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Don’t believe in me who believes in you.
Don’t believe in you who believes in me.
Believe in you who believes in yourself!

Multiclassing Prerequisites: Strenght 13 and Charisma 13

By Level:
Prof | Features

  1. +2 | A Call to Arms & Spotter’s Order
  2. +2 | Inspiring Word (1/sr)
  3. +2 | Command Archetype
  4. +2 | Ability Score Improvement
  5. +3 | Extra Attack & Soldier’s Bearing
  6. +3 | Command Feature
  7. +3 | Inspiring Word (2/sr)
  8. +3 | Ability Score Improvement
  9. +4 | Veteran Scars
  10. +4 | Command Feature
  11. +4 | Aspirant & Warcry
  12. +4 | Ability Score Improvement
  13. +5 | Inspiring Fervor & Inspiring Word (3/sr)
  14. +5 | Soldier’s Bearing*
  15. +5 | Respite
  16. +5 | Ability Score Improvement
  17. +6 | Mass Inspiration
  18. +6 | Command Feature
  19. +6 | Ability Score Improvement
  20. +6 | Warlord’s Favor

Class Feature:
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

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tool: Gaming Sets
Saving Throws: Constitution, Charisma
Skills: Choose three skills from Animal Handling, Athletics, History, Insight, Intimidate, Investigation, Medicine, Persuasion, Religion and Survival.

Command Archetypes: Bravura Chieftain, Guerrilla Commando, Icon of Victory, and Tactician.

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) a two martial weapons
  • (a) five javelins or (b) a light crossbow
  • (a) a chain shirt or (b) a studded leather
  • (a) a dungoneer’s pack or (b) an explorer’s pack
  • A gaming set of your choice

A Call to Arms: Beginning at 1st level, you have significant experience in combat, studying war and understand conflict at an instinctive level. When you make an Intelligence, Wisdom and Charisma check related to matters of war, traveling through war torn regions and dealing with battlefront strategies you do them at advantage.

Spotter’s Order: Starting at 1st level, your attacks help to point out the flaws in an enemy’s defenses. Once per round when you hit with an attack, you can choose to use this feature. If you do, you forgo adding your ability modifier to the damage roll. One ally who can see and hear you gains advantage on the next attack roll he or she makes against the creature you hit.

Inspiring Word: At 2nd level, you can inspire allies to fight on, no matter what the odds. You can spend your bonus action to allow a creature who can hear you to expend a number of hit dice up to half your warlord level. That ally also gains a number of temporary hit points equal to half your warlord level (rounded up).
Once you use this feature, you must finish a short or long rest before you can use it again.
At 7th level, the number of temporary hit points gained equals 5 + half your warlord level, and you may use this feature twice before taking a rest. At the 13th level, you can us Inspiring Word three times.

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.

Soldier’s Bearing: Starting at 5th level, your presence on the battle field inspires your allies. When rolling initiative, creatures of your choosing within 10 feet of you can use your Charisma modifier instead of their Dexterity modifier. You must be conscious to grant this bonus. The radius increases to 30 feet at level 14.

Veteran Scars: By 9th level, all your saving throws are increased by your level divided by 3, rounded down.

Aspirant: When you reach 11th level, you are immune to charm effects and effects that do not allow you to act at your own free will, such as command spell or confusion spell. Similar effects granted by the Wish spell do effect you however.

Warcry: At 11th level, you may use your bonus action to command an ally that can see or her you to make a single melee attack, ranged attack or cast a cantrip against a creature you’ve attacked this round.

Inspiring Fervor: At 13th level, if you have no uses of your Inspiring Word when you roll initiative, you regain 1 use of Inspiring Word.
Alternatively, if you have at least one Inspiring Word available when you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can only use your Inspiring Word as an Action and without reducing your total number available.
If more than one creature in an encounter has this feature, or a similar one, they all act first in order of initiative, then the regular initiative order begins.

Respite: Beginning at 15th level, you and friendly creatures with you are able to take a short rest after only 10 minutes. You cannot use this feature again until you finish a long rest.

Mass Inspiration: Starting at 17th level, your Inspiring Word affects all creatures you choose as long as they can hear you.

Warlord’s Favor: At 20th level, your Spotter’s Order affects all allies that can hear you.


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