The Warlord Class - GM Binder
The Warlord Class - GM Binder
The Warlord Class - GM Binder
The Warlord
As the aging man
struggled to keep up
with his companions,
he started to regret his decision to
join the young adventurers. His days
of glory had long passed, but hearing
the poorly devised plan of the aspiring
heroes had rekindled something inside
his soul that he thought gone forever. The
old man couldn't use a sword like he used
to, but if his young companions took his
advice, they may yet be able to survive the
dangerous life an adventure for a few days.
The dwarven lord ordered his soldiers to
form ranks as the uncountable horde of horrors
poured forth from the tunnel ahead. He positioned
his platoon of elite warriors in the final tunnel before
the entrance of his clan's great city. His clan had delved
too greedily and they had freed something from the depths
below. The lord muttered a final prayer and prepared to lead
his men to their deaths, hopefully giving the rest of his clan
time to escape the unstoppable horde of monstrosities.
A lithe wood elf quietly led her hunting party through the
underbrush of the great wood. They had tracked their foe, a
great two-headed troll, for almost two days. As it rested in a
clearing, she gave the signal and her fellow hunters fanned
Creating Your Warlord
out around the beast, blending in with the natural landscape. When creating your Warlord, consider where they learned to
On her mark, the hunting party lunged forward with their be a leader. Did they serve as the squire of a world-renowned
spears, and the troll was felled before it could react. general? Were they the star pupil of their kingdom's military
All of these warriors are considered Warlords, martial academy? Or, did they slowly rise through the bloody ranks of
leaders who use their knowledge of tactics and warfare to a band of mercenaries, learning to lead through necessity?
empower their allies and thwart the plans of their foes. Also, consider why your Warlord would lead others rather
than improve their own individual martial skill. Do they see
Decisive Leaders value in teamwork and coordination? Does their age or some
other impairment prevent them from fighting on their own?
While Warlords are as varied as styles of leadership, they all
share one thing in common: a commitment to their decisions. Have they always had a sharp mind and a knack for leading
others, maybe even from a young age?
Once a true Warlord decides on a course of action, whether it
was their idea or not, they will see the plan through to its end.
These natural-born leaders stand as stalwart figures in the
face of danger and can rally their allies to overcome whatever Multiclassing and the Warlord
obstacles may stand between them and their goals. Though If your group uses the optional multiclassing rule,
they are not always formally appointed leaders, the presence here is everything you need to know if you choose
of a Warlord, both on and off the field of battle, can motivate to take at least one level in the Warlord class.
any who follow them to be the best version of themselves. Ability Score Minimum. As a multiclass character,
you must have at minimum a 13 in either Strength
From Many, One or Dexterity, and in either Intelligence, Wisdom, or
Charisma in order to take a level in Warlord, or to
Alone, a Warlord is a minor threat, but with loyal companions take a level in another class if you're a Warlord.
to organize and command, the greatest Warlords are capable Proficiencies. If Warlord isn't your initial class,
of toppling empires. Known for their keen use of tactics and here are the proficiencies you gain when you take
knowledge of warfare, a Warlord is able to draw out the true your first level in Warlord: light and medium armor,
potential of their allies. Leaders to their core, a Warlord will shields, simple weapons, and one gaming set.
make sure to understand the capabilities and weaknesses of Exploits. If you learn Exploits from more than one
their allies so they can help them to reach their true potential.
of your class, subclass, or other features, follow the
rules and table linked below to determine the total
These exceptional strategists are able to step back and
number and size of your Exploit Dice, and the total
allow their allies to excel in combat. Though they are able to number of Exploits Known from each feature that
hold their own in battle, a warlord's true strength lies in the grants you Exploits: Alternate Martial Multiclassing.
potent orders they issue to their allies. These insights push
their comrades from mundane warriors to true heroes.
The Warlord
Inspiring Exploits Exploit Exploit
Level PB Class Features Word Known Die Dice
1st +2 Leadership Style, Inspiring Word 3 ─ ─ ─
2nd +2 Fighting Style, Tactical Exploits 3 2 d4 2
3rd +2 Academy of War 3 3 d4 2
4th +2 Ability Score Improvement 4 3 d4 2
5th +3 Extra Attack 4 4 d6 3
6th +3 Academy Feature 4 4 d6 3
7th +3 Valiant Leader 4 5 d6 3
8th +3 Ability Score Improvement 5 5 d6 3
9th +4 Rallying Cry (1) 5 6 d6 3
10th +4 Unwavering Will 5 6 d6 3
11th +4 Tactical Superiority 5 7 d8 4
12th +4 Ability Score Improvement 5 7 d8 4
13th +5 Rallying Cry (2) 6 8 d8 4
14th +5 Academy Feature 6 8 d8 4
15th +5 Exalted Leader 6 9 d8 4
16th +5 Ability Score Improvement 6 9 d8 4
17th +6 Rallying Cry (3) 7 10 d10 5
18th +6 Academy Feature 7 10 d10 5
19th +6 Ability Score Improvement 7 10 d10 5
20th +6 Dauntless 7 10 d10 5
Standard Bearer
When a creature within 5 feet attacks another creature you
can see, you can use a reaction to grant it advantage on its
attack roll. You must be holding a standard or banner in
your hand (and nothing else in that hand) to do so.
Strongbow
v You can use your Strength modifier, in place of
your Dexterity, for attack and damage rolls with
longbows and shortbows. Whenever you do, you
gain a +1 to damage rolls with those weapons.
Versatile Fighting
While wielding a single versatile weapon and no
shield, you gain a +1 bonus to your attack rolls
with that weapon. While doing so, you can also
use your bonus action to make a single grapple
or shove attack, or take the Use an Object action.
Tactical Exploits
Your knowledge of warfare allows you to employ
potent strategies in battle. At 2nd level, you learn
to use Tactical Exploits as detailed below:
Exploit Dice
The Warlord table shows the number of Exploit Dice
you have to perform any Tactical Exploits you know.
Some Exploits require you to expend these Exploit
Dice in order to use them. You can only use one Exploit
Fighting Style per attack, ability check, or saving throw. You regain all
At 2nd level, you adopt a Fighting Style that best reflects your expended Exploit Dice when you finish a short or long rest.
training. You cannot select a Fighting Style more than once, Your Exploit Dice begin as d4s and increase in size as
even if a feature allows you to select another Fighting Style. you gain Warlord levels, as indicated in the Warlord table.
Whenever you gain a level in this class, you can switch your
Fighting Style for another Fighting Style of your choice. Exploits Known
You know two Tactical Exploits of your choice from the list at
Archery the end of this class description. The Exploits Known column
You gain a +2 bonus to attack rolls with ranged weapons. of the Warlord table shows when you learn more Exploits. To
learn an Exploit you must meet any prerequisites it may have,
Classical Swordplay like a minimum Ability Score or a certain Warlord level.
While wielding a finesse weapon and no other weapons, you Whenever you gain a Warlord level, you can replace one of
gain a +2 bonus to your attack rolls and a +1 to your Armor the Exploits you know with a Tactical Exploit of your choice.
Class so long as you are not using heavy armor or a shield.
Saving Throws
Defensive Fighting If one of your Tactical Exploits requires a creature to make a
So long as you are either wearing armor or wielding a shield, saving throw, your Exploit save DC is calculated as follows:
you gain a +1 bonus to your Armor Class.
Exploit save DC = 8 + your proficiency bonus
Dueling + your Leadership modifier
When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with it. Academy of War
Mounted Warrior At 3rd level, choose the Academy of War that best represents
your Warlord: the Academy of Chivalry, Ferocity, Schemes,
While you are riding a controlled mount, both you and your
Skalds, or Tactics, each detailed at the end of this class.
mount gain a +1 bonus to your Armor Class, and you can use
Your Academy of War grants you features at 3rd level, and
a bonus action on each of your turns to command the mount
to take one action from its stat block or another action. again when you reach 6th, 14th, and 18th level in this class.
Academy Exploits
Some Academies of War include a list of Exploits that all
Warlords in the Academy learn at the levels in its description.
These Exploits don't count against your total Exploits Known
and can't be replaced when you gain a level. If you do
not meet its prerequisites, you learn them regardless.
Extra Attack
Starting at 5th level, when you take the Attack
action, you can attack twice instead of once.
Valiant Leader
You have honed your Leadership Style with
practice and study. Starting at 7th level, your
Leadership Style grants you further benefits:
Captain
You can target creatures that are at 0 hit points, but not
dead, with an Inspiring Word, even though they can't hear
you and normally would not benefit from this feature.
Mentor
When you use your Mentor reaction its range is 30 feet.
Also, the bonus increases to match one roll of the die in
the Exploit Die column for your level on the Warlord table.
Strategist
You, and creatures of your choice within 15 feet of you gain
a bonus to initiative rolls equal to your Intelligence modifier,
so long as you are not surprised or incapacitated.
Ruthless Focus
6th-level Academy of Schemes feature
You encourage allies to prey upon the weak. Any creature
you target with an Inspiring Word or a Tactical Exploit
adds your Leadership modifier to the first attack roll it
makes against a creature suffering from the effects
of Cheap Shot before the start of your next turn.
Also, whenever you use a Tactical Exploit as part of
your action, you can take the Disengage or Hide action
as a bonus action on that turn.
Devious Tactics
14th-level Academy of Schemes feature
You have no qualms about leaving others in danger. When
a creature you can see targets you with an attack, you can
use your reaction to force another creature within 5 feet to
make a Dexterity saving throw against your Exploit Save
DC. On a failed save, you switch places with the creature
and it becomes the target of the attack that triggered the
reaction. A creature can willingly fail this saving throw.
Inscrutable Mind
18th-level Academy of Schemes feature
Your thoughts and dreams cannot be read by magical
means, unless you allow it. If a creature attempts to read
your mind you can present false thoughts and motivations Academy of Skalds
by making a Leadership Ability (Deception) check.
Warlords of the Academy of Skalds wield the power of music
Marked for Death and song to inspire their comrades. When they combine their
18th-level Academy of Schemes feature bardic magic with their understanding of strategy, they can
You relentlessly pursue the destruction of your foes. When a turn even an unskilled rabble into a heroic fighting force.
creature fails its saving throw against Cheap Shot, you can
choose to mark the creature for death. The first attack to hit
Skaldic Exploits
3rd-level Academy of Skalds feature
that creature before the beginning of your next turn becomes
You learn certain Exploits at the Warlord levels noted in the
an automatic critical hit.
table below. They don't count against your total number of
Once you mark a creature for death you must complete a
Exploits Known and can't be switched upon gaining a level.
short or long rest before you can use this feature again.
Warlord Level Exploit
3rd commanding presence, attack order
Scheming Adventurers 5th enlivening order, heroic will
When playing a character with questionable morals
and motivations, like a Warlord of the Academy of 9th stand the fallen
Schemes, it is important to remember that D&D is
a team game where cooperation is expected. Warrior Poet
Masters of schemes leverage any advantages at 3rd-level Academy of Skalds feature
their disposal, including the abilities of their allies. You combine martial skill and musical talent to inspire your
Make sure to include the other players in any plans allies. You gain proficiency in martial weapons, two musical
your Schemes Warlord may have. Remember that a instruments of your choice, and in Performance.
Warlord is nothing without comrades to command!
You also have advantage on any Charisma (Performance)
checks you make that incorporate a martial weapon.
Gallant Charge
6th-level Academy of Skalds feature
When you roll initiative, you can expend a use of
Inspiring Word to rally a heroic charge. You, and
any creatures of your choice within 15 feet that can
hear you gain a bonus to your initiative rolls equal to
one roll of your Exploit Die. You cannot use this feature
if you are surprised or incapacitated when rolling initiative.
Warsong
14th-level Academy of Skalds feature
You inspire your comrades to stand and fight against all odds.
When you target a friendly creature with an Inspiring Word, a
Rallying Cry, or Tactical Exploit, it has advantage on the first
saving throw it makes before the start of your next turn.
Skald of Legend
18th-level Academy of Skalds feature
The Skalds of legend were said to be able to turn the tide of
the most desperate battles. When you use a Tactical Exploit
you can grant one target temporary hit points equal to your
Leadership modifier (minimum of 1 temporary hit point).
Spellcasting Also, when you take the Attack action on your turn, you can
3rd-level Academy of Skalds feature cast a Bard spell in place of one of your weapon attacks.
Your talent in poetry and music allows you to produce spells,
much like the Bard does. You gain the following benefits: Skald Spellcasting
Spell Slots. The Skald Spellcasting table shows how Warlord Spells 1st 2nd 3rd 4th
many spell slots you have to cast your spells of 1st-level and Level Known Level Level Level Level
higher. To cast one of these spells, you must expend a slot of
3rd 3 2 — — —
the spell's level or higher. You regain all expended spell slots
when you finish a long rest. For example, if you know the 4th 4 3 — — —
thunderwave spell and have both a 1st and a 2nd-level spell
5th 4 3 ─ — —
slot, you can cast thunderwave using either spell slot.
Spells Known of 1st-Level and Higher. You know three 6th 4 3 ─ — —
1st-level spells of your choice from the Bard spell list. The 7th 5 4 2 — —
Spells Known column of the Skald Spellcasting table shows
when you learn more Bard spells of your choice of 1st-level 8th 6 4 2 — —
or higher. Any Bard spell you learn through this feature must 9th 6 4 2 — —
be of a level for which you have spell slots.
When you gain a level, you can replace one of your Spells
10th 7 4 3 — —
Known with another spell from the Bard Spell List. The spell 11th 8 4 3 — —
must also be of a level for which you have spell slots.
12th 8 4 3 — —
Spellcasting Focus. You can use any musical instrument
you are proficient with as a spellcasting focus for your Bard 13th 9 4 3 2 —
spells. Skalds are known for using one-handed instruments,
14th 10 4 3 2 —
like war horns, while holding a weapon in their other hand.
Spellcasting Ability. You use your Leadership modifier 15th 10 4 3 2 —
when setting the saving throw DC or making a spell attack 16th 11 4 3 3 —
roll for any Bard spells you know through this feature.
17th 11 4 3 3 —
Spell save DC = 8 + your proficiency bonus
18th 11 4 3 3 —
+ your Leadership modifier
19th 12 4 3 3 1
Spell attack modifier = your proficiency bonus
+ your Leadership modifier 20th 13 4 3 3 1
Academy of Tactics Brains over Brawn
6th-level Academy of Tactics feature
Warlords of this Academy most often come from the ranks of You wield your comrades as other warriors wield weapons.
formal organizations that serve the elite. Tacticians are highly If you use a Tactical Exploit as your action, or use a Tactical
educated commanders and are known for their dedication to
Exploit in place of each attack you can make, you can use a
those who follow them. Their understanding of how to best
bonus action on that turn to take the Disengage action, or to
utilize each of their allies' strengths and avoid weaknesses
use one Order Exploit (such as attack order) that you know.
makes them especially deadly opponents on the battlefield.
Know Your Enemy
Advanced Tactics 6th-level Academy of Tactics feature
3rd-level Academy of Tactics feature You evaluate the potential of others at a glance. As an action,
Your ability to learn and execute strategies in combat exceeds choose a creature you can see within 60 feet. You learn if it is
that of most commanders and even other trained Warlords.
your equal, superior, or inferior in one of the following areas:
You gain the following benefits to your Warlord features:
Exploits. You learn two 1st-degree Tactical Exploits of your Armor Class Intelligence Score
choice from the list at the end of this class. These Exploits do
not count against your total number of Exploits Known.
Current Hit Points Wisdom Score
You learn additional Tactical Exploits following the same Walking Speed Charisma Score
rules at certain levels: at 5th level you learn two 2nd-degree
Once you use this feature on a creature you cannot use it
Exploits, and at 9th level you learn one 3rd-degree Exploit.
on that creature again until you finish a short or long rest.
Exploit Dice. Your total number of Exploit Dice increases
by 1, and all of your Exploit Dice increase to become d6s. Gifted Strategist
At certain Warlord levels your Exploit Dice increase again; 14th-level Academy of Tactics feature
at 5th level (d8), at 11th level (d10), and at 17th level (d12). You cannot be surprised while you are conscious, and when
you roll initiative, you gain a special action that you can take
The Art of War at the start of combat before any other creature has a chance
3rd-level Academy of Tactics feature to act. This special action can only be used to use a Tactical
You have studied the great histories of warfare and combat. Exploit you know or to take the Ready action.
You gain proficiency in History and with two gaming sets of
your choice. Whenever you make an ability check with any of Master Tactician
these proficiencies you can double your proficiency bonus. 18th-level Academy of Tactics feature
You have a plan in place for every eventuality. You learn the
Strategic Adjustments contingency plan Exploit, but it doesn't count against
3rd-level Academy of Tactics feature your total number of Exploits Known. At the end of
You are constantly adapting to meet any challenge. a long rest, you can use contingency plan without
When you complete a long rest, you can replace one expending an Exploit Die to put the plan in place.
Tactical Exploit you currently know with a Tactical You can only have a single contingency plan in
Exploit of your choice of the same degree. place at any
When you reach 6th level in this class, you can one time.
do so whenever you finish a short or long rest.
Tactical Exploits
Below are the Tactical Exploits available to Warlords. If an Insightful Order
Exploit has a prerequisite, like a minimum Ability Score or When you take the Attack action, you can issue this Order in
your level, you can learn it when you meet the prerequisites. place of an attack, targeting another creature that can see or
hear you within 30 feet. The first attack roll it makes before
1st-Degree Exploits the beginning of your next turn is made with advantage.
Tactical Exploits of the 1st-degree represent minor strategies
Lightstep
and techniques that can be learned by a Warlord of any level.
Prerequisites: Dexterity of 11
Attack Order Whenever you make a Dexterity (Acrobatics) or a Dexterity
(Stealth) check you can expend one Exploit Die, roll it, and
When you take the Attack action, you can issue this Order in
add the result to your ability check. You can do so after you
place of an attack, targeting another creature that can see or
roll the d20, but before you know if you succeed or fail.
hear you within 30 feet. The next time that creature takes the
Attack action before the start of your next turn, it can make
Maneuvering Order
one additional weapon attack as part of its Attack action.
When you take the Attack action, you can issue this Order in
Commanding Presence place of an attack, targeting another creature that can see or
hear you within 30 feet. That creature can use its reaction to
Prerequisites: Charisma or Strength of 11
move up to its speed without provoking opportunity attacks.
Whenever you make a Charisma (Persuasion) or Charisma
(Intimidation) check you can expend one Exploit Die, roll it,
Parry & Riposte
and add the result to your ability check. You can do so after
Prerequisites: Dexterity of 11
you roll the d20, but before you know if you succeed.
While you are wielding a finesse or versatile weapon, and a
Also, whenever you would make a Charisma (Intimidation)
creature you can see hits you with a melee attack, you can
check, you can make a Strength (Intimidation) check instead.
use your reaction to expend one Exploit Die, roll it, and add
it to your Armor Class against that attack. Should this cause
Cunning Instinct
the attack to miss, you can make one melee weapon attack
Prerequisites: Wisdom of 11
against your attacker as part of the same reaction.
Whenever you make a Wisdom (Perception) or a Wisdom
(Survival) check you can expend one Exploit Die, roll it, and Rustic Intuition
add the result to your ability check. You can do so after you
Prerequisites: Wisdom of 11
roll the d20, but before you know if you succeed or fail.
When you make an Intelligence (Nature), Wisdom (Animal
Handling), or Wisdom (Medicine) check you can expend an
Defensive Order
Exploit Die, roll it, and add the result to your ability check.
When you take the Attack action, you can issue this Order in
You can do so after you roll, but before you know the result.
place of an attack, targeting another creature that can see or
hear you within 30 feet. That creature gains the benefits of Scholarly Recall
the Dodge action until the beginning of its next turn.
Prerequisites: Intelligence of 11
Whenever you make an Intelligence (Arcana), Intelligence
Feint
(History), or Intelligence (Religion) check you can expend an
As a bonus action, you can expend one Exploit Die to feint,
Exploit Die, roll it, and add the result to your ability check.
forcing a creature that can see you within 15 feet to make a
You can do so after you roll, but before you know the result.
Wisdom saving throw. On a failed save, you have advantage
on your attacks against it until the end of your current turn. Steadfast Order
When you take the Attack action, you can issue this Order in
First Aid
place of an attack, targeting another creature that can see or
As an action, you can touch a creature that has at least 1 hit
hear you within 30 feet. Until the start of your next turn, that
point and expend Exploit Dice (up to your proficiency bonus),
creature can add your Leadership modifier (minimum of +1)
roll those dice, and that creature regains a number of hit
to all Strength, Dexterity, or Constitution saving throws.
points equal to the total roll + its Constitution modifier.
3rd-Degree Exploits
Exploits of this degree are masterful strategies that can only
be learned by Warlords of 9th level or higher. Each Exploit of
3rd-degree can only be used once per short or long rest.
Daring Rescue
Prerequisite: 9th level
When a creature you can see within 30 feet is reduced to 0
hit points, you can use your reaction to expend one Exploit
Die and move up to twice your speed. However, you must
end this movement within 5 feet of the creature.
The creature instantly regains hit points equal to one
roll of your Exploit Die + your level. It also gains temporary
hit points equal to one roll of your Exploit Die for each
opportunity attack you provoked moving to the target.
Inspirational Speech
Prerequisites: 9th level, Charisma of 15
You can expend one Exploit Die and spend 1 minute giving
an inspirational speech to a number of creatures that can
hear you equal to 1 + your Charisma modifier. At the end of
which, targets gain temporary hit points equal to your level.
While the temporary hit points from this Exploit last, the
creatures have advantage on Wisdom saving throws.
Stand the Fallen
Pack Tactics Prerequisites: 9th level
Prerequisites: 9th level, Wisdom of 15 As an action on your turn, you can expend Exploit Dice (up
As a bonus action, you can expend one Exploit Die to signal to your proficiency bonus) and let forth an inspiring shout.
your allies to fight as a pack. Until the end of your next turn, A number of creatures equal to your Leadership modifier
creatures of your choice that can see or hear you within 30 (minimum of 1) that can hear you within 30 feet regain a
feet have advantage on attack rolls, so long as a conscious number of hit points equal to one roll of your Exploit Die
allied creature is within 5 feet of their target. for each Die you spent + your Leadership modifier.
You can use a bonus action on your next turn to extend the If you target a living creature with 0 hit points, it doesn't
Exploit's effects to the end of your turn after that, though you need to hear you, but it does gain 1 level of exhaustion.
do not need to expend an Exploit Die when you do so.
You cannot maintain this Exploit longer than 1 minute. Tactical Reposition
Prerequisite: 9th level, Intelligence of 15
Perilous Gambit As an action, you can expend one Exploit Die and dictate a
Prerequisite: 9th level strategic course of action to a number of creatures equal to
As a bonus action, you can expend one Exploit Die to force a your Leadership modifier (minimum of 1) within 30 feet that
creature within 30 feet to make a Wisdom saving throw. On a can see or hear you. Creatures can use their reaction to move
failed save, it suffers the following effects for the next minute: up to their speed without provoking opportunity attacks.
It has advantage on any attack roll it makes against you, War Cry
but it has disadvantage on all other attack rolls.
Prerequisites: 9th level, Charisma of 15
If it moves, it must end its movement closer to you.
As an action, you can expend one Exploit Die and let forth a
Any creature that you target with an Inspiring Word or a
mighty cry, forcing creatures of your choice that can hear you
Tactical Exploit has advantage on attack rolls against this
in an adjacent 30-foot cone to make a Wisdom saving throw.
creature until the beginning of your next turn. On a failed save, they drop whatever they are holding and are
The creature can repeat this saving throw at the end of frightened of you for 1 minute. If a frightened creature ends
each of its turns, ending the effect on a success. This effect its turn and does not have line of sight to you, it can repeat
instantly ends if the creature cannot see or hear you. the saving throw, ending the effect on a success.
4th-Degree Exploits
Exploits of this degree are strategies only mastered by once-
in-a-generation genius commanders. These Exploits can only
be learned by Warlords of 13th level or higher, and each
Exploit can only be used once per short or long rest.
Heroic Order
Prerequisite: 13th level
When you take the Attack action, you can issue this Order in
place of an attack, targeting another creature that can see or
hear you within 30 feet. Until the start of your next turn, that
creature has advantage on every attack roll, ability check, and
saving throw it makes and is resistant to all damage.
Revitalizing Order
Prerequisite: 13th level
When you take the Attack action, you can issue this Order in
place of an attack, targeting a creature within 30 feet that has
died within the last minute. It regains hit points equal to your
level + your Leadership modifier and can stand up.
This Tactical Exploit cannot return a creature to life that
has died of old age, nor can it restore missing body parts.
Victory Surge
Prerequisite: 13th level
As an action, you expend one Exploit Die and drive an ally to
fight as never before. Another creature of your choice within
30 feet that can see or hear you can use its reaction to move
up to its full speed and take a single action or bonus action.
5th-Degree Exploits
Exploits of this degree are near-supernatural feats of tactical
skill that rival those of deities of war. These Exploits can only
be learned by Warlords of 17th level or higher, and each 5th-
degree Exploit you know can only be used once per long rest.
Contingency Plan
Prerequisites: 17th level, Intelligence of 19
At the end of a long rest, you can expend one of your Exploit
Dice to put an undisclosed contingency plan into place. Until
you activate this Exploit again you cannot regain this Exploit
Die. You can only have one contingency plan at a time.
As an action, you can reveal your previously undisclosed
plan (which you make up at the time of its reveal) and make a
DC 20 Intelligence check. You may add a skill the DM deems
appropriate to your plan. On a success, your secret plans and
preparations take effect perfectly as you described them.
The cost to execute your plan cannot exceed the equivalent
of 5,000 gp, and the effects cannot exceed a 7th-level spell.
For example, you may reveal that you secretly purchased
the perfect spell scroll last time you were in a town, or that
you paid a mercenary band or airship to come to your rescue.
Final Strike
Prerequisite: 17th level
As an action you expend one Exploit Die and order your allies
to strike at a foe of your choice. Creatures of your choice (up
your Leadership modifier) within 30 feet that can see or hear
you can immediately take the Attack action (including Extra
Attacks), or cast a spell of 5th-level or lower with a casting
time of one action. All attacks and spells much target the foe
that you designate when you use this Exploits.
The Warlord
A Strategic New Class for the World's Greatest
Roleplaying Game. Lead allies to victory with 40
Tactical Exploits and five Academies of War:
Chivalry, Ferocity, Schemes, Skalds, or Tactics!
Version 3.1.0
Created by /u/laserllama
Artist Credits:
Covers - Bram Sels - Hero of Precinct One
Page 1 - Karl Kopinski - Cathars' Crusade
Page 3 - Chris Rallis - Prison Warden
Page 4 - Paolo Puggioni - The Knight
Page 5 - Howard Lyon - Crusade
Page 6 - Chris Rahn - Dire Overlord
Page 7 - T. Jacobson - Explorer Returned
Page 8 - G. Rutkowski - Blaring Recruiter
Page 9 - Cynthia Sheppard - Ampryn Tactician
Page 11 - Magali Villeneuve - Knight's Pledge
Page 12 - Johannes Voss - Tomik
Page 13 - Stephen Stark - Inspiring Leader