5th Edition Warlord base class


4th Edition

RPG Superstar 2012 Top 32

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WARLORD

The warlord leads his allies in battle.

LEVEL FEATURES
1. Commanding Action, Strategic Reactions
2. Fighting Style, Warlord Tactics
3. Warlord Archetype
4. Ability Score Improvement
5. Extra Attack
6. Warlord Tactic
7. Archetype Feature
8. Ability Score Improvement
9. Swift Commanding Action
10. Combat Reflexes, Warlord Tactic
11. Archetype Feature
12. Ability Score Improvement
13. Sudden Commanding Action
14. Warlord Tactic
15. Archetype Feature
16. Ability Score Improvement
17. Greater Commanding Action
18. Warlord Tactic
19. Ability Score Improvement
20. Reactionary

CLASS FEATURES

HIT POINTS
Hit Dice: 1d10 per warlord level
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
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Constitution, Charisma
Skills: Choose two skills from Animal Handling, Athletics, Deception, History, Intimidation, Insight, Performance, Persuasion

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 dungeoneers’s pack or (b) an explorer’s pack
(a) Leather armor or (b) or scale armor

COMMANDING ACTION
At 1st level, you can use your action to grant an ally within 60 feet of you the ability to use their reaction to make a single melee or ranged attack, or to cast a cantrip. You must be able to see or hear your ally, and your ally must be able to see or hear you.

STRATEGIC REACTION
At 1st level, you can use your reaction to grant an ally within 60 feet of you advantage on an ability check, attack roll, or saving throw. You must be able to see or hear your ally, and your ally must be able to see or hear you.

FIGHTING STYLE
At 2nd level, you adopt a style of fighting as your specialty. 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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
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 impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

WARLORD TACTICS
At 2nd level, you gain two of the following Tactics. At levels 6, 10, 14, and 18, you gain an additional Tactic.

WARLORD TACTICS:

Bolster Ally
You can use your reaction to grant an ally (not yourself) resistance against a single attack. You must be able to see or hear your ally, and your ally must be able to see or hear you.

Combat Commander
You can use your Commanding Action to grant an ally adjacent to a creature you are adjacent to advantage on attack rolls against that creature.

Cunning Action
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Help actions.

Defending Commander
You can use your Commanding Action to allow an ally (not yourself) to use their reaction to take the Dodge action.

Healing Surge
You can use your Commanding Action to allow an ally to use their reaction to spend a Hit Die.

Improve Critical
You can use your reaction when an ally rolls a critical hit and allow your ally to roll an additional damage die.

Precise Strike
You can use your reaction to grant an ally a bonus to damage equal to your proficiency bonus until the end of your next turn.

Protect Ally
You can use your reaction to grant an adjacent ally (not yourself) a bonus equal to your proficiency bonus on a single saving throw.

Quick Start
You add your proficiency bonus to your initiative rolls. When is initiative is rolled, you choose an ally (including yourself) and grant that ally advantage on initiative rolls.

Rally
You can use your Commanding Action to allow an ally to use their reaction to use the Dash or Disengage action.

Retaliatory Strike
When an ally is struck by a creature you threaten, you can use your reaction to make a melee attack against that creature.

Shield Ally
You can use your reaction to grant an adjacent ally a bonus to their AC equal to your proficiency bonus against a single attack.

Skill Mastery
You can use your reaction to add your proficiency bonus to an ally’s (not including you) ability check.

True Inspiration
When you spend inspiration, you have advantage on the re-roll. If you give inspiration to an ally, they have advantage on the re-roll.

ARCHETYPES
At 3rd level, you choose an archetype that you strive to emulate: Beacon, Cavalier, Hexblade, Marshall, or Witch-hunter. These archetypes are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

ABILITY SCORE IMPROVEMENT
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.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

SWIFT COMMANDING ACTION
Beginning at 9th level, you can use your bonus action to use Commanding Action.

COMBAT REFLEXES
Beginning at 10th level, you can use a number of reactions equal to half your proficiency bonus during your turn. Once you use this feature, you cannot use it again until you take a short or long rest.

SUDDEN COMMANDING ACTION
Beginning at 13th level, you can use your reaction to use Commanding Action.

GREATER COMMANDING ACTION
At 17th level, you can use your Commanding Action ability to grant an ally within 60 feet of you the ability to use their reaction to use the Attack action, or to cast a spell. You must be able to see or hear your ally, and your ally must be able to see or hear you.

REACTIONARY
At 20th level, you do not need to take a short rest or a long rest between uses of your Reactionary class feature.

ARCHETYPES

BEACON:

BEACON
The Beacon archetype represents a shining symbol of valor that inspires allies with magical might.
Beacon Magic
Your commanding presence is magically enhanced. You cast spells from the Beacon spell list, as detailed below.
Cantrips
At 3rd level, you learn 2 cantrips. You learn an additional cantrip at 9th level and 15th level.
Spell Slots
You gain a number of spell slots equal to your proficiency bonus. The level of your spell slots is equal to 1/3 your warlord level. To cast one of your Beacon spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 6th level, you have three 2nd-level spell slots. To cast a 1st-level spell bless, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the Beacon spell list. At 4th level, and every level thereafter, you learn one additional spell of at least 1st level of your choice. You must have spell slots of the level of the spell you choose.
Spellcasting Ability
Charisma is your spellcasting ability for your Beacon spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Beacon spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your Beacon spells.

Shared Magic
At 7th level, when you cast a spell that affects at least one ally, you can spend 1 extra spell slot and affect an additional number of allies equal to your Charisma modifier (at least 1).

Sudden Magic
At 11th level, you can use your reaction to cast a spell by spending 2 spell slots.

Beacon of Healing
At 15th level, you can use your action to transform into a golden-white shining being of energy for 1 minute. Adjacent allies can use a bonus action to touch you and heal a number of hit points equal to 2d10 + your Charisma modifier; any excess hit points healed are treated as temporary hit points that last up to 1 hour. Each round, you can use your reaction to heal an ally within 60 feet of you for a number of hit points equal to 2d10 + your Charisma modifier. Once you use this feature, you cannot use it again until you take a short or long rest.

BEACON SPELLS
Cantrips (0-level)
dancing lights, friends, guidance, light, produce flame, resistance, sacred flame, thaumaturgy
1st Level
bless, color spray, command, divine favor, faerie fire, guiding bolt, heroism, protection from evil and good, sanctuary, shield of faith
2nd Level
aid, calm emotions, continual flame, enthrall, moonbeam, warding bond, zone of truth
3rd Level
aura of vitality, beacon of hope, crusader’s mantle, daylight, hypnotic pattern, mass healing word, spirit guardians
4th Level
aura of life, aura of purity, death ward, fire shield
5th Level
circle of power, mass cure wounds, Rary’s telepathic bond
6th Level
eyebite, globe of invulnerability, heroes’ feast, sunbeam, true seeing, wind walk

CAVALIER:

CAVALIER
The Cavalier archetype exemplifies mounted combat.

Cavalier’s Steed
At 3rd level, you gain special mount that accompanies you on your adventures and is trained to carry you into combat. Choose a steed, such as a warhorse, a pony, a camel, an elk, or a mastiff (your DM might allow other beasts to serve as your steed). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your warlord level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your Commanding Action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
When you mount your Cavalier’s Steed, it only costs you 5 feet of movement. If an effect moves your mount against its will, or knocks you prone while mounted, you have advantage on the DC 10 Dexterity saving throw to avoid falling off your mount.

Powerful Charge
Beginning at 7th level, when you attack while mounted on your steed and your steed takes the Dash action, your weapon does an additional die of damage.

Fearsome Charge
Beginning at 11th level, when you attack while mounted on your steed and your steed takes the Dash action, the target of your attack must make a Wisdom saving throw opposed by your Charisma (Intimidation) check or become frightened for 1 minute. The target may make a new Wisdom saving throw at the end of its turn to end this effect.

Harrowing Charge
Beginning at 15th level, when you attack while mounted on your steed and your steed takes the Dash action, all opponents within 30 feet of the path of your steed’s movement must make a Wisdom saving throw opposed by your Charisma (Intimidation) check or be frightened for 1 round.

HEXBLADE:

HEXBLADE
Hexblades use curses and jinxes to hinder their opponents on the battlefield.

Hexblade Magic
Your foreboding presence is magically enhanced. You cast spells from the Hexblade spell list, as detailed below.
Cantrips
At 3rd level, you learn 2 cantrips. You learn an additional cantrip at 9th and 15th level.
Spell Slots
You gain a number of spell slots equal to your proficiency bonus. The level of your spell slots is equal to 1/3 your warlord level. To cast one of your Hexblade spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 6th level, you have three 2nd-level spell slots. To cast a 1st-level spell bane, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the Hexblade spell list. At 4th level, and every level thereafter, you learn one additional spell of at least 1st level of your choice. You must have spell slots of the level of the spell you choose.
Spellcasting Ability
Charisma is your spellcasting ability for your Hexblade spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Hexblade spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Hexblade spells.

Jinx
At 7th level, you can use your reaction to grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent, and your opponent must be able to see or hear you.

Steal Luck
At 11th level, when you use your Jinx ability, you gain inspiration.

Horrid Jinx
At 15th level, when you use your Jinx ability, your opponent subtracts your proficiency bonus from its affected rolls. When you use the inspiration gain from your Steal Luck ability, you add your proficiency to the affected rolls.

HEXBLADE SPELLS
Cantrips (0-level)
blade ward, chill touch, mage hand, minor illusion, poison spray, prestidigitation, ray of frost, resistance, shillelagh, thorn whip, true strike, vicious mockery
1st Level
armor of Agathys, bane, command, compelled duel, disguise self, dissonant whispers, ensnaring strike, entangle, false life, hellish rebuke, hex, inflict wounds, ray of sickness, Tasha’s hideous laughter, witch bolt
2nd Level
blindness/deafness, cloud of daggers, crown of madness, darkness, darkvision, hold person, magic weapon, pass without trace, ray of enfeeblement, silence, spike growth, spiritual weapon, suggestion, web
3rd Level
animate dead, bestow curse, counterspell, dispel magic, fear, feign death, nondetection, remove curse, sleet storm, slow, stinking cloud, vampiric touch
4th Level
blight, compulsion, confusion, Evard’s black tentacles, grasping vine, phantasmal killer, polymorph
5th Level
anti-life shell, Bigby’s hand, cloudkill, contagion, dominate person, dream, geas, hold monster, insect plague, mislead, modify memory
6th Level
create undead, eyebite, flesh to stone, globe of invulnerability, harm, magic jar, mass suggestion, Otto’s irresistible dance, wall of thorns

MARSHAL:

MARSHAL
Marshals excel at commanding forces on the field of battle.

Aura of Command
Beginning at 3rd level, whenever you use the following Warlord Tactics, you may target a number of allies of your choice up to your warlord level + your Charisma modifier instead of a single ally.
Bolster Ally, Combat Commander, Defending Commander, Healing Surge, Precise Strike, Protect Ally, Quick Start, Rally, Shield Ally, Skill Mastery.
In addition, the number of additional Warlord Tactics you gain at levels 6, 10, 14, and 18 double.

Tactical Advantage
At 7th level, when you grant an ally or allies advantage, they add your proficiency bonus to their rolls. Once you use this feature, you cannot use it again until you take a short or long rest.

Extra Action
At 11th level, you can use your action to grant a number of your allies equal to your proficiency bonus an extra action on their next turn. Once you use this feature, you cannot use it again until you take a short or long rest.

Fifteen
At 15th level, when you use Commanding Action, you can affect a number of allies equal to your proficiency bonus. Once you use this feature, you cannot use it again until you take a short or long rest.

WITCH HUNTER:

WITCH HUNTER
Witch Hunters track down outlaw magic-users.

Spell Hunter
At 3rd level, you gain proficiency in Arcana and can cast detect magic as a ritual. You can use Intelligence (Arcana) in place of Wisdom (Survival) to track creatures capable of casting spells or using magic, and you double your proficiency bonus when doing so.

Disrupt Spells
Beginning at 3rd level, when an opponent begins to cast a spell, you can use your reaction to make an attack against that opponent. If you hit, you add your proficiency bonus to the damage and your opponent must make a Constitution saving throw (DC = 10 or half the damage you cause, whichever number is higher) or lose the spell.

Spell Reaver
Beginning at 7th level, you gain a number of spell slots equal to your proficiency bonus. You can use these spell slots to cast counterspell or dispel magic. The level of your spell slots is equal to half your warlord level. You regain expended spell slots after a long rest. Charisma is your spellcasting ability for these spells.

Spell Resistant
Beginning at 11th level, you have advantage on saving throws against spells.

Greater Spell Reaver
Beginning at 15th level, you can cast antimagic field or mindblank using your spell slots.

Sovereign Court

I like what I see so far. I wonder if the archetypes might make it too varied, but without a closer look I cannot tell.

The 20th level Reactionary class feature is a bit confusing due to wording.

I like that it has a lot of martial features though.

Again, more in depth analysis as I read through.

RPG Superstar 2012 Top 32

Oops!

It should read:

REACTIONARY
At 20th level, you do not need to take a short rest or a long rest between uses of your Combat Reflexes class feature.


SmiloDan is on the roll!

First thing noticed: maybe Combat Reflexes should instead give a number of reactions that can be used between short or long rests instead of lots of reactions on single turn?

RPG Superstar 2012 Top 32

I'm kind of concerned with messing with the action economy too much. 2 Reactions for levels 10-16 and 3 at 17+ might be a bit much on a regular basis. I haven't done ANY playtesting yet...

Sovereign Court

The Combat commander tactic seems weak, considering that you can instead use your action to basically give an extra attack or cantrip, and you can spend a reaction to give them advantage anyhow.

The wording to True Inspiration seems tricky. Inspiration is not a reroll, but rather it grants advantage. Maybe allow for three d20?

Beacon of healing does not specify whether you can use both aspects of it (allies touch you, you heal an ally) before a short or long rest, or if it is either or.

As for the Hexblade, I like it, but I wish that you could grant disadvantage earlier than 7th level. I also am not a fan of abilities that grant inspiration, since it is meant to encourage role playing. Maybe granting a luck reroll as per the luck feat?

Otherwise, I love it! Excellent way to thematically tie in all of those otherwise disparate class archetypes! Bravo!

RPG Superstar 2012 Top 32

1 person marked this as a favorite.
Lorathorn wrote:
The Combat commander tactic seems weak, considering that you can instead use your action to basically give an extra attack or cantrip, and you can spend a reaction to give them advantage anyhow.

This ability is meant to synergize with the Marshal ability to affect multiple allies. Similar to the Wolf Totem barbarian power.

Lorathorn wrote:

The wording to True Inspiration seems tricky. Inspiration is not a reroll, but rather it grants advantage. Maybe allow for three d20?

Good point. And excellent idea! :-D

Lorathorn wrote:


Beacon of healing does not specify whether you can use both aspects of it (allies touch you, you heal an ally) before a short or long rest, or if it is either or.

Both. I'll work on the language.

Lorathorn wrote:


As for the Hexblade, I like it, but I wish that you could grant disadvantage earlier than 7th level. I also am not a fan of abilities that grant inspiration, since it is meant to encourage role playing. Maybe granting a luck reroll as per the luck feat?

I might be able to squeeze it in at 3rd level. Maybe at the cost of a spell slot? And then slot-less at 7th? I like the luck re-roll idea.

Lorathorn wrote:


Otherwise, I love it! Excellent way to thematically tie in all of those otherwise disparate class archetypes! Bravo!

Wait til you see my magus! ;=)


SmiloDan wrote:

I'm kind of concerned with messing with the action economy too much. 2 Reactions for levels 10-16 and 3 at 17+ might be a bit much on a regular basis. I haven't done ANY playtesting yet...

I meant something like fighter's surge: you can make one additional reaction beyond your normal one reaction per turn. Once you used you cannot it until you have a short rest. Or maybe give it two uses per short rest, but no more than once per day.

Sovereign Court

I can't WAIT for Magus!

RPG Superstar 2012 Top 32

Drejk wrote:
SmiloDan wrote:

I'm kind of concerned with messing with the action economy too much. 2 Reactions for levels 10-16 and 3 at 17+ might be a bit much on a regular basis. I haven't done ANY playtesting yet...

I meant something like fighter's surge: you can make one additional reaction beyond your normal one reaction per turn. Once you used you cannot it until you have a short rest. Or maybe give it two uses per short rest, but no more than once per day.

That's a neat idea, and kind of what I was trying to do. You get one or two (at 9th) or three (at 17th) extra reactions for 1 round, but then need a short rest to recharge it.

At 20th level, you can use 4 reactions each round.

RPG Superstar 2012 Top 32

Lorathorn wrote:
I can't WAIT for Magus!

I just need to work on the spell list.

And maybe the Spellthief archetype....

archetypes:

Aegis: Shield master

Arcane Archer: ranged mastery

Duskblade: standard sword & spell melee combatant

Kensai: Unarmed spell combat

Myrmidon: Armor master, self-buffer

Witchblade: De-buffer and curse weaver

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