SIGNING IN

Hit Points

Hit Dice 1d8 per level

Proficiencies

WIS , CHA

Warlord

Level Proficiency Bonus Features Inspiring Word Exploits Known Exploit Die Exploit Dice
1 + 2 Leadership Style Inspiring Word 3 0 0 0
2 + 2 Leadership Style Inspiring Word 3 2 1d4 2
3 + 2 Leadership Style Inspiring Word 3 3 1d4 2
4 + 2 Leadership Style Inspiring Word 4 3 1d4 2
5 + 3 Leadership Style Inspiring Word 4 4 1d6 3
6 + 3 Leadership Style Inspiring Word 4 4 1d6 3
7 + 3 Leadership Style Inspiring Word 4 5 1d6 3
8 + 3 Leadership Style Inspiring Word 5 5 1d6 3
9 + 4 Leadership Style Inspiring Word 5 6 1d6 3
10 + 4 Leadership Style Inspiring Word 5 6 1d6 3
11 + 4 Leadership Style Inspiring Word 5 7 1d8 4
12 + 4 Leadership Style Inspiring Word 5 7 1d8 4
13 + 5 Leadership Style Inspiring Word 6 8 1d8 4
14 + 5 Leadership Style Inspiring Word 6 8 1d8 4
15 + 5 Leadership Style Inspiring Word 6 9 1d8 4
16 + 5 Leadership Style Inspiring Word 6 9 1d8 4
17 + 6 Leadership Style Inspiring Word 7 10 1d10 5
18 + 6 Leadership Style Inspiring Word 7 10 1d10 5
19 + 6 Leadership Style Inspiring Word 7 10 1d10 5
20 + 6 Leadership Style Inspiring Word 7 10 1d10 5

Class Features

Level 1

Leadership Style
Inspiring Word

Level 10

Unwavering Will

Level 11

Tactical Superiority

Level 12

Ability Score Improvement

Level 14

Academy Feature

Level 15

Exalted Leader

Level 16

Ability Score Improvement

Level 18

Academy Feature

Level 19

Ability Score Improvement

Level 2

Fighting Style
Tactical Exploits

Level 20

Dauntless

Level 3

Academy of War

Level 4

Ability Score Improvement

Level 5

Extra Attack

Level 6

Academy Feature

Level 7

Valiant Leader

Level 8

Ability Score Improvement

Level 9

Rallying Cry

Proficiencies

Armor

light

medium

shield

Skills

Starting Equipment

(a) simple weapon or (b) longsword or (c) a rapier
(a) light crossbow and 20 bolts or (b) five javelins

Class Features

Leadership Style (Level 1)

At 1st level, you choose a Leadership Style from the options below. Each choice grants certain benefits and determines the ability score you will use for your Leadership modifier:

Captain

You lead with personality, bravery, and boldness. Charisma is your Leadership Score. You also gain proficiency in heavy armor and your choice of either Intimidation or Persuasion.

Mentor

You lead through wise counsel. Wisdom is your Leadership Score. When another creature within 15 feet that can hear you misses an attack or fails an ability check, you can use your reaction to grant it a 1d4 bonus to its roll.

Strategist

You lead with cunning tactical insight. Intelligence is your Leadership Score. After you roll initiative, you can switch places in initiative order with another willing creature.

Inspiring Word (Level 1)

Your words encourage others to fight on. At 1st level, you use a bonus action to shout an inspiring word at another creature that can hear you within 30 feet. It regains hit points equal to one roll of its Hit Die + your Leadership modifier. The target does not expend its Hit Dice as part of this ability.

You can use this feature the number of times indicated in the Inspiring Word column on the Warlord table. You regain all expended uses when you finish a short or long rest.

Fighting Style (Level 2)

At 2nd level, you learn one Fighting Style of your choice from the list at the end of this class description. You cannot learn a Fighting Style more than once, even if another feature allows you to learn an additional Fighting Style.

If a Fighting Style has prerequisites, like a skill proficiency, a minimum Ability Score, or Warlord level, you can learn it at the same time that you meet its prerequisites. When you gain a Warlord level, you can replace a Fighting Style you know with another Fighting Style of your choice.

Tactical Exploits (Level 2)

Your knowledge of war allows you to utilize potent strategies in battle. At 2nd level, you learn to employ Tactical Exploits:

Exploit Dice

The Warlord table shows the number of Exploit Dice you have to perform the Exploits that you know. Many Exploits require you to spend Exploit Dice to use them. You can only use one Exploit per attack, ability check, or saving throw. You regain all your Exploit Dice when you finish a short or long rest.

Your Exploit Dice begin as d4s and increase in size as you gain Warlord levels, as shown in the Warlord table. Whenever you add an Exploit Die to a roll, always roll the Exploit Die.

Exploits Known

You know two Tactical Exploits of your choice from the list at the end of this class description. The Exploits Known column of the Warlord table shows when you learn more Exploits. To learn an Exploit you must meet any prerequisites it may have, like a minimum Ability Score or Warlord level. Finally, each time you gain a level in this class, you can replace one Exploit you know with another Tactical Exploit of your choice.

Tactical Skill

Dedicated training has also honed your skills. Whenever you make an ability check with a tool or skill you are proficient in, you can expend an Exploit Die and add it to your roll. You can do so after you roll the d20 but before you know the outcome.

Saving Throws

If one of your Tactical Exploits requires a creature to make a saving throw, your Exploit save DC is calculated as follows:

Exploit

Academy of War (Level 3)

At 3rd level, choose the Academy of War that best represents your Warlord: the Academy of Chivalry, Ferocity, Schemes, Gallantry, or Tactics, each detailed at the end of this class.

Your Academy of War grants you features at 3rd level, and again when you reach 6th, 14th, and 18th levels in this class.

Academy Exploits

Each Academy of War has a list of Academy Exploits that all members of that Academy learn at the Warlord levels in your Academy's description. Your Academy Exploits do not count against your total number of Exploits Known and they can't be switched out when you gain a level. If you don't meet a Signature Exploit's prerequisites, you learn it regardless.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Dash or to Disengage you can make one weapon attack as a bonus action on that turn.

Academy Feature (Level 6)

At 6th level, you gain a feature granted by your Academy of War.

Valiant Leader (Level 7)

Your skills have been honed in the crucible of war. Starting at 7th level, your Leadership Style grants you further benefits:

Captain

You can target creatures that are Unconscious, but not dead, with your Inspiring Word, even though they cannot hear you.

Mentor

The range of your Mentor reaction increases to 30 feet, and the bonus increases to match the size of your Exploit Die.

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.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Rallying Cry (Level 9)

You rally allies to find success when they might otherwise fail. Starting at 9th level, when another creature that can hear you within 30 feet fails a saving throw, you can use your reaction to rally it. The creature rolls its saving throw again, and adds your Leadership modifier to its new result.

You can use this reaction once per short or long rest. You gain second use at 13th level and a third use at 17th level.

Unwavering Will (Level 10)

You are not given the luxury of succumbing to base instincts. Beginning at 10th level, you have advantage on saving throws to resist being Charmed, Frightened, or Stunned.

Tactical Superiority (Level 11)

You are a leader of legendary status. Starting 11th level, you regain one expended use of Inspiring Word and Rallying Cry when you roll initiative. Moreover, the range of your Tactical Exploits, Inspiring Word, and Rallying Cry is doubled.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Academy Feature (Level 14)

At 14th level, you gain a feature granted by your Academy of War.

Exalted Leader (Level 15)

You are an unflinching leader, even in dire circumstances. At 15th level, your Leadership Style grants you these benefits:

Captain

Creatures that you target with Inspiring Word, Rallying Cry, or a Tactical Exploit gain temporary hit points equal to your Charisma modifier. However, these only last for 1 minute.

Mentor

Your Inspiring Word can end one of the following conditions in place of restoring the target's hit points: Blinded, Charmed, Deafened, Frightened, Poisoned, or Stunned.

Strategist

When you use Inspiring Word, the target can choose to move up to its speed without provoking opportunity attacks.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Academy Feature (Level 18)

At 18th level, you gain a feature granted by your Academy of War.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Dauntless (Level 20)

You rival the great commanders and conquerors of legend. At 20th level, you can use Rallying Cry an unlimited number of times. Moreover, whenever you use Inspiring Word you treat the hit points restored as the maximum possible result.

Multiclassing

Multiclassing Requirements

  • DEX: 13 or STR: 13

Proficiencies Gained

Armor light , medium , shield
Weapons simple

Subclasses

Academy of Chivalry
LLAW
Academy of Claws
LLAW:E
Academy of Counsel
LLAW:E
Academy of Dread
LLAW
Academy of Ferocity
LLAW
Academy of Gallantry
LLAW
Academy of Liberty
LLAW:E
Academy of Navigators
LLAW:E
Academy of Order
LLAW:E
Academy of Schemes
LLAW
Academy of Tactics
LLAW
Academy of Zeal
LLAW:E

Subclass Features

Academy of Chivalry

Academy of Chivalry (Level 3)

Warlords that choose the Academy of Chivalry often hail from the ranks of nobility and are almost always formal knights. As leaders, they hold themselves and those who follow them to a lofty code of conduct. These knights stand as beacons of fair play, honor, and justice, both on and off the field of battle.

Knighthood

You have been trained in the classical skills of knighthood. You gain proficiency with all martial weapons, one musical instrument, and either History, Performance, or Religion.

Inspiring Shout

Your presence on the field of battle inspires those who fight beside you. When you roll initiative you can expend a use of Inspiring Word and choose a number of creatures within 30 feet that can hear you equal to your Leadership modifier to gain temporary hit points equal to your Exploit Die + your Leadership modifier.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Lead the Charge (Level 6)

You lead best from the front lines. When you take the Attack action on your turn and make at least one melee attack, you can issue an attack order as a bonus action on that turn.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Flames of Hope (Level 14)

Once between each short or long rest you can use your action to let forth a heroic cry that inflames the hearts of your allies and inspires terror in your foes. Creatures that can hear you within 30 feet gain the corresponding effect below:

Allies

Friendly creatures gain temporary hit points equal to your Exploit Die + your Leadership modifier. While these last, the creature cannot be Charmed or Frightened.

Enemies

Hostile creatures must make a Wisdom saving throw against your Exploit save DC or be Frightened of you. They repeat the saving throw at the end of each of their turns and when they take damage, ending the effect on a success.

Paragon of Chivalry (Level 18)

You stand as an exemplar of chivalric virtue, a shining beacon for those who follow you. You are immune to the Frightened and Charmed conditions, and creatures of your choice within 30 feet that can see you have advantage on saving throws to resist or end the Charmed and Frightened condition.

Academy of Claws

Academy of Claws (Level 3)

You put your tactical knowledge and leadership skill to use in taming of exotic monsters for use in battle. Known for their Monstrous Minions, Warlords of the Claw can exert their will to dominate even the most wild creatures. Some even say the most powerful of these Warlords bring mythical monsters to heel, commanding them as they would a normal soldier.

Monstrous Minion

You can exert your considerable will to dominate creatures, pressing them into service as a Minion, using these rules:

Subjugating a Minion

As an action, you force a creature within 10 feet that can hear you to make a Charisma saving throw against your Exploit save DC. If it is Friendly to you, it automatically fails. On a failure, it is now your Minion.

If a creature succeeds on this saving throw, it is immune to this ability for the next 24 hours and cannot be targeted. You can only have one Monstrous Minion at a time.

Potential Minions

The creatures you can dominate are limited only by your willpower. You can only use this feature on a Beast or Monstrosity with a Challenge Rating equal to your Warlord level divided by three, rounded down.

Minion Statistics

Your Minion obeys you with total loyalty. It continues to use its normal stat block, and it gains the benefits from short and long rests.

Combat

In combat, your Minion acts during your turn. It can move and use its reaction on its own, but will only take the Dodge action unless you use a bonus action to order it to take one action from its stat block or another action.

If you are Incapacitated, your Minion reverts to its wild state, normally fleeing to return to its home in the wilderness.

Exploits

You can target your Minion with Exploits, and it can understand you even if it can't speak.

Duration

A creature remains a Minion until it is slain. It returns to its wild state sooner if it can't see or hear you for 1 hour, or if you attempt to dominate another creature and turn it into your Minion.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Iron Command (Level 6)

Whenever your Minion makes an attack roll, ability check, or saving throw within 15 feet of you, you can use your reaction to add your Leadership modifier to the result of its roll.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Monstrous Menagerie (Level 14)

Your impressive will allows you to tame fearsome monsters. You can target Aberrations, Dragons, Giants, Oozes, Plants, and Undead with Monstrous Minion, so long as their CR is within the normal Challenge Rating guidelines.

Also, once a creature has been your Minion for at least 24 hours, it remains Friendly to you indefinitely unless you give it a reason to become hostile toward you again.

Total Domination (Level 18)

Your unflinching willpower allows you to totally dominate the creatures under your control. The range of Iron Command is 30 feet, and while a Minion is within that range, it is resistant to bludgeoning, piercing, and slashing damage.

Academy of Counsel

Academy of Counsel (Level 3)

You have learned much from the battlefield, and it is time to pass that knowledge on to the next generation of heroes. As a member of the Academy of Counsel, you have dedicated your life to the education of your Protege, a successor who you will train to take your place on the field of battle.

Counselor's Protege

You have adopted a student to educate in the ways of warfare, your Protege. You determine their appearance, race, and size (either Small or Medium), but all Proteges are always young and inexperienced, but eager to learn from you. Your Protege uses the following rules:

Statistics

Your Protege is friendly to you and to your allies. They are fiercely loyal, following orders to the best of their abilities, and never acting outside of your directions. They use the Protege stat block below, which uses your Proficiency Bonus (PB), Leadership modifier, and Exploit save DC.

Weapons & Armor

Your Protege is proficient in light and medium armor, shields, and simple weapons. They are equipped with leather armor, a shield, a shortbow and a dagger, but you can give them other equipment.

Combat

In combat, your Protege acts during your turn. They can move and use their reaction on their own, but they will only take the Dodge action unless you use your bonus action to command them to take an action from their stat block, or another action. If you are Incapacitated, your Protege acts on their own, and will defend you to the best of their ability.

Dying

If your Protege is reduced to 0 hit points, they make death saving throws like a player character. When they are at 0 hit points, you can use your action to touch them and expend one Exploit Die to instantly stabilize them.

Recruiting a New Protege

If your Protege dies, you can spend 8 hours seeking out a worthy Humanoid to serve you as a new Protege, so long as a willing student can be found. This Humanoid then uses the Protege stat block.

Your Protege & Other Features

Your Protege is a blank slate that you will use your knowledge to educate. To have a Protege better represent their heritage, talk with your DM about adding racial features, a background, or other similar features to your Protege's stat block.

However, any additional features added to your Protege will increase their power and should be done cautiously.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Invigorating Orders (Level 6)

Your words inspire your Protege to acts of heroism. When you target your Protege with an Exploit, they have advantage on their next ability check, attack roll, or saving throw.

Your Protege's skills have increased. They gain proficiency in Wisdom saving throws, heavy armor and martial weapons.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Exalted Protege (Level 14)

Your dedication and patience has paid off. Your Protege has become a hero in their own right and now uses the Exalted Protege stat block on this page.

You also learn the heroic order Exploit. It does not count against your Exploits Known and it cannot be replaced. Once per long rest, you can use this Exploit targeting your Protege without counting against the once per rest use of the Exploit.

Legendary Tandem (Level 18)

Your knowledge of your Protege and their understanding of you are such that you fight as one mind on the field of battle. While you and your Protege are within 30 feet of each other, you both have advantage on your saving throws, and neither of you can have disadvantage on attack rolls.

Finally, your Protege can use their Heroic Determination Trait once between each short or long rest. At 20th level, replacing an attack roll with this Trait makes it an automatic critical hit.

Academy of Dread

Academy of Dread (Level 3)

Where most Warlords have a sense of appreciation and care for those that follow them, those known as Dreads only care for one thing - victory. These ruthless captains make use of any possible advantage, often using their enemy's greatest fears against them to turn the tide of the battle. These dark captains are often found leading hordes of orcs and undead.

Dark Captain

You exude an aura of intimidation that shakes all but the most stalwart warriors to their core. You gain proficiency with all martial weapons and Intimidation.

Moreover, whenever you make an Indimidation check, you can use your Leadership ability instead of Charisma. If you do, you treat a roll of 7 or lower on the d20 as an 8.

Dread Presence

Your presence on the field of battle inspires fear in the hearts of your enemies. As a bonus action, you can expend a use of Inspiring Word to force one creature that can see you within 30 feet to make a Wisdom saving throw against your Exploit save DC. On a failure, it is Frightened of you for 1 minute, or until it sees you take damage.

If the creature flees and is no longer in your line of sight, it can use its action to automatically end this effect.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Merciless (Level 6)

You infuse your commands with your dread willpower. You can use intimidating command and menacing shout without expending an Exploit Die a number of times equal to your Leadership modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Also, once per turn when you cause a creature to be Frightened, you can instantly issue a single attack order

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Ruthless Command (Level 14)

You spread fear and desolation on the battlefield. Creatures that you target with an Inspiring Word or a Tactical Exploit have advantage on all attack rolls against creatures that are Frightened until the end of their next turn.

Moreover, when you use your Dread Presence, the creature has disadvantage on its initial Wisdom saving throw if you or a creature under the effects of one of your Exploits has hit it with an attack since the end of your last turn.

Baleful Presence (Level 18)

You are a walking avatar of fear. When you force a creature within 30 feet of you to make a saving throw to resist being Frightened, it has disadvantage on its roll.

Moreover, creatures within 30 feet that are Frightened of you have their speed reduced to 0 while they can see you.

Dreadlord (Level 18)

You stand as a sinister monument to all those who have tried, and failed, to stop your iron conquest. You are immune to the Frightened condition, and you add your Leadership modifier (a minimum of +1) to any attack rolls that you make against creatures that are Frightened of you.

Academy of Ferocity

Academy of Ferocity (Level 3)

Warlords who hail from this Academy rarely study in formal schools of war. In place of military theory, their strategies are based on the instincts of predatory hunters. Famous for their ruthless treatment of foes, these leaders would lay down their lives for any member of their pack without hesitation.

Predatory Instinct

You hunt as a wild predator. You gain proficiency with martial weapons and in either Perception or Survival.

In addition, whenever you make a Perception or Survival check based on your sense of smell or hearing, you can treat a roll of 7 or lower on the d20 as an 8.

Packleader

You lead your pack in the hunt. As a bonus action, you can mark a creature you can see within 30 feet as your Prey. It remains your Prey for 1 minute, but the effect ends early if your Prey is reduced to 0 hit points, you are Incapacitated, or you mark another creature as your Prey.

Any creature you target with Inspiring Word or a Tactical Exploit adds your Exploit Die to the first attack roll it makes against your Prey before the start of your next turn.

You can mark a creature as your Prey a number of times equal to your Leadership modifier (minimum of once). You regain one expended use when you finish a short rest, and all expended uses when you finish a long rest.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Silent Stalker (Level 6)

You direct your pack to hunt silently. You and creatures of your choice within 30 feet of you have advantage on Stealth checks and can travel stealthily moving at a normal pace.

Also, while you have a creature marked as your Prey, you can issue a maneuvering order as a bonus action.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Thrill of the Hunt (Level 14)

A successful hunt stokes your blood lust. When your Prey is killed, you can use your reaction to mark another creature in range, then you gain one of the following benefits:

  • You gain temporary hit points equal to your Warlord level.

  • You regain one expended use of Inspiring Word.

  • You regain one expended Exploit Die.

Apex Predator (Level 18)

Your primal ferocity invigorates your packmates. Your speed increases by 10 feet, and your weapon attacks against your Prey deal bonus damage equal to your Exploit Die.

Moreover, any creature you target with an Inspiring Word, Rallying Cry, or one of your Tactical Exploits also gains the benefits above until the beginning of your next turn.

Academy of Gallantry

Academy of Gallantry (Level 3)

Warlords of the Academy of Gallantry wield the power of music and song to inspire their comrades. When they combine their bardic magic with their understanding of strategy, they can turn even an unskilled rabble into a heroic fighting force.

Warrior Poet

You combine martial skill and musical talent to inspire your allies. You gain proficiency with two musical instruments of your choice, and in Performance.

Moreover, whenever you make a Performance check that includes both a weapon and a musical instrument, you gain a bonus to your roll equal to your Warlord level.

Gallant Spellcasting

Your talent in poetry and music allows you to produce spells, much like the Bard does. You gain the following benefits:

Spell Slots

The Gallant Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast a spell, you must expend a slot of that spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the thunderwave spell and have both a 1st and a 2nd-level spell slot, you can cast thunderwave using either spell slot.

Spells Known of 1st-Level and Higher

You know three 1st-level spells of your choice from the Gallantry spell list on the following page. The Spells Known column of the Gallant Spellcasting table shows when you learn more spells from this list of 1st-level and up. Any spells you learn must be of a level for which you have spell slots as shown on the table.

When you gain a level, you can replace one of your Spells Known with another spell from the Galantry spell list. The spell must also be of a level for which you have spell slots.

Spellcasting Focus

You can use any musical instrument you are proficient with as a spellcasting focus for your spells. Gallantry Warlords are known for one-handed instruments, like war horns, while holding a weapon in their other hand.

Spellcasting Ability

Use your Leadership modifier when setting the saving throw DC or making a spell attack roll for any Gallantry spells you know through this feature:

Spell
Spell

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Heroic Charge (Level 6)

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 the benefits of the Dash action during your first turn in combat. You cannot use this feature if you are surprised or Incapacitated.

At 11th level, the range of this feature increases to 30 feet.

Songs of War & Peace (Level 6)

You conduct battle like a great symphony. When you expend a spell slot or Exploit Die as part of your action, you can make a single weapon attack as a bonus action on that turn.

In addition, any creature that spends a short rest with you has advantage on Hit Die rolls to regain its hit points.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Warsong (Level 14)

The Skalds of legend were said to be able to turn the tide of the most desperate battles. Whenever you target a creature with Inspiring Word or a Tactical Exploit, it has advantage on the first ability check, attack roll, or saving throw it makes before the beginning of your next turn.

It also can't be Charmed or Frightened for that duration.

Mythic Voice (Level 18)

Your voice itself has been infused with the powerful magic you channel. Whenever you cast a 1st-level Gallantry spell, you can choose to expend a use of Inspiring Word instead of a spell slot. You must use a musical instrument as the spellcasting focus for the spell.

Academy of Liberty

Academy of Liberty (Level 3)

Often forced into positions of leadership, Warlords of Liberty come from the ranks of the common folk. When a dark tyrant begins to oppress the weak, when a monarch raises taxes, or when a village is conquered by invaders, leaders will arise to lead their peoples' resistance against injustice.

Coordinated Assault

While individually you may not be a threat, together you and your comrades can triumph over any enemy. You can issue a support order as a bonus action on each of your turns.

Salt of the Earth

You hail from the ranks of the common folk, and a life of hard work has made you tough. Your hit point maximum increases by 3, and increases by 1 again whenever you gain a level.

Also, whenever you make an ability check to interact with common people, such as farmers, laborers, or foot soldiers, you gain a bonus to your roll equal to your Exploit Die.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Band Together (Level 6)

Separated you are weak, but together you are strong! When a creature within 15 feet of you takes damage, you can use your reaction to rally allies to their side. You divide the damage the creature would take evenly among willing creatures within 15 feet of it. All creatures must be able to hear you to participate.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Strength in Numbers (Level 14)

The more comrades you rally to your cause, the greater your leadership potential. When you roll for initiative, you regain a number of your expended Exploit Dice equal to the number of allied creatures within 15 feet of you.

You also learn the equip militia Exploit. It does not count against your Exploits Known, and it cannot be replaced. You can use equip milita during a short or long rest, and once per long rest, you can use it without expending an Exploit Die.

Grand Revolutionary (Level 18)

You are destined to upset the status quo wherever you take up the mantle of leadership. The range of Band Together and Strength in Numbers includes creatures within 30 feet.

Finally, whenever you use Inspiring Word or Rallying Cry, you can target up to three creatures within range, instead of one. For Rallying Cry, all creatures must have failed the samesaving throw to be targeted by the same Rallying Cry.

Academy of Navigators

Academy of Navigators (Level 3)

You have trained to lead others on the high seas, far from the rules of established society. You use your skills to keep order, motivate your crew to persevere through hardship, and drive them to new discovery. However, your skills are not limited to the deck of a ship and will serve you well on any battlefield.

Parley

Without established authority to turn to on the sea you have become a shrewd negotiator. As an action, you can expend a use of Inspiring Word and speak to a creature within 15 feet that can see, hear, and understand you, improving its attitude toward you by one. For example, a Hostile creature becomes Indifferent, and an Indifferent creature becomes Friendly.

Once you use this feature on a creature it is immune to its effects for 24 hours. You cannot use this feature on a creature that you or your allies have attacked within the last 24 hours.

Seafarer

Your experience on the high seas has made you an excellent sailor. You gain proficiency with Navigator's Tools, Water Vehicles, and in Perception. You use your Leadership Ability for all ability checks with these skills.

You also gain the Mariner Fighting Style, and it can't be replaced. If you already know this Fighting Style you learn a different Warlord Fighting Style.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Navigator's Crew (Level 6)

You have proven your mettle on both land and sea, convincing others to formally join your Crew. During the course of a long rest, you can form a pact with a number of creatures equal to your Leadership modifier. Creatures must be willing and able to understand you to enter this pact.

These creatures become your Crew until you form a new pact, which instantly ends any previous pacts. While aboard the same seafaring vessel, your Crew adds your Leadership modifier to all ability checks related to your vessel.

Rally the Crew (Level 6)

Your presence brings the best out of your Crew. Whenever a member of your Crew is forced to make a saving throw while within 15 feet of you, they add their Proficiency Bonus to the saving throw if they aren't already proficient.

Moreover, you can use a bonus action on each of your turns to issue an Order, such as maneuvering order, to a member of your Crew that is within 15 feet of you.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

First Mate (Level 14)

You inspire loyalty in the most dastardly scallywags. When you use recruit mercenary, you can designate them as your First Mate. When you do, you can regain your Exploit Die as normal, the Mercenary gains the benefits of Seafarer and is part of your Crew without counting against your total Crew. You can only have one First Mate at a time.

If you don't have a Mercenary, you can designate another member of your Crew as First Mate. They gain the benefits from Seafarer and do not count against your total Crew.

Illustrious Admiral (Level 18)

Your skills rival the great sailors and explorers of legend. The range of Rally the Crew increases to 30 feet.

Finally, once you speak with a creature that can hear and understand you, you can place it under the effects of Parley without expending a use of Inspiring Word to do so.

Academy of Order

Academy of Order (Level 3)

You have trained to lead others on the high seas, far from the rules of established society. You use your skills to keep order, motivate your crew to persevere through hardship, and drive them to new discovery. However, your skills are not limited to the deck of a ship and will serve you well on any battlefield.

Keeper of Order

You employ your tactical training to uphold law and order in civilized society. You gain proficiency in either Insight or Investigation, and whenever you make an ability check with either of these skills, you can choose to use your Leadership Ability for the check.

In addition, when you reduce a creature to 0 hit points with a non-lethal melee attack, you can use a bonus action on that turn to restrain them with a net, rope, manacles, or another similar object. The DC to escape this restraint is equal to your Exploit save DC unless its innate escape DC was already higher.

Law's Shield

It is your duty to uphold the law and defend the weak. When a creature you can see within 15 feet is hit by an attack, you can use your reaction to issue it a defensive order, imposing disadvantage on the triggering attack, possibly turning a hit into a miss.

You can use this reaction a number of times equal to your Leadership modifier (minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses, you can expend an Inspiring Word to use it again.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Halt (Level 6)

Your words carry lawful authority. When a creature you can see within 30 feet moves, you can use your reaction to spend a use of Inspiring Word and force it to make a Wisdom saving throw. The target must be able to hear and understand you.

On a failed save, its speed is reduced to 0 until the start of its next turn. Once a creature succeeds on this saving throw, it is immune to this feature for the next 24 hours.

Stalwart Defender (Level 6)

You are the shield that holds back the forces of lawlessness and chaos. Once per short or long rest, you can use hold the line without expending an Exploit Die.

When using hold the line, its range is 15 feet, and you can issue a defensive order as a bonus action on each turn.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Bastion of Order (Level 14)

You are an unwavering shield for those who live within the bounds of the law. While you are using hold the line, you can use your Law's Shield and Halt reactions without expending uses of either feature or Inspiring Word.

Moreover, you can move up to 10 feet on your turn without ending the effects of hold the line.

Unerring Eye (Level 14)

Your keen sight pierces all deceptions. You can automatically detect the presence of Illusion magic and Shapeshifters, but you are not able to see the true forms that they disguise.

High Authority (Level 18)

You are the highest authority of the law, only superseded by monarchs and divine agents. You always exude the effects of hold the line to creatures of your choice within 15 feet of you, but you can move and act as normal.

Finally, when a creature fails its saving throw against Halt, it is also Restrained until the start of its next turn.

Academy of Schemes

Academy of Schemes (Level 3)

Warlords of the Academy of Schemes will secure their victory at any cost. The ultimate utilitarians, they care not how they achieve their goals. They will cheat, deceive, and sacrifice whatever is necessary to succeed. These Warlords always have an escape plan if things do not go as planned.

Dastardly Talents

You will use any method necessary to achieve your aims. You gain proficiency in Deception, with Disguise Kits, and Poisoner's Kits. You can also use your Leadership ability, in place of Charisma, when making Deception checks.

Cheap Shot

You aren't above dishonorable tricks to secure victory. Once per turn when you hit a creature with a weapon attack, you can force it to make a Dexterity saving throw against your Exploit Save DC along with the damage.

On a failure, it cannot take reactions and its speed is halved until the start of your next turn. On its next turn, it can only take one action or bonus action, not both.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Ruthless Focus (Level 6)

You direct your allies to prey upon the weak. When a creature fails its saving throw against your Cheap Shot, you can instantly issue an insightful order, but the creature only gains the benefits of your insightful order if it attacks the target of your Cheap Shot.

Also, if you use a Tactical Exploit as part of your action, you can take the Disengage or Hide action as a bonus action.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Devious Tactics (Level 14)

You have no qualms about leaving others in danger. When a creature you can see targets you with an attack or forces you to make a saving throw, you can use your reaction to force a creature within 5 feet of you (other than the attacker) to make a Dexterity saving throw against your Exploit save DC.

On a failure, you switch places, and it becomes the target of that attack or saving throw. The creature can choose to fail.

Inscrutable Mind (Level 18)

Your devious mind is impossible to penetrate. Your thoughts and dreams cannot be read by magic unless you allow it. If a creature attempts to read your mind you can deceive it with false thoughts by making a Deception check.

Marked for Death (Level 18)

You relentlessly pursue the destruction of your foes. When a creature fails its saving throw against Cheap Shot, you can choose to mark the creature for death. The first attack to hit that creature before the beginning of your next turn becomes an automatic critical hit.

Once you mark a creature for death you must complete a short or long rest before you can use this feature again.

Academy of Tactics

Academy of Tactics (Level 3)

Warlords of this Academy most often come from the ranks of formal organizations that serve the elite. Tacticians are highly educated. They are known for their dedication to those they command, and their understanding of how to best utilize each of their allies' strengths and weaknesses.

Advanced Tactics

Your ability to learn and execute strategies in combat exceeds most other commanders and even formally trained Warlords. You gain the following benefits to your Warlord features:

Exploits

You learn two additional 1st-degree Tactical Exploits of your choice. These Exploits do not count against your number of Exploits Known, but they can be replaced.

You learn additional Tactical Exploits following the same rules at certain levels: at 5th level you learn two 2nd-degree Exploits, and at 9th level you learn one 3rd-degree Exploit.

Exploit Dice

Your total number of Exploit Dice increases by 1, and all of your Exploit Dice increase to become d6s.

At certain Warlord levels your Exploit Dice increase again; at 5th level (d8), at 11th level (d10), and at 17th level (d12).

The Art of War

You have studied the great histories of warfare and combat. You gain proficiency in History and two gaming sets of your choice, and you add double your Proficiency Bonus to any ability check that uses these proficiencies.

Strategic Adjustments

You are constantly adapting to meet any challenge. During a long rest, you can spend 1 hour reviewing strategies and tactics and replace a Tactical Exploit you know with another of the same Degree.

When you reach 6th level in this class, you can use this feature during a short rest.

Brains over Brawn (Level 6)

You wield your comrades as other warriors wield weapons. If you only use Tactical Exploits with your entire action, you can use your bonus action to take the Disengage or Search action, or to use one Order Exploit, such as attack order.

Know Your Enemy (Level 6)

You have a gift for identifying weak points. When you take the Search action, you can focus on a creature you can see within 30 feet (DC = 8 + its Challenge Rating). If you have seen it get hit by an attack, add your Warlord level to this roll.

On a success, you learn one characteristic of your choice from the list below. On a failure, you can't use this feature on this creature again until you see it get hit by another attack:

Armor Class

All Special Senses

Resistances, Immunities, & Vulnerabilities

Highest Ability Score

Lowest Ability Score

One Trait or Action from its stat block

Gifted Strategist (Level 14)

You are always one step ahead of your foes. You cannot be surprised while conscious, and when you roll initiative, you can use one Tactical Exploit or take the Ready action.

Master Tactician (Level 18)

You have a plan in place for every eventuality. You learn the contingency plan Exploit, but it doesn't count against your total number of Exploits Known. At the end of a long rest, you can use contingency plan without expending an Exploit Die to put the plan in place. You can only have a single contingency plan in place at any one time.

Academy of Zeal

Academy of Zeal (Level 3)

You have been chosen to lead the armies of your deity in battle against their unholy foes. You lead by a mix of strategy and faith, inspiring comrades with both word and spell. Invoking your divine right to lead, you must stand as a paragon of your faith.

Divine Mandate

You have been divinely appointed to lead others in war. You know the attack order Exploit. It does not count against your total number of Exploits Known, and it cannot be replaced.

You also gain proficiency in Religion. Whenever you make a Religion check, add your Leadership modifier to your roll.

Anointed Magic

When you join this Academy of War, you learn to call on divine power in the form of spells, using the rules below:

Cantrip

You learn two Cantrips of your choice from the Zeal spell list at the end of this Academy of War description, and you learn an additional Zeal Cantrip at 10th level.

Spell Slots

The Zeal Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of the Zeal spells you know of 1st-level and higher, you must expend one of these spell slots. You regain all of your spell slots each time you finish a short or long rest.

For example, at 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell command, you must spend one of those slots, and command is cast at 2nd-level.

Spells Known of 1st-Level and Higher

You learn two 1st-level spells of your choice from the Zeal spell list. The Spells Known column of the Zeal Spellcasting table here shows when you learn additional Zeal spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

When you gain a level, you can choose one Zeal spell you know and replace it with another spell from the Zeal spell list, which must be of a level for which you have spell slots.

Spellcasting Focus

You must use a Holy Symbol as the Spellcasting Focus for your Zeal spells. If you emblazon your Holy Symbol upon a shield, you can use it as a Spellcasting Focus for your Zeal spells while you are wielding it.

Spellcasting Ability

Use your Leadership modifier when setting the saving throw DC or making a spell attack roll for any Zeal spells you know through this feature:

Spell
Spell

Optional Rule: Divine Domain

Talk to your DM about choosing a Divine Domain from those available to the Cleric for your Warlord. Whenever you learn a Zeal spell, you can choose to learn spells from that list of Domain Spells.

Channel Divinity (Level 6)

As an action, you can hold aloft your Holy Symbol to Channel the power of your deity to produce effects beyond the bounds of spells. When you Channel Divinity, you produce one of two effects: Anointed Disciple or Mantle of Command.

You can Channel Divinity twice. You regain one use when you finish a short rest, and all uses when you complete a long rest. When you have no uses left, you can expend an Anointed Magic spell slot to Channel Divinity again.

Anointed Disciple

As an action, you grasp a Holy Symbol and Channel Divinity to fill yourself with divine presence. For 10 minutes, you add your Exploit Die to all ability checks you make that use your Leadership Ability.

Mantle of Command

As an action, hold aloft your Holy Symbol and fill yourself with divine leadership for 1 minute. For the duration, you can use a bonus action on each turn to make a weapon attack or issue one Order, like attack order.

Words of Zeal (Level 14)

Your voice has been infused with divine authority. When you use Inspiring Word, the target regains the maximum number of hit points, in place of rolling its Hit Die.

Moreover, when you target a creature with an attack order, it can choose for its weapon attacks on that following turn to deal radiant damage in place of its normal damage type.

Favored Servant (Level 18)

You have proven your dedication to the divine cause of your deity and been rewarded. When you take the Attack action on your turn, you can cast a Zeal spell with a casting time of one action in place of one of your attacks.

Finally, whenever you expend an Anointed Magic spell slot, you regain one of the following: hit points equal to your level, one Exploit Die, or one use of Inspiring Word.