown property as part
of the attack you make with the weapon.
Battlefield Presence In addition, when you hit with a ranged attack using a
Starting at 2nd level, when an allied creature you can see thrown weapon, you gain a +2 bonus to the damage roll.
within 30 feet of you, other than you, hits its target with a Unarmed Fighting
weapon attack, you can use your reaction to order it to push Your unarmed strikes can deal bludgeoning damage equal to
the advantage. If the target can hear you, it can make one 1d6 + your Strength modifier on a hit. If you aren't wielding
weapon attack as a reaction. any weapons or a shield when you make the attack roll, the
Fighting Style d6 becomes a d8.
At the start of each of your turns, you can deal 1d4
At 2nd level, you adopt a particular style of fighting as your bludgeoning damage to one creature grappled by you.
specialty. Choose one of the following options. You can’t take
a Fighting Style option more than once, even if you later get Warleader Type
to choose again. At 3rd level, choose the type of leader you are. Each choice is
Archery detailed after the class's description. Your choice grants you
You gain a +2 bonus to attack rolls you make with ranged features at 3rd level and again at 7th, 10th, 15th and 18th.
weapons. Ability Score Improvement
Blind Fighting When you reach 4th level, and again at 8th, 12th, 16th, and
You have blindsight with a range of 10 feet. Within that range, 19th level, you can increase one ability score of your choice
you can effectively see anything that isn't behind total cover, by 2, or you can increase two ability scores of your choice by
even if you're blinded or in darkness. Moreover, you can see 1. As normal, you can’t increase an ability score above 20
an invisible creature within that range, unless the creature using this feature.
successfully hides from you.
Versatile Leader
Dueling
Whenever you reach a level in this class that grants the
When you are wielding a melee weapon in one hand and no Ability Score Improvement feature, you can do one of the
other weapons, you gain a +2 bonus to damage rolls with that following, as you shift the focus of your leadership practice:
weapon.
Replace your current Warlord ability.
Replace a fighting style you know with another fighting
style available to warlords.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Moreover,
you can use the Help action in place of one of those attacks.
Leader's Presence
By 6th level, your presence in the encampment is enough to
keep the morale of your allies high. During long rest, you can
choose one or more creatures you can see (which can include
yourself), up to a number of creatures equal to your
proficiency bonus. If the target can see or hear you for at
least 10 minutes during this rest, it gains a bonus to initiative
equal to your Warlord modifier (minimum of +1) until the end
of a next long rest.
Viper's Strike
Beginning at 11th level, once on each of your turns when you
hit a creature with a weapon attack, you can create an
opening for your companions. The next creature, other than
you, that attacks the target before the start of your next turn
can add your Warlord modifier (minimum of +1) to its attack
roll.
Undying Legion
Starting at 14th level, your allies will never fall as long as you
are within arms reach. When an allied creature within 30 feet
of you is reduced to 0 hit points, but not killed outright, you
can use your reaction to rekindle its will to battle. If the
creature can see or hear you, it instantly regains 1 hit point.
Once a creature benefits from this effect, it must finish a long
rest before it can benefit from it again.
Martial Paragon
At 20th level, you can use every bit of information to turn the
tide of the battle in your favor. You can take two reactions
during the combat instead of one. This second reaction can
be used only to issue an order with your Battlefield Presence
feature.

Warleader Types
Section Ability Used Page Number
Chieftain Warlord 6
White Raven Warlord 7
Taskmaster Warlord 8
Field Physician Warlord 9
Mentor Warlord 10-11
Arcane Commander Intelligence 12-13
Shadow Marshal Charisma 14-15
Controller Intelligence 16-17
Revenant Charisma 18-19
Wild Hunt
Warleader Type When you choose this warleader type at 3rd level, you can
Not all warlords are the same. Some may lead a small tribe, use a bonus action to call the hunt. Mark one hostile creature
while others may rule an entire nation. Warleader type you you can see as prey, and choose a number of allied creatures
choose reflects what kind of leader you are. within 30 feet of you equal to your Warlord modifier
(minimum of 1). If your allies can see or hear you, they can
Chieftain assume the role of hunters, which grants them the following
benefits until the end of your next turn:
Even in the most uncivilized parts of the world, there are
people born with a talent to lead others. These people - who The hunter's speed is increased by 25 feet, but it can
call themselves Chieftains - simply take control through the move only towards the prey.
sheer force of their character, eventually leading a group of The hunter's attacks against the prey score a critical hit on
dedicated people into a better future. a roll of 19 or 20 on the d20.
Contrary to the name, Chieftains don't have to command a The hunter deals an extra damage equal to your Warlord
village - often they command a small group of raiders or modifier (minimum of +1) whenever it hits the prey with a
assault troops instead. Depending on their alignment, it can melee weapon attack.
make them the saviors of the weak... or the bane of their If the prey drops to 0 hit points before the hunt ends, you can
existence. use a bonus action on a subsequent turn of yours to call
another hunt.
Once you use this feature, you must finish a short or long rest
before you can use it again. Starting at 10th level, you can use
this ability twice in between rests, and three times at 18th
level.
Strength of the Pack
From 7th level, the hunters participating in the Wild Hunt
gain a bonus depending on which of its ability score is higher
- Strength or Dexterity.
Strength. When the hunter hits a creature with a melee
weapon attack, it can use a bonus action to attempt to
grapple or shove the target.
Dexterity. When the hunter provokes an attack of
opportunity, it can add a bonus to AC equal to its Dexterity
modifier against the triggering attack.
If the hunter's Strength and Dexterity scores are equal, it
gains a benefit of its choice.
Follow the Alpha
Beginning at 10th level, when you hit a creature with a
weapon attack, you can maneuver one of your comrades
closer to the enemy. Choose an allied creature you can see
within 60 feet of you. If the creature can see or hear you, it
can use its reaction to move up to half its speed, but only
towards your target.
Wolf Pack Tactics
At 15th level, the hunters participating in the Wild Hunt gain
advantage on attack rolls against the prey if at least one of its
allies is within 5 feet of the creature and the ally isn't
incapacitated.
Thrill of the Hunt
Starting at 18th level, you gain 5 temporary hit points for
each allied creature, other than you, that has assumed the
role of a hunter using the Wild Hunt feature.
White Raven Tactics
White Raven At 10th level, as a bonus action, you can direct one of your
The last White Raven died centuries ago, but there are still comrades to shift formation. Choose an allied creature within
those who keep the memory of this noble tradition alive. 30 feet of you. If the target can hear you, it can replace its
These people - a new generation of White Ravens - are known initiative count with your current score. After that, the
for their unwavering devotion to their soldiers, a stark creature shares your initiative count, and it takes its turn after
contrast to their almost primal ferocity on the battlefield. yours.
White Ravens know the importance of bonds and ties If the target has already acted in the current round, it can
between people, sometimes putting them above proper act again on its new initiative count.
training or discipline. After all, the combined efforts of a few You can use this feature a number of times equal to your
warriors willing to risk their lives for each other far exceed
those of the same warriors working individually. Warlord modifier (minimum of 1). When you finish a long
rest, you regain all expended uses.
Ahead of the Flock
White Raven discipline teaches that those who seize the Bolstering Voice
initiative also seize the victory. At 3rd level, you gain Beginning at 15th level, your voice fills your allies with
advantage on initiative rolls. courage. If a creature has temporary hit points granted by
your Inspiring Word feature, it also is immune to the
Seize the Initiative frightened condition.
Also at 3rd level, when you roll initiative, you can order one of Food for Ravens
your allies to press the advantage. Choose an allied creature
within 30 feet of you. If the target can hear you, it can replace At 18th level, when you hit a creature with a weapon attack,
its initiative count with your current score. After that, the you can use this feature to greatly empower the strike in
creature shares your initiative count, and it takes its turn order to ruin the enemy's defense. You add extra 3d10 to the
before yours. attack's damage roll and leave the target vulnerable to further
assault.
Once you use this feature, you must finish a short or long rest Immediately after the attack, you can use a bonus action to
before you can use it again. Starting at 10th level, you can use call out sharp commands to your allies, spurring them to
this ability twice in between rests, and three times at 18th action and allowing them to take advantage of the opening.
level. Choose up to three allied creatures within 30 feet of you,
other than you. If the targets can hear you, they can make one
Unwavering Devotion weapon attack as a reaction against the creature you've
You know how important your companions' lives are, and attacked. You choose the order in which your allies’ attacks
from 7th level, you'll do whatever it takes to protect them resolve.
from harm. Once a creature that you can see within 5ft of you
is hit with an attack roll, you can use your reaction to swap Once you use this feature, you must finish a long rest before
places with the creature, and you are hit by the attack instead. you can use it again.
Personal Safety
Taskmaster At 7th level, you can shield yourself from harm at the cost of
"The ends justify the means" - that's the motto that almost all your allies. When you are hit with an attack roll, you can use
Taskmasters live by. Efficient and brutal, they will do almost your reaction to swap places with a willing creature within 5
everything to achieve set goal. Cost is always a secondary feet of you, and that creature is hit by the attack instead.
matter - after all, life of a soldier is just a resource that should
be used tactically. Pyrrhic Victory
Though many Taskmasters are brutal just for the sake of Starting at 10th level, when you issue an order with your
being brutal, some of them simply see the battle a little Battlefield Presence feature, the creature can make two
differently than most people. They don't see the potential melee weapon attacks instead of one. When it makes a
danger that a risky maneuver brings - they see a great second attack, it provokes an opportunity attacks from
opportunity that should be seized. It makes them seem cold, enemies within range.
crude and uncaring, but... the ends justify the means, don't
they? Pull Yourself Together!
At 15th level, when you rekindle the will to battle of a
Bonus Proficiency creature using the Undying Legion feature, you can also
When you choose this warleader type at 3rd level, you gain remind it that the battle is not over yet. If the target can see
proficiency in the Intimidation skill. If you are already or hear you, it regains hit points equal to your Warlord level +
proficient in it, you gain proficiency in one of the following your Warlord modifier (minimum of 1).
skills of your choice: Deception, Perception or Persuasion.
In addition, your proficiency bonus is doubled for any Winner Takes All
ability check you make that uses Intimidation. At 18th level, your intuition and knowledge allows you to
make one risky, decisive maneuver. As a bonus action, you
Behest can order your allies to press forward. Choose up to three
Beginning at 3rd level, you learn how to command your allies allied creatures within 30 feet of you, other than you. If the
through strict discipline and fear. You gain the following targets can hear you, they can make one weapon attack as if
benefits: you'd have used your Battlefield Presence feature on them.
You choose the order in which your allies’ attacks resolve.
Don't Just Stand There! As a bonus action, you can order an
allied creature, other than you, within 60 feet of you to move. Once you use this feature, you can't use it again until you
If that creature can see or hear you, it can use its reaction to finish a long rest.
move up to a number of feet equal to five times your Warlord
modifier.
Attack! Now! When you order an allied creature to attack
using your Battlefield Presence feature, that creature can
move up to a number of feet equal to five times your Warlord
modifier before making that attack.
Field Doctor
Field Physician Also at 3rd level, you learn how to dress wounds quickly and
Should doctors, hospitals and any kind of medicine exist in a efficiently. As an action, you can spend one use of a healer's
world where you can bring a person back to life with just one kit to tend to a creature. That creature regains hit points
flick of a finger? Of course. Unlike gods, medicine is not equal to your Warlord level + your Warlord modifier
capricious - it's reliable and doesn't require prayers or (minimum of 1).
payment, only a skilled hand, hard stomach and nerves of
steel. Once you use this feature, you must finish a short or long rest
At least that's what the Field Physicians believe in. before you can use it again. Starting at 10th level, you can use
Field Physicians are a living proof that a mixture of this ability twice in between rests, and three times at 18th
knowledge, compassion and expertise can match potent level.
healing magic of paladins, clerics or druids. They tend to the Salvation
wounds of the soldiers and sometimes - in most dire of times At 7th level, you know how important time is when it comes
- even fight right alongside them. After all, the best way to to saving someone. When an allied creature you can see or
treat a wound is to prevent it from ever happening. hear within 60 feet of you takes damage or makes a death
Bonus Proficiency saving throw, you can use your reaction to move up to your
When you choose this warleader type at 3rd level, you gain speed, but only towards that creature.
proficiency in the Medicine skill. If you are already proficient General Practitioner
in it, you gain proficiency in one of the following skills of your At 10th level, you learn different ways to help people in need:
choice: Nature, Sleight of Hand or Survival.
In addition, your proficiency bonus is doubled for any Rejuvenate. As an action, you can attempt to help a creature
ability check you make that uses Medicine. undo a debilitating effect. Make a DC 15 Wisdom (Medicine)
check. On a success, you can end one condition afflicting it.
Combat Medic The condition can be blinded, deafened, paralyzed, or
Starting at 3rd level, you can use a bonus action to make a poisoned.
Wisdom (Medicine) check, use your healer's kit to tend to a
creature, or take the Help action. Relieve. As an action, you can temporarily relieve the
symptoms of a disease. Make a DC 15 Wisdom (Medicine)
check. On a success, a creature can ignore the effects of a
disease afflicting it for up to 8 hours.
Resuscitate. As an action, you can attempt to resuscitate a
creature that has died within the last minute. Make a DC 15
Wisdom (Medicine) check, which automatically fails if a
creature has died of old age. On a success, the creature
returns to life and it becomes stable.
Reattach. You can spend 1 minute and one use of a healer's
kit to reattach the severed part of the creature's body that has
been cut off within the last hour.
You can use these abilities combined number of times equal
to your Warlord modifier (minimum of 1). When you finish a
long rest, you regain all expended uses.
Reassuring Word
Starting at 15th level, when you rekindle the will to battle of a
creature using the Undying Legion feature, you can also
reassure it that help is on the way. If the target can hear you,
it gains a number of temporary hit points equal to your
Warlord level + your Warlord ability modifier (minimum of 1).
Quick Recovery
At 18th level, you know how to clean and bind the wounds
even in worst of field conditions. During short rest, you can
choose up to six allied creatures, which can include you. If
the target spends a Hit Die during this rest, it can forgo the
roll and instead regain the maximum number of hit points
the die can restore.

Mentor
Only a handful of heroes managed to achieve everything all
on their own. They more often relied on the knowledge and
experience of a person who took them under their wing and
showed how to achieve greatness.
Mentors are not always experienced warlords - on the
contrary, they usually are simple people with a specific set of
combat skills that they want to pass on to their students. One
of them might be a veteran of a war that took place years ago,
and the other might be an old monk living in the temple
hidden deep in the mountains. They share a common trait
with the greatest war leaders, though - they know how to help
people reach heights that lay beyond the reach of a single
person.
Bonus Proficiency
When you select this warleader type at 3rd level, you gain
proficiency with one type of artisan's tools of your choice.
Showing the Ropes
You know that one life is not enough to reveal all the secrets
of the universe - especially life of an adventurer, which can
end at any given moment. That's why at 3rd level you shift
your focus towards passing the torch to a younger generation.
At the end of a long rest, you can choose a willing
humanoid who can hear and understand you. That humanoid
is considered your apprentice until you choose another
willing humanoid at the end of your next long rest.
If your apprentice's level is equal to or lower than your
Warlord level, your support and patience grants it inspiration
and a number of temporary hit points equal to your Warlord
level + your Warlord modifier at the end of a short or long
rest.
Guiding Hand
Also starting at 3rd level, you can use the Help action on your
apprentice as a bonus action. Additionally, when you use the
Help action to aid your student in attacking a creature, the
target of this attack can be anywhere, rather than 5 feet of
you, if you can see the target and you stand within 5 feet of
your student who can hear you.

Inspiration?
The inspiration mechanics are detailed in the
Player's Handbook (p.125)
If your DM uses inspiration as a reward, you can
freely separate DM's and Mentor's inspiration as
two different mechanics.
Adjust Your Stance! Accomplished Storyteller
Starting at 7th level, when your apprentice who can hear you At 15th level, you can cast the Legend Lore spell without
rolls 1 on the d20 for an attack roll, it can reroll the die and expending a spell slot, as long as at least one person listens
must use the new roll. to your story.
Proud Teacher Last Stand
Also at 7th level, you receive inspiration whenever your At 18th level, devotion to your apprentice lets you ignore even
apprentice that you can see rolls 20 on the d20 for an attack deadliest of wounds. When you are reduced to 0 hit points,
roll. but not killed outright, you can refuse to drop unconscious
and keep on fighting while having 0 hit points instead as long
Master's Encouragement as you can see or hear your apprentice. While you have 0 hit
Beginning at 10th level, when your apprentice hits a creature points, taking damage causes death saving throw failures as
with an attack, you can give it a small gesture of approval. If normal, and three death saving throw failures can still kill
your student is within 30 feet of you and can see or hear you, you. On your third success, you fall unconscious if you still
it gains a number of temporary hit points equal to your have 0 hit points.
Warlord level + your Warlord modifier.
Alternatively, when your apprentice misses a creature with Once you use this feature, you can’t use it again until you
an attack, you can encourage it to try a little harder. If your finish a long rest.
student is within 30 feet of you and can see or hear you, it

receives an inspiration.
You can use this feature a number of times equal to your
Warlord modifier (minimum of 1). When you finish a long Variant: Heroic Death
rest, you regain all expended uses. When you save your apprentice using Last Stand
feature, but die in the process, roll a d20. If you roll
1, you die heroically, and you can't be brought back
by any form of resurrection spell, as your soul is
not willing to come back after you've fulfilled your
purpose in life. You can choose to fail that roll.
Arcane Commander Spells Known of 1st Level and Higher
Arcane Commanders combine the tactical abilities common You know three 1st-level wizard spell of your choice, one from
to all warlords with magical techniques similar to those used any school of magic, and two chosen from the abjuration and
by Eldritch Knights. They most often utilize abjuration and transmutation spells on the wizard spell list.
transmutation magic that harms their foes and bends the The Spells Known column of the Arcane Commander
battlefield to their will, although it is not unusual that they use Spellcasting table shows when you learn more wizard spells
spells of the evocation and divination schools to shift the of 1st level or higher. Each of these spells must be an
course of a battle. abjuration or transmutation spell of your choice, and must be
On their own right, Arcane Commanders are dangerous of a level for which you have spell slots. For instance, when
masters of sword and magic. However, with a powerful mage you reach 7th level in this class, you can learn one new spell
at their side, they become a true force to be reckoned with. of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come
Warlord Cantrips Spells from any school of magic.
Level Known Known 1st 2nd 3rd 4th Whenever you gain a level in this class, you can replace one
3rd 2 3 2 — — —
of the wizard spells you know with another spell of your
choice from the wizard spell list. The new spell must be of a
4th 2 4 3 — — — level for which you have spell slots, and it must be an
5th 2 4 3 — — —
abjuration or transmutation spell, unless you're replacing the
spell you gained at 3rd, 8th, 14th, or 20th level from any
6th 2 4 3 — — — school of magic.
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

Spellcasting
When you choose this warleader type at 3rd level, you
augment your tactical prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the wizard spell
list. You learn an additional wizard cantrip of your choice at
10th level.
Spell Slots
The Arcane Commander Spellcasting table shows how many
spell slots you have to cast your 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 Jump and have
a 1st-level and a 2nd-level spell slot available, you can cast
Jump using either slot.
Spellcasting Ability Eldritch Warlord
Intelligence is your spellcasting ability for your wizard spells, Beginning at 7th level, when you take the Attack action on
since you learn your spells through study and memorization. your turn, you can forgo one of your attacks and cast a
You use your Intelligence whenever a spell refers to your cantrip in its place.
spellcasting ability. In addition, you use your Intelligence Transmuting Strike
modifier when setting the saving throw DC for a wizard spell At 10th level, you gain the ability to infuse your weapon
you cast and when making an attack roll with one. strikes with transmutation magic. Once on each of your turns
Spell save DC = 8 + your proficiency bonus + your when you hit an enemy with a weapon attack, you can choose
Intelligence modifier acid, cold, fire, lightning or thunder. That enemy loses
resistance to the chosen damage type until the start of your
Spell attack modifier = your proficiency bonus + your next turn.
Intelligence modifier
Glyph of Inspiration
Arcane Assault Starting at 15th level, you learn how to protect your allies
Starting at 3rd level, you have acquired enough knowledge to from harm using powerful glyphs. If a creature has temporary
lead a full-on arcane assault. You gain the following benefits: hit points granted by your Inspiring Word feature, it also has
resistance to one damage type of your choice: acid, cold, fire,
War Magic. You can use Battlefield Presence feature when lightning or thunder.
an allied creature deals damage to a creature with a cantrip
or a spell that requires an attack roll. Improved Eldritch Warlord
Arcane Presence. When you issue an order with your At 18th level, when you take the Attack action on your turn,
Battlefield Presence feature, the creature can cast a cantrip it you can forgo one of your attacks and cast a spell of 1st level
knows instead of making a weapon attack, provided the or higher in its place.
cantrip's casting time is 1 action and it targets only one
enemy.
Shadow Marshal
Not all heroic warriors walk in the light. Shadow Marshals,
for example, prefer to hide in the darkness from which they
draw their power... and from which they tend to manipulate
the course of the action.
Shadow Marshals tend to keep their hands clean ... in
theory, at least. They just don't hold a blade that cuts their
enemies. Instead, they use their own shadow - a twisted and
evil creature stained with the darkness of Shadowfell - who
willingly obeys their orders ... as long as it has the opportunity
to feed on the life force of a living being.
Living Shadow
The darkness that lies within you has stained your shadow,
changing it into a foul beast that consumes vitality of living
creatures. It's completely passive towards you, your allies or
enemies, and it remains hidden within the shadows... until
you feed it.
At 3rd level, you learn how to cooperate with the beast that
hides behind you... To a degree. The shadow's strength is
represented by your Shadowfell die, which is a d6. It
measures both the cost of the power you can use and the
influence the shadow currently has on the Material Plane.
Some of your powers require you to pay a tribute to your
shadow. When you do so, roll the Shadowfell dice and take
necrotic damage equal to the amount rolled. This damage
can't be reduced in any way.
When you reach certain levels in this class, the size of your
Shadowfell die increases: at 5th level (d8), 11th level (d10),
and 17th level (d12).
Dance of Two Shadows. As a bonus action, you can forfeit
some of your vitality to awaken the shadow. Pay a tribute of
one Shadowfell die. For the next 10 minutes, the shadow
lurks nearby, awaiting your commands. It vanishes early if
you are incapacitated or die.
While the shadow is awakened, you gain the following
benefits:
You can use your Charisma modifier instead of your
Strength modifier for the Strength checks and saving
throws, as well as any attack and damage roll that uses
Strength or Dexterity.
You can use the shadow to make weapon attacks. These
attacks use the properties of the weapon you're holding,
but they use a d6 in place of the normal damage, and their
damage type is psychic. The damage changes as you gain
level in this class, as shown in the section above.
You can use Battlefield Presence on your shadow as if it
was one of your companions, but it consumes your bonus
action to make this attack.
Shade Sight. As an action, you can pay a tribute to gain
access to an enhanced vision of your "companion". You can
choose the price, but it can't be higher than your Charisma
modifier. For a number of hours equal to the amount of
Shadowfell dice you rolled, you have darkvision out to a range
of 120 feet.
Shadow Mantle. You can pay a tribute of one Shadowfell die Veil of Shadows
to take the Hide action as a bonus action on your turn. At 15th level, you learn how to protect your allies using the
Shadow Pact lingering darkness of Shadowfell. If a creature has temporary
Starting at 7th level, the connection between you and your hit points granted by your Inspiring Word feature, it also has
shadow deepens. As worrying as this is, it does provide some resistance to bludgeoning, piercing, and slashing damage
additional abilities detailed below. from nonmagical weapons.
Shadow Rend. When you use Dance of Two Shadows, you Underworld Gambit
can, as a reaction, make one weapon attack with the shadow. From 18th level, as an action, you can pay a tribute to
temporarily merge with your shadow. You can choose the
Ethereal Awareness. When you use Shade Sight, you also price, but it can't be higher than your Charisma modifier. In
see into the Ethereal Plane within 120 feet of you. the form of a shade, you strike up to three creatures you can
Dark Creature. When you use Shadow Mantle, you can see within 60 feet of you. Make a weapon attack against each
attempt to hide even when you are only lightly obscured by target. If that attack hits, you can roll the spent Shadowfell
dim light. dice and add the value rolled to the attack's damage roll.
You can then teleport to an unoccupied space you can see
Shadow Surge within 5 feet of one of the targets you hit or missed.
At 10th level, you gain the ability to step into the shadows of Once you use this feature, you must finish a long rest before
your allies. As a bonus action, you can teleport up to 60 feet you can use it again.
to an unoccupied space you can see within 5 feet of a friendly
creature.
Once you use this feature, you can't do so again until you
finish a long rest, unless you pay a tribute of one Shadowfell
die to use this feature again.
Controller
Awake to the psionic power within, a Controller is a warlord
whose fighting style incorporates telepathic lashes,
manipulation and plain domination of an opponent. They are
usually frown upon, as their powers are viewed as immoral
and unhonorable, but from time to time - mostly in
militaristic cultures of githyanki - their ability to control the
enemy forces is portrayed as the greatest gift of all.
No matter how the Controllers are perceived by their
comrades, they are one of the best assets of the Psi Warriors
forces throughout the Multiverse.
Psionic Power
At 3rd level, you harbor a wellspring of psionic energy within
yourself. This energy is represented by your Psionic Energy
dice, which are each a d6. You have a number of these dice
equal to twice your proficiency bonus, and they fuel various
psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they
use, as specified in a power's description, and you can't use a
power if it requires you to use a die when your dice are all
expended. You regain all your expended Psionic Energy dice
when you finish a long rest. In addition, as a bonus action,
you can regain one expended Psionic Energy die, but you
can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your
Psionic Energy dice increases: at 5th level (d8), 11th level
(d10), and 17th level (d12).
The powers below use your Psionic Energy dice. Some of
those powers require your target to make a saving throw to
resist the power's effects. The saving throw DC is calculated
as follows:
Power save DC = 8 + your proficiency bonus + your
Intelligence modifier
Telepathic Manipulation. As a bonus action, you can try to
access a creature's mind. Choose one humanoid that you can
see within 60 feet of you. That target must make a Wisdom
saving throw. On a failed save, that creature can’t take a
reaction by itself for 1 minute, or until you lose your
concentration (as if you were concentrating on a spell). While
the effect is active, you have a telepathic link with the target
as long as the two of you are on the same plane of existence,
and you can use Battlefield Presence to force it to attack a
creature of your choice that you can see.
Each time the target takes damage, it makes a new
Wisdom saving throw against the effect. If the saving throw
succeeds, the effect ends.
Once you take this bonus action, you can't do so again until
you finish a long rest, unless you expend a Psionic Energy die
to take it again.
Shattered Psyche. As an action, you can expend a number of
Psionic Energy dice (up to your proficiency bonus) to ruin the
psyche of one creature you can see within 60 feet of you. The
target must make an Intelligence saving throw or take
psychic damage equal to Psionic Energy dice roll + your
Intelligence modifier per dice spent.
Telepathic Link. As an action, you can establish telepathic Thought Control. When a creature fails its Wisdom saving
communication between yourself and your troops. Choose throw against your Telepathic Manipulation, it also is
one or more creatures you can see, up to a number of charmed by you for the duration. The charmed creature's
creatures equal to your proficiency bonus, and then roll one attitude toward you doesn't change, but you can manipulate
Psionic Energy die. For a number of hours equal to the how it perceives your person, making you appear more
number rolled, the chosen creatures can speak telepathically trustworthy or intimidating.
with you, and you can speak telepathically with them. To send
or receive a message (no action required), you and the other Fortress of the Mind
creature must be within 1 mile of each other. A creature can't By 10th level, you've learned to resist any attempts to
use this telepathy if it can't speak any languages, and a penetrate your mind. You gain proficiency in Wisdom saving
creature can end the telepathic connection at any time (no throws.
action required). You and the creature don't need to speak a
common language to understand each other. Lingering Power
At 15th level, when you expend the Psionic Energy die to use
Once you take this action, you can't do so again until you a feature or spell that forces the target to make a Wisdom
finish a long rest, unless you expend a Psionic Energy die to saving throw, you can roll that Psionic Energy die and add
take it again. half the number rolled (rounded up) to your saving throw DC.
Telepathic Adept Telepathic Master
At 7th level, your telepathic powers grow stronger, granting By 18th level, your psionic powers have grown enough for you
you additional abilities detailed below. to take full control of the creature. You can cast the Dominate
Telepathic Command. You can cast the Command spell, Person spell, requiring no components, and your spellcasting
requiring no components, and your spellcasting ability for the ability for the spell is Intelligence. When you take total and
spell is Intelligence. precise control of your target, you can also make one attack
with a weapon as a bonus action.
Once you cast the spell with this feature, you can't do so Once you cast the spell with this feature, you can't do so
again until you finish a long rest, unless you expend a Psionic again until you finish a long rest, unless you expend a Psionic
Energy die to cast it again. Energy die to cast it again.
Revenant
Souls that have met a cruel and undeserved end can
sometimes come back to the world of the living as beings
thirsty for revenge against those who wronged them in life.
These beings - known also as Revenants - are usually driven
only by anger, which deprives them of all the qualities they
once possessed...
However, it's not always the case.
From time to time, a soul binds itself to a person of great
importance - a loved one, a sibling, even a companion. These
people can act as a remedy for negative emotions that anchor
the spirit to the Material Plane... unless, of course, they aren't
swallowed up by the flame of vengeance that burns deep
within the Revenant's soul.
Ghost Legionnaire
Your bond with one of your fallen comrades has surpassed
death itself. When you choose this warleader type at 3rd level,
you gain a faithful companion, a ghost legionnaire. It's
friendly to you and your companions, and it obeys your
commands. See its game statistics in the Ghost Legionnaire
stat block, which uses your proficiency bonus (PB) in several
places. You determine the creature's appearance and if it
communicates directly, or if it's a silent ally that answers
whenever needed. If you choose silent option, the legionnaire
gains Message cantrip, which it can cast at your will without
spending any components.
When you roll initiative, choose a weapon: Spear and
Shield, Longsword or Shortbow. The creature equips a
spectral version of that weapon and uses it in the fight. The
legionnaire can swap its weapon during the fight, but must
use an action to do so.
In combat, the legionnaire shares your initiative count, but
it takes its turn immediately after yours. It can move and use
its reaction on its own, but the only action it takes on its turn
is the Dodge action, unless you use a bonus action on your
turn to command it to take another action. That action can be
one in its stat block or some other action. If you are
incapacitated, the legionnaire can take any action of its
choice, not just Dodge.
The legionnaire remains by your side until it is reduced to
0 hit points or until you die.
When the legionnaire dies, you can summon it back to the
Material Plane at the end of a long rest. In addition, you can
use your action to recall it at any time, but you must expend
one use of the Inspiring Word feature to do so. Regardless of
how the legionnaire was brought back to the Material Plane,
it reappears after 1 minute with all its hit points restored.
Incorporeal Movement
From 7th level, the legionnaire can move through other
creatures and objects as if they were difficult terrain. It takes
1d10 force damage if it ends its turn inside an object.
Army of Two
At 10th level, you and your spectral comrade became a real
army of two. When you issue an order with your Battlefield
Presence feature, the legionnaire can make two weapon
attacks instead of one.
Possession
At 15th level, your spectral companion's influence on the
Ghost Legionnaire living world becomes strong enough for it to attempt to
Small or medium undead possess a humanoid creature.
As an action, the legionnaire can force one humanoid
Armor Class 14 (or 16 [Spear/Shield Only]) within 5 feet to make a Charisma saving throw (DC equal to
Hit Points your Charisma modifier + five times your 8 + your proficiency bonus + your Charisma modifier). On a
Warlord level (the legionnaire has a number of hit failed save, that creature is possessed by the legionnaire; the
dice [d8s] equal to your Warlord level) ghost then disappears, and the target is incapacitated and
Speed 30 ft. loses control of its body. The legionnaire now controls the
body but doesn't deprive the target of awareness. The ghost
can't be targeted by any attack, spell, or other effect, except
STR DEX CON INT WIS CHA ones that turn undead, and it retains its alignment,
7 (-2) 13 (+1) 10 (0) 10 (0) 12 (+1) 17 (+3) Intelligence, Wisdom and Charisma. It otherwise uses the
possessed target's statistics, but doesn't gain access to the
target's knowledge, class features, or proficiencies other than
Saving Throws: Str -2 plus PB, Con +0 plus PB
Skills: Stealth +1 plus PB x 2, Perception +1 plus PB
those with weapons and armor.
Damage Immunities: necrotic, poison
While possessing a humanoid, the legionnaire can take any
Condition Immunities: exhaustion, grappled, action of its choice, not just Dodge. It also has access to its
poisoned spectral weapons, which can be swapped as an action.
Senses: darkvision 60 ft., passive Perception 10 + The possession ends when the body drops to 0 hit points,
(PB) the legionnaire ends it as an action, or the ghost is turned or
Languages: understands the languages you speak forced out by an effect like the dispel evil and good spell.
Proficiency Bonus (PB): equals your bonus When the possession ends, the legionnaire reappears in an
unoccupied space within 5 feet of the body. The target is
Soulbound. The legionnaire takes 1d10 force immune to the ghost's Possession for 1d4 days after
damage if it ends its turn in the Ethereal Plane. It succeeding on the saving throw or after the possession ends.
doesn't take that damage if it stays within 30 feet of
a creature it is bound to. A humanoid whose challenge rating is equal to or greater
than your warlord level can't be possessed by the legionnaire.
Incorporeal Movement (7th level). The legionnaire
can move through other creatures and objects as if Once you command the legionnaire to use this feature, it
they were difficult terrain. It takes 1d10 force must finish a long rest before it can use it again.
damage if it ends its turn inside an object.
Stolen Life
Actions From 18th level, the legionnaire can force possessed
Spear (Spear/Shield Only). Melee Weapon Attack:
humanoid to roll a death saving throw at the start of each of
your Charisma modifier + PB to hit, reach 5 ft., one
its turns. On a third failure, the creature's soul is repelled
target you can see. Hit: 1d6 + PB force damage.
from the body, and the creature dies. The legionnaire then
takes over the body, becoming its new natural host. While in
Longsword (Longsword Only). Melee Weapon Attack: the body, it can't be turned or forced out by any magical
your Charisma modifier + PB to hit, reach 5 ft., one means, short of a Wish spell. It can also freely enter and leave
target you can see. Hit: 1d10 + PB force damage. the body as an action.
Shortbow (Shortbow Only). Ranged Weapon Attack: If the creature has three successful saves, its soul can't be
your Charisma modifier + PB to hit, reach 80/320 repelled from the body, even if the ghost possesses it again.
ft., one target you can see. Hit: 1d6 + PB force
damage.
Etherealness. The legionnaire enters the Ethereal
Plane from the Material Plane, or vice versa. While in
the Ethereal Plane, it can see and hear the Material
Plane, but it can't see anything more than 60 feet
away. It can only affect and be affected by other
creatures on the Ethereal Plane. Creatures that aren't
there can't perceive the legionnaire or interact with
it, unless they have the ability to do so.
Reactions
Vigilant Spirit. At the start of a combat, the
legionnaire can reappear in the Material Plane if it
was in the Ethereal Plane.
The ByWarlord
zaelos_3
This is unofficial Fan Content permitted under the Fan Content
Policy. Not approved/endorsed by Wizards. Portions of the
material used here are property of Wizards of the Coast.
©Wizards of the Coast LLC.
Art
Art Credits:
Credits:
Cover: Wesley Burt - Oath of Gideon

Preview: Cynthia Sheppard - Ampryn Tactician

Page 1: Copyright: ©Wizards of the Coast LLC.

Page 1 (City): Grzegorz Rutkowski - Watchful


Giant

Page 2: Grzegorz Rutkowski - Aryel Knight

Page 4: Kieran Yanner - Ajani Unyielding

Page 5: Wesley Burt - Surrak, the Hunt Caller

Page 6: Ryan Pancoast - General Kudro

Page 7: Kieran Yanner - Queen Marchesa

Page 8: Bram Sels - Valiant Rescuer

Page 9: Zach Stella - Temporal Machinations


Page 10: Scott Murphy - Inspiring Veteran

Page 11: Ben Wootten - White Raven


Page 12: Grzegorz Rutkowski - Urza, Lord High
Artificer

Page 13: Mike "Daarken" Lim - Ihsan's Shade

Page 14: Rovina Kai - Parasitic Grasp

Page 15: Magali Villeneuve - Maddening


Cacophony

Page 16: Tyler Jacobson - Threads of Disloyalty


Page 17: Ryan Yee - Forbidding Spirit
Page 19: Mike "Daarken" Lim - Gideon, Martial
Paragon

Art copyright:
Art copyright: ©Wizards
©Wizards ofof the
the Coast
Coast LLC.
LLC.
Page Textures: /u/flamableconcrete

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Special Thanks: /u/weird_dm


 
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