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Class Features

As a Warlord you gain the following class features.

Hit Points
Hit Dice: 1d12 per Warlord level

Hit Points at 1st Level: 12 + Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Warlord level after 1st

Proficiencies
Armor: All armor, shields

Weapons: All weapons

Tools: None

Saving Throws: Constitution, Intelligence

Skills: Choose three skills from Animal Handling, History, Insight, Intimidation, Investigation, Medicine, Persuasion, and
Religion.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

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


■ (a) a light crossbow and 20 bolts or (b) five javelins
■ (a) chain mail or (b) scale mail
■ (a) diplomat's pack or (b) explorer’s pack

Fighting Style
You started adopting at a young age in a specific style of combat. Choose one of the following options. You can't take a
Fighting Style option more than once, even if you later get to choose again.

Defense
While you are wearing armor, you gain +1 bonus to AC.

Interception
When a creature you can see hits a target, other than yourself, within 5 feet of you with an attack, you can use your
reaction to reduce the damage of the attack by a d10 plus your proficiency bonus (minimum 0). You must be wielding a
shield or a weapon to take this reaction.

Superior Technique
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is
used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you
finish a short or long rest.
Protection
When a creature you can see attacks a target other than you that is within 5 feet o f you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding a shield.

Commanding Mark
Your allies hear your words of command, and they will attack wherever you think there is weakness. You can spend a
bonus action to verbally speak or signal an order to an ally to attack a target of your choice, any ally that chooses to attack
the target gains a bonus to hit equal to half of your proficiency bonus rounded down. You can change the target of your
mark by spending a bonus action to mark another target, however, you can mark only one target at a time. You can do this
equal to your intelligence modifier, regain all expended uses after a long rest.

Inspiring Words
You can spend your bonus action to allow an ally who can hear you to expend a number of hit dice up to half your
Warlord level. That ally also gains a number of temporary hit points equal to half your Warlord level. Once you use this
feature, you must finish a short or long rest before you can use it again. At 4th level, you have 2 uses of Inspiring Words
before taking a rest. At 7th level, the number of temporary hit points gained equals 5 + half your Warlord level. At 14th
level, the number of temporary hit points gained equals 8 + half your Warlord level +Cha mod, and you can use this
feature thrice before a short rest or long rest.

War Path
At 3rd level, you choose an archetype that emulates your leadership style. Your style grants features at 3rd level, and again
at 6th, 10th, and 18th levels. Choose 1 from: Icon of Victory, Bravura Chieftain.

Ability Score Increase


When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using
this feature.

Battle Master
At the 5th level, you have mastered the art of controlling the battlefield. You specialize in combat maneuvers that distract,
goad, and manipulate their enemies with deadly precision.
Maneuvers
You learn three maneuvers of your choice, which are detailed pg 74 in the Player's Handbook under Maneuvers, and
Disarming Strike. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn
two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also
replace one maneuver you know with a different one.

Superiority Dice

You gain 5d8 superiority dice for maneuvers. A superiority die is expended when you use it. You regain all of your
expended superiority dice when you finish a short or long rest. You gain another superiority die at 15th level.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC
is calculated as follows:

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

Improved Combat Superiority


When you reach 10th level, your superiority dice turn into d10. When you reach level 18, your dice turn into d12.

Shock and Awe


At 12th level, your attacks score a critical hit on a roll of 19-20. If it is already 19-20, then it is 18-20. When you score a
critical hit or when a creature critically fails a saving throw for your attacks, you inspire your allies and yourself to battle
on. Choose a creature that can see or hear you. That creature gains temporary hit points equal to 1d10 + your intelligence
ability modifier. Starting at the 14h level the creature regains 2d10 + your intelligence ability modifier. At 16th level, the
creature regains 3d10 + your intelligence ability modifier.

At 16th level, you turn your ferocity with your attacks into shocking or awing your target. In addition to healing a creature,
when you score a critical hit on an enemy or when a creature critically fails a saving throw for your spells or attacks,
choose one creature that can see or hear you and choose shock or awe. The creature must make a Wisdom saving throw
(DC equal to 8 + your proficiency bonus + your intelligence modifier) or be frightened (if you chose shock) or be charmed
(if you chose awe). A creature that succeeds on this saving throw is immune to Shock and Awe for 1 minute.
Crescendo of Violence
At 20th level, you gain an extra action, and bonus action.

War Path

Icon of Victory

Inspirational Surge
At 3rd level, add your intelligence modifier to the number of temporary hit points granted by your Inspiring Word.

Indomitable Inspiration
At 6th level, the target of your Inspiring Word gains advantage on all saving throws until the end of your next turn.

White Knight
At 10th level, when an ally is the target for an attack you may use your reaction to change the target of the attack to
yourself. If the attack hits, you gain temporary hit points equal to your Charisma modifier.

Stand Invincible
At 18th level, when an ally who can see and hear you is reduced to 0 hit points and not killed outright, you can spend your
reaction to allow that ally to drop to 1 hit point instead. Once you use this feature, you must take a short or long rest before
you can use it again.

Bravura Chieftain

Reckless Inspiration
At 3rd level, your inspiring word can whip allies into a frenzy. When you use your inspiring word on an ally, that ally can
forgo gaining temporary hit points to instead deal an equal amount of extra damage on the next attack he or she makes
before the end of his or her next turn.

Brash Assault
At 6th level, when you grant your Inspiring Word to an ally, you can choose for that ally to use their reaction to move their
speed in any direction they want, while moving they don’t provoke opportunity attacks for enemies. While or after moving
they can make one attack as part of the reaction.
Forced Respect
At 10th level, when an enemy within 5 feet of you starts its turn, you may spend your reaction to give that enemy
disadvantage to any attack roll that targets anyone but you until the end of its turn. If it chooses to attack you this turn, it
has advantage on the attack roll, and all of your allies have advantage on attack rolls against it until the end of its next turn.

Bravura Warcry
At 18th level, when you roll initiative, every enemy that can hear you must make a Charisma saving throw with a DC
equal to 8 + your intelligence modifier + your proficiency bonus. If it fails, it is frightened for 1 round. Every ally that can
hear you gains 15 temporary hit points.

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