The Warlord Class - GM Binder

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The Warlord

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

Class Features Leadership Style


At 1st level, you choose the Leadership Style of your Warlord,
Hit Points gaining the corresponding benefits and Leadership modifier:
Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier. Captain
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution You lead from the front with presence. You use Charisma as
modifier per Warlord level after 1st your Leadership modifier. You also gain proficiency in heavy
Proficiencies armor and your choice of either Intimidation or Persuasion.
Armor: Light armor, medium armor, shields Mentor
Weapons: Simple weapons, hand crossbows, longbows, You counsel others with wise insights. You use Wisdom as
longswords, rapiers, scimitars, and shortswords your Leadership modifier. Also, whenever a creature within
Tools: One gaming set of your choice 15 feet misses with an attack or fails an ability check you can
Saving Throws: Wisdom, Charisma use your reaction to roll a d4 and add the result to its roll.
Skills: Choose two from Athletics, Deception, History,
Insight, Intimidation, Investigation, and Persuasion
Strategist
You guide others with cunning and wit. You use Intelligence
Equipment as your Leadership modifier, and when you roll initiative you
As a Warlord, you start with the following equipment. can switch places in initiative order with a willing creature.
(a) scale mail or (b) leather armor
(a) a simple weapon, (b) a longsword, or (c) a rapier
Inspiring Word
(a) light crossbow and 20 bolts or (b) five javelins Your words encourage others to fight on. At 1st level, you use
(a) a scholar’s pack or (b) an explorer’s pack a bonus action to shout an inspiring word at another creature
that can hear you within 30 feet. It regains hit points equal to
Quick Build one roll of its Hit Die + your Leadership modifier. The target
You can make a Warlord quickly by using these suggestions. does not expend its Hit Dice as part of this ability.
First, make Dexterity or Strength your highest ability score, You can use this feature the number of times indicated in
followed by Charisma, Wisdom, or Intelligence, depending on the Inspiring Word column on the Warlord table. You regain
your Leadership Style. Second, take the Noble background. all expended uses when you finish a short or long rest.
Protector
When a creature you can see hits you, or a target within 5
feet, with a melee attack, you can use a reaction to add your
proficiency bonus to the target's Armor Class against that
attack. You must be wielding a shield or a melee weapon.

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.

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 any two ability scores of your
choice by 1. As normal, you can't increase one of
your ability scores above 20 using this feature.

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.

Rallying Cry Exalted Leader


You can encourage allies to find success when they otherwise You are a true master of your Leadership Style. At 15th level,
would fail. Beginning at 9th level, when another creature that your Leadership Style grants you the benefits listed below:
can see or hear you within 30 feet fails a saving throw, you
can use your reaction to encourage it with a rallying cry. The Captain
creature immediately re-rolls its saving throw and adds your Whenever you target a creature with Inspiring Word, Rallying
Leadership modifier (minimum of +1) to its result. Cry, or a Tactical Exploit, you can grant one target temporary
Once you use this feature you must finish a short or long hit points equal to your Charisma modifier (minimum of +1)
rest before you can use it again. You gain an additional use of
this feature when you reach 13th and 17th level in this class.
Mentor
When you use Inspiring Word on a creature you also end one
Unwavering Will of the following conditions affecting it (your choice): blinded,
charmed, deafened, frightened, poisoned, or stunned.
As a leader, you do not have the luxury of succumbing to your
base instincts. Beginning at 10th level, you have advantage on Strategist
saving throws to resist being charmed, frightened, or stunned. When you use Inspiring Word on a creature it can move up
to its walking speed without provoking opportunity attacks.
Tactical Superiority
Your leadership skills eclipse even those of other professional
Dauntless
commanders. Starting at 11th level, when you roll in initiative You rival the great commanders and conquerors of legend. At
you regain one use of both Inspiring Word and Rallying Cry. 20th level, you can use Rallying Cry an unlimited number of
Also, the range of your Inspiring Word, Rallying Cry, and times. Moreover, whenever you use Inspiring Word you treat
any Tactical Exploits that you know are doubled. the hit points it restores as the maximum possible result.
Lead the Charge
Academy of War 6th-level Academy of Chivalry feature
Choose the Academy of War that best represents the tactical You lead best from the front lines. When you take the Attack
training, philosophy, and leadership style of your Warlord: the action on your turn and make at least one melee attack, you
Academies of Chivalry, Ferocity, Schemes, Skalds, or Tactics. can issue an attack order as a bonus action on that turn.

Academy of Chivalry Flames of Hope


Warlords that choose the Academy of Chivalry often hail from 14th-level Academy of Chivalry feature
the ranks of nobility and are almost always formal knights. As As an action, you can let forth a cry that inflames the hearts
leaders, they hold themselves and those who follow them to a of allies and inspires terror in your foes. Creatures that can
lofty code of conduct. These knights stand as beacons of fair hear you within 30 feet gain one of the following effects:
play, honor, and justice, both on and off the field of battle. Friendly creatures gain temporary hit points equal to
one roll of your Exploit Die + your Leadership modifier,
Anointed Knight and while they last, the creature cannot be frightened.
3rd-level Academy of Chivalry feature
Enemy creatures must succeed on a Wisdom saving
You have been trained in the classical skills of knighthood.
throw against your Exploit Save DC or be frightened of
You gain proficiency with all martial weapons, one musical
you for 1 minute. Frightened creatures can repeat this
instrument, and in either History, Performance, or Religion.
saving throw at the end of each of their turns, and each
time they take damage, ending the effect on a success.
Chivalric Exploits
3rd-level Academy of Chivalry feature Once you use this feature you must complete a short or
You learn certain Exploits at the Warlord levels noted in the long rest before you can use it again.
table below. They don't count against your total number of
Exploits Known and can't be switched upon gaining a level. Paragon of Chivalry
18th-level Academy of Chivalry feature
Warlord Level Exploit
You stand as an exemplar of chivalric virtue, a shining beacon
3rd attack order, commanding presence for those who follow you. You are immune to the frightened
and charmed conditions, and creatures of your choice within
5th hold the line, rejuvenating order
30 feet that can see you have advantage on saving throws to
9th daring rescue resist and end the charmed and frightened conditions.

Inspiring Presence Academy of Ferocity


3rd-level Academy of Chivalry feature
The Warlords that hail from this Academy rarely study in
Your presence on the field of battle inspires those who fight
formal schools of war. In place of military theory,
beside you. When you roll initiative you can expend one use
their tactics are based on the instincts of wild
of Inspiring Word to grant a number of creatures equal to animals. These leaders are famous for
your Leadership modifier (minimum of 1) that can see or ruthless treatment of foes, but
hear you within 30 feet temporary hit would lay down their
points equal to a roll of your Exploit life for any member
Die + your Leadership modifier.
of their pack.
Bestial Instincts Thrill of the Hunt
3rd-level Academy of Ferocity feature 14th-level Academy of Ferocity feature
You learn to track and hunt as well as the great predators of A successful hunt stokes your blood lust. When your Prey is
the wilds. You gain proficiency with martial weapons and in reduced to 0 hit points you can use your reaction to mark
your choice of either Perception or Survival. another creature, and you gain one of the following benefits:
In addition, whenever you make a Wisdom (Survival) or a
Wisdom (Perception) check based on your sense of smell or You gain temporary hit points equal to your Warlord level.
hearing, you can treat a roll of 7 or lower on the d20 as an 8. You regain one expended use of Inspiring Word.
You regain one expended Exploit Die.
Ferocious Exploits
3rd-level Academy of Ferocity feature Apex Predator
You learn certain Exploits at the Warlord levels noted in the 18th-level Academy of Ferocity feature
table below. They don't count against your total number of Your primal bearing invigorates your pack mates. Your speed
Exploits Known and can't be switched upon gaining a level. increases by 10 feet, and your weapon attacks against your
Prey deal bonus damage equal to a roll of your Exploit Die.
Warlord Level Exploit Moreover, any creature you target with an Inspiring Word,
3rd cunning instinct, maneuvering order Rallying Cry, or one of your Tactical Exploits also gains the
benefits above until the beginning of your next turn.
5th crescendo of violence, wild charge
9th pack tactics Academy of Schemes
Warlords of the Academy of Schemes will secure their victory
Packleader at any cost. They do not care how they achieve their goals and
3rd-level Academy of Ferocity feature they will cheat, deceive, and sacrifice whatever they believe is
You lead your allies in the hunt. As a bonus action, you can necessary to succeed. These ruthless utilitarians always have
mark one creature you can see within 30 feet as your Prey. a backup plan should things not work out as they predicted.
Any creature you target with an Inspiring Word or a Tactical
Exploit has advantage on the first attack it makes against Cheap Shot
your Prey before the beginning of your next turn. 3rd-level Academy of Schemes feature
The mark ends early if your Prey is reduced to 0 hit points, You are not above dishonorable tricks to secure your victory.
if you mark another creature, or if you are incapacitated. Once per turn when you hit a creature with a weapon attack,
Once you mark a creature as Prey, you must finish a short you can force it to make a Dexterity saving throw against your
or long rest before you can mark another. If you have no uses Exploit Save DC in addition to the damage of your attack.
left, you can expend an Exploit Die to mark another creature. On a failure, the creature's speed is halved and it can't take
reactions until the start of your next turn, and on its next turn
Primal Ambush it can only take one action or one bonus action, but not both.
6th-level Academy of Ferocity feature
Under your leadership, your pack moves and hunts as one. Dastardly Talents
You and creatures of your choice within 30 feet of your have 3rd-level Academy of Schemes feature
advantage on your Dexterity (Stealth) checks and can travel You will use any method necessary to achieve your aims. You
stealthily while moving at a normal pace. gain proficiency in Deception, Disguise Kits, and Poisoner's
Also, while you have a creature marked as your Prey, you Kits. You can make Leadership Ability (Deception) checks in
can issue a maneuvering order as a bonus action. place of the normal Charisma (Deception) check.
Scheming Exploits
3rd-level Academy of Schemes feature
You learn certain Exploits at the Warlord levels noted in
the table below. They do not count against your number of
Exploits Known and can't be switched upon gaining a level.
Warlord Level Exploit
3rd insightful order, subtle con
5th exposing strike, surprise attack
9th perilous gambit

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.

Songs of War & Peace


6th-level Academy of Skalds feature
Your music can soothe and inspire. Creatures that spend a
short rest with you have advantage on their Hit Die rolls.
Also, whenever you use your action to cast a Bard spell of
1st-level or higher or expend an Exploit Die to use a Tactical
Exploit, you can make one weapon attack as a bonus action.

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.

Heroic Fortitude Subtle Con


Prerequisites: Dexterity or Charisma of 11
Whenever you are forced to make a Strength, Dexterity, or a
When you make a Dexterity (Sleight of Hand), a Charisma
Constitution saving throw you can expend an Exploit Die, roll
(Deception), or a Charisma (Performance) check you can
it, and add the result to your saving throw. You can do so after
expend an Exploit Die, roll it, and add it to your ability check.
you roll the d20, but before you know if you succeed or fail.
You can do so after you roll, but before you know the result.
Inquisitive Eye
Prerequisites: Intelligence or Wisdom of 11
Support Order
When you take the Attack action, you can issue this Order in
When you make an Intelligence (Investigation) or a Wisdom
place of one attack, targeting another creature that can see or
(Insight) check you can expend one Exploit Die, roll it, and
hear you within 30 feet. That creature can immediately take
add the result to your ability check. You can do so after you
the Help, Hide, Search, Study, or Use an Object action.
roll the d20, but before you know if you succeed or fail.
2nd-Degree Exploits Hold the Line
Exploits of this degree represent the peak of tactical skill that Prerequisite: 5th level, Strength or Constitution of 13
is achievable without a dedicated education in the art of war. As a bonus action, you can expend an Exploit Die to form
They can be learned by any Warlord of 5th level and higher. your allies into a defensive position. You and allied creatures
within 10 feet that are wielding a weapon or shield gain the
Crescendo of Violence benefits of half cover, which also apply to ability checks and
Prerequisite: 5th level saving throws made to avoid being moved against your will.
When another creature that can see or hear you within 30 The benefits of this Exploit instantly end if you leave your
feet scores a critical hit, you can use your reaction to expend space, and they have no effect on incapacitated creatures.
Exploit Dice (up to your proficiency bonus), roll those dice,
and grant that creature a number of temporary hit points Intimidating Command
equal to the total you rolled + your Leadership modifier. Prerequisite: 5th level, Charisma of 13
Temporary hit points from this Exploit last for 1 minute As a bonus action, you can expend an Exploit Die to shout a
and are instantly dispelled if the creature is incapacitated. one-word command at one creature that can hear you within
30 feet. It must succeed on a Wisdom saving throw, or it is
Enlivening Order compelled to obey your command to the best of its ability on
Prerequisite: 5th level its next turn unless its actions would be directly harmful to it.
When you take the Attack action, you can issue this Order in
place of an attack, targeting another creature that can see or Rejuvenating Order
hear you within 30 feet. Until the beginning of your next turn, Prerequisites: 5th level
the creature's speed increases by a number of feet equal to 5 When you take the Attack action, you can issue this Order in
times your Leadership modifier (minimum of 5 feet), its long place of an attack, targeting another creature that can see or
and high jump distances are doubled, and it has advantage on hear you within 30 feet. That creature can instantly repeat a
all Dexterity (Acrobatics) and Strength (Athletics) checks. saving throw to end one condition currently affecting it.

Exposing Strike Resilient Order


Prerequisites: 5th level Prerequisite: 5th level
When you hit a creature with a weapon attack, you can When you take the Attack action, you can issue this Order in
expend an Exploit Die to weaken it temporarily. The first place of an attack, targeting another creature that can see or
attack made against that creature before the beginning of hear you within 30 feet. Until the start of your next turn, that
your next turn has advantage, and on hit, that attack deals creature adds your Leadership modifier (minimum of +1) to
additional damage equal to one roll of your Exploit Die. all Intelligence, Wisdom, and Charisma saving throws.

Heroic Will Surprise Attack


Prerequisite: 5th level Prerequisite: 5th level, Intelligence of 13
Whenever you are forced to make an Intelligence, Wisdom, As an action, you can expend one Exploit Die to command
or Charisma saving throw you can expend an Exploit Die, roll another creature that can see or hear you within 30 feet to
it, and add the result to your saving throw. You can do so after instantly make one weapon attack with advantage. On hit, it
you roll the d20, but before you know if you succeed or fail. deals bonus damage equal to one roll of your Exploit Die.
Wild Charge
Prerequisite: 5th level
As an action, you can expend one Exploit Die and choose
another creature that can see or hear you within 30 feet. The
creature can instantly move up to its speed toward a hostile
creature and make one melee weapon attack against it.
On hit, it deals additional damage equal to one roll of your
Exploit Die, and if the target is equal to its size or smaller, it
must succeed on a Strength saving throw or fall prone.

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

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