Warlord
A Warlord is more than a skilled fighter—they are a general with a weapon in hand. Through commanding presence, razor-sharp strategy, and indomitable spirit, they drive allies forward and shatter enemy morale. Their voice carries above the chaos of war, and their mere presence shapes the tide of battle.
Where others fight in chaos, the Warlord fights in formation. Where others react, the Warlord anticipates. To stand beside them is to fight with clarity and courage. To stand against them is to feel the weight of purpose crushing down like a blade.
Commanding Voice
At 2nd level, your voice cuts through the clamor of battle like a horn at dawn.
When you roll initiative, choose a number of creatures equal to your Charisma modifier (minimum 1) within 60 feet. They gain temporary HP equal to your Warrior level.
As a bonus action on your turn, you may issue a Command:
Choose one creature within 60 feet who can hear you. They may immediately move up to half their speed, stand from prone, or make one weapon attack (no reaction needed).
You may use this feature a number of times equal to your Charisma modifier per long rest, or spend 1 Vitality Point to use it again.
Tactical Discipline
Also at 2nd level, your eye for positioning is second to none.
You gain proficiency in Insight or Tactics (your call on final skill list).
You may choose one of the following benefits:
Hold the Line: Creatures you choose within 10 feet of you gain +1 AC when adjacent to you
Exploit the Gap: Enemies who miss you with a melee attack provoke a reaction attack from an ally within 5 feet of them (1/turn)
You may change this benefit after a long rest by running drills or meditation.
Rallying Surge
At 7th level, when you use a Combo Finisher or Signature Move, you may immediately issue a free Command (as above).
In addition, once per turn when an ally within 30 feet lands a critical hit, you may choose to:
You may change this benefit after a long rest by running drills or meditation.Grant them temporary HP equal to your Charisma modifier + Warrior level
You may change this benefit after a long rest by running drills or meditation.Allow them to move 15 feet without provoking attacks of opportunity
Inspiring Stand
At 10th level, you’ve become a symbol of valor on the battlefield.
You may change this benefit after a long rest by running drills or meditation.While you are conscious, allies within 10 feet cannot be frightened.
You may change this benefit after a long rest by running drills or meditation.If you are reduced to 0 HP, but not killed outright, you may choose to remain standing at 1 HP until the end of your next turn.
You may change this benefit after a long rest by running drills or meditation.During this time, allies within 30 feet gain advantage on attack rolls and saving throws
You may change this benefit after a long rest by running drills or meditation.This effect can occur once per long rest
Warcry
At 15th level, you unleash a devastating battle shout once per short rest (or by spending 3 Vitality Points).
As an action, unleash your Warcry. All creatures of your choice within 60 feet who can hear you:
You may change this benefit after a long rest by running drills or meditation.Allies gain advantage on their next attack roll, and regain 1d8 + your Charisma modifier HP
You may change this benefit after a long rest by running drills or meditation.Enemies must make a Wisdom saving throw or suffer disadvantage on their next attack roll and be unable to take reactions until the start of your next turn
You may expend a Battle Technique as part of this action to add its effect to the cry's release.
General of the Battlefield
At 18th level, your mastery over the field becomes absolute.
You may change this benefit after a long rest by running drills or meditation.When you roll initiative, you and all allies within 30 feet gain temporary HP equal to your Warrior level + Charisma modifier, and may immediately move up to 15 feet.
You may change this benefit after a long rest by running drills or meditation.Whenever you spend a Vitality Point to use a Battle Technique, you may also allow an ally within 60 feet to move 10 feet or make one weapon attack.
You may change this benefit after a long rest by running drills or meditation.You may now issue a Command as part of any Bonus Action once per turn, without consuming uses.
Signature Move: Sovereign Strike
At 3rd level, you learn to deliver a strike that demoralizes foes and emboldens allies.
As an action, make a weapon attack against a creature. On a hit, the creature takes normal damage and must make a Wisdom saving throw:
You may change this benefit after a long rest by running drills or meditation.On a failure, it is frightened until the end of its next turn.
You may change this benefit after a long rest by running drills or meditation.Allies within 15 feet of the target may immediately move 10 feet or gain advantage on their next attack.
Sovereign Strike Upgrade I (10th Level)
If the frightened creature is struck again while frightened, it takes an additional 2d6 psychic damage and the attacker regains 1 Vitality Point (once per round)
Sovereign Strike Upgrade II (18th Level)
The frightened condition lasts for 1 minute, and the target may repeat the save at the end of each of its turns
Allies may choose to make one weapon attack as a reaction when you use this move
Mastery Combo: Battle Formation - Unbroken Line
Trigger: Two Combo Finishers and six combo steps completed
You become the anchor of a perfect martial formation, coordinating death in motion.
For 1 minute:
Allies within 30 feet gain advantage on attack rolls, saving throws, and opportunity attacks
Enemies provoke opportunity attacks from you or your allies even if they take the Disengage action
Once per turn, you may redirect any attack against an ally within 30 feet to yourself (as a reaction)
Whenever you kill an enemy, choose an ally within 30 feet—they may immediately move up to 30 feet or make one melee attack
When this ends, all affected allies regain 5 Vitality Points or 2d10 + your Charisma modifier HP, whichever is more.
Battle Techniques
Drive Them Back
Cost: 2 Vitality Points
Make a weapon attack. On a hit, the target must make a Strength saving throw or be pushed 15 feet.
One ally of your choice adjacent to the target may move up to 15 feet without provoking attacks.
Covering Strike
Cost: 1 Vitality Point
Make a weapon attack. Hit or miss, choose an ally within 30 feet.
Until the start of your next turn, attacks against that ally are made with disadvantage.
Inspire Action
Cost: 2 Vitality Points
Choose up to 3 allies who can hear you.
Each of them may choose to either:
Stand from prone
Move up to 10 feet
Gain advantage on their next attack roll
Break Their Line
Cost: 3 Vitality Points
Choose a 20-foot cone.
Enemies in the area must make a Strength saving throw or be knocked prone, and allies may move through the space without using extra movement for 1 turn.
Rallying Strike
Cost: 2 Vitality Points
Make a weapon attack. If it hits, you and one ally within 30 feet regain HP equal to your Charisma modifier.
If you’re at or below half HP, gain advantage on the attack.
Combos
Lead the Charge
Trigger: Move 20 feet in a straight line and hit an enemy
Effect: All allies who start their next turn within 15 feet gain 10 feet of movement and advantage on opportunity attacks
Rally and Rise
Trigger: Use a technique that heals or grants temp HP
Effect: The next Command you issue costs no action or Vitality, and the recipient gains advantage on their next saving throw
Hold the Formation
Trigger: You use your reaction to protect an ally or redirect an attack
Effect: That ally gains resistance to all damage until the start of their next turn
Combo Finishers
Steel Tide
Trigger: Lead the Charge + one other combo
Effect: You and up to 3 allies move up to 30 feet, ignoring difficult terrain
Each may make one weapon attack at any point during that movement
Creatures struck by multiple allies in this movement must make a Con save or be stunned until end of next turn
Commander's Verdict
Trigger: Rally and Rise + one other combo
Effect: Choose one creature you can see.
You may declare them the Target of Execution.
Until the end of your next turn, all attacks from allies against this creature have advantage, and each ally deals +1d6 extra damage to the target on hit.
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