Warlord

Class Features

Level Proficiency Bonus Leadership Die Leadership Dice Features
1st +2 Warlord Presence, Battlefield Presence, Fighting Style
2nd +2 d6 2 Leadership Dice, Martial Feats
3rd +2 d6 3 Warlord Presence Feature, Warlord's Expertise
4th +2 d6 4 Ability Score Improvement
5th +2 d6 5 Extra Attack, Fatigue Resistance
6th +3 d6 6 Prepare for Battle, Leadership Die Limit (2)
7th +3 d6 7 Warlord Presence Feature
8th +3 d6 8 Ability Score Improvement
9th +3 d8 9 Press the Attack
10th +3 d8 10 Unbreakable Will
11th +4 d8 11 Warlord Presence Feature, Leadership Die Limit (3)
12th +4 d8 12 Ability Score Improvement
13th +4 d10 13 Warlord's Intuition
14th +4 d10 14 Shift the Field
15th +4 d10 15 Warlord Presence Feature
16th +5 d10 16 Ability Score Improvement
17th +5 d12 17 Leadership Die Limit (4)
18th +5 d12 18 Warlord Presence Feature
19th +5 d12 19 Ability Score Improvement
20th +5 d12 20 Tireless Leader

Hit Points

Class Health Number: 5

Hit Points at 1st Level: 10 + your fighting style health bonus

Hit Points at Higher Levels: 5 + your fighting style health bonus per warlord level after 1st

Proficiencies

Physical and Mental Modifiers

Some of your abilities will require your Mental or Physical Modifier.

Your Physical Modifier is your Strength or Dexterity Modifier.

Your Mental Modifier is your Intelligence, Wisdom, or Charisma Modifier.

Fighting Style: 1

You adopt a particular style of fighting as your specialty. Choose one of the following options. Each Fighting style grants you a bonus at level 1, you must be wielding one of your fighting style’s respective item to gain this benefit. At level 7, your fighting style provides a Martial Feat, this feat does not count against your Feats known, and it does not require a slot when you use it. You must be wielding one of your fighting style’s respective item to use this feature, but you can use this feat regardless of your class.

Warlord Presence: 1

You choose the archetype of warlord you embody, called a Presence. Your choice grants you features at 1st level, and then again at 3rd, 7th, 11th, 15th, and 18th level.

Battlefield Presence: 1

When you take the Attack action on your turn, you can forgo one of your attacks to grant a friendly creature that can see or hear you an additional attack. The next time that creature takes the Attack action before the start of your next turn, they can make one additional attack as part of that action.

A creature can benefit from only one additional attack from this feature per round.

Leadership Dice: 2

You have access to Leadership Dice, representing your ability to inspire and direct your allies. Your Warlord level determines the number and size of these dice, as shown in the Leadership Dice and Leadership Die columns of the Warlord Features table.

You can expend these dice to fuel various features. You start knowing three such features: Rallying Mark, Urgent Orders, and Helpful Word.

Per Turn Limit: You can normally expend only one Leadership Die per turn. At higher levels, you can expend more dice per turn, as shown in the Leadership Die Limit feature at levels 6, 11, and 17.

You regain all expended Leadership Dice when you finish a short rest or long rest.

Rallying Mark

As an action, expend up to your per-turn limit of Leadership Dice and choose a hostile creature within 60 feet. The next time an allied creature deals damage to that target before the start of your next turn, that ally adds the total rolled on the expended Leadership Dice to the damage roll and regains hit points equal to the total rolled.

Urgent Orders

As an action, expend up to your per-turn limit of Leadership Dice and target an allied creature within 60 feet that can see or hear you. That creature can immediately use its reaction to move up to its speed (max 30 feet) without provoking opportunity attacks. It gains temporary hit points equal to the total rolled on the expended dice.

Helpful Word

As an action, expend one Leadership Die to take the Help action. When you use this Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet, provided your ally can see or hear you.

Martial Feats: 2

You have trained in special techniques that give you an edge in combat and beyond. You gain access to martial feats, as described in the Martial Feats section. You may only use one Feat Slot per turn.

Primary Slots. You have 2 Primary Slots, which you expend to activate your feats. You regain all expended slots when you finish a short rest. Your number of Primary Slots increases as you gain levels, as shown in the Feats Progression table.

Feats Known. You know 2 martial feats of your choice from your feat list. The Feats Known column of the Feats Progression table shows when you learn more feats. Additionally, when you gain a level in this class, you can replace one feat you know with another feat of your choice from your class feat list.

Feat Tier. You can learn feats of Tier 1 at level 2. At higher levels you gain access to higher tiers, as shown in the table.

Feats Progression
Level Primary Slots Feats Known Feat Tier Available
2nd 2 2 Tier 1
3rd 2 2 Tier 1
4th 2 2 Tier 1
5th 3 3 Tier 2
6th 3 3 Tier 2
7th 3 3 Tier 2
8th 3 3 Tier 2
9th 3 3 Tier 2
10th 4 3 Tier 2
11th 4 3 Tier 3
12th 4 4 Tier 3
13th 5 4 Tier 3
14th 5 4 Tier 3
15th 5 4 Tier 3
16th 6 5 Tier 3
17th 6 5 Tier 4
18th 6 5 Tier 4
19th 7 5 Tier 4
20th 7 6 Tier 4

Warlord's Expertise: 3

Choose one skill: Investigation, Insight, Intimidation, or Persuasion. If not proficient, you gain proficiency. If already proficient, double your proficiency bonus for ability checks using that skill.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th level, you can increase an ability score by 1.

Martial Fatigue Resistance: 5

Taking the attack action does not inflict you with the fatigued condition.

Reactive Strikes: 5

Whenever you grant a creature an extra attack, that creature may use their reaction to make that attack using their held weapon.

Prepare for Battle: 6

Spend 1 minute directing up to five friendly creatures (including yourself) that can see or hear you. Expend up to your per-turn limit of Leadership Dice, rolling them. Each chosen creature gains temporary hit points equal to the total rolled. Once used, this feature can only be used again after a short or long rest.

Leadership Die Limit

6th level: 2 per turn, 11th level: 3 per turn, 17th level: 4 per turn.

Press the Attack: 9

Enhances Rallying Mark, Urgent Orders, and Helpful Word for multiple targets and additional effects using Leadership Dice.

Unbreakable Will: 10

You are immune to the frightened and charmed conditions.

Warlord's Intuition: 13

Before making a skill check in which you are proficient, you may treat the d20 roll as equal to your Warlord level. Usable once per long rest.

Shift the Field: 14

As an action, expend one Leadership Die to reposition up to five friendly creatures, each moving up to half speed without provoking opportunity attacks.

Tireless Leader: 20

When using Rallying Mark, Urgent Orders, Helpful Word, or Prepare for Battle, you may roll a d4 instead of expending a Leadership Die. This works even if you have no Leadership Dice remaining.