
Table of Contents
Level 1
Leadership Style
Choose your Leadership Style. It determines your Leadership Score, which is the Ability score that fuels your abilities. You gain additional Leadership abilities at Warlord levels 7 and 11.
Strategist
You lead through your cunning tactical insight, and academic knowledge. You gain the following benefits:
Intelligence is your Leadership Score.
You gain proficiency in either Arcana or History.
When you roll initiative, pick a number of willing creatures up to your Intelligence modifier. You can switch the initiative of all creatures selected.
Mentor
You lead through your experience and counsel. You gain the following benefits:
Wisdom is your Leadership Score.
You gain proficiency in either Insight or Survival.
When another creature within 9 meters that can hear you misses an attack or fails an ability check, you can use your reaction to grant it a 1d4 bonus to the roll.
Captain
You lead through your magnetic personality, bravery, and valour. You gain the following benefits:
Charisma is your Leadership Score.
You gain proficiency in either Persuasion or Intimidation.
You gain an additional use of Inspiring Word (see below).
Inspiring Word
Your words encourage others to fight on. You can use a bonus action to shout an Inspiring Word at another creature that can hear you within 9 meters. It regains hit points equal to one roll of its primary class 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.
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency.
Whenever you level up, you can practice weapon drills and change one of those weapon choices.
Level 2
Tactical Exploits
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 per attack, ability check, or saving throw. You regain all expended 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 indicated in the Warlord table.
Exploits Known
You know two Tactical Exploits of your choice. 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 a certain Warlord level.
Whenever you gain a Warlord level, you can replace one of the Exploits you know with a Tactical Exploit of your choice.
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 save DC = 8 + your proficiency bonus + your Leadership modifier
Warlord Orders
You enhance your allies through coordination using Orders. When you take the Attack action, you can issue an Order in place of an attack, targeting another willing creature that can see or hear you within 9 meters.
When you learn an Exploit, you can learn an Order instead.
Fighting Style
You have honed your fighting skills and gain a Fighting Style feat of your choice. Whenever you gain a Warlord level, you can replace the feat you chose with a different Fighting Style feat. Instead of choosing one of those feats, you can choose the option below.
Tactical Warrior. You learn two Orders of your choice, and they do not count towards your maximum number of Exploits. When you gain a Warlord level, you can replace one of your chosen Orders with a different one you meet the prerequisites for.
Level 3
Warlord Subclass
You gain a Warlord subclass of your choice. A subclass is a specialization that grants you features at certain Warlord levels. For the rest of your career, you gain each of your subclass's features that are of your Warlord level or lower.
Subclasses Features
Warlord subclasses include a list of Orders and Exploits that all Warlords of that Subclass learn at the levels in its description. These don't count against your total Orders or Exploits Known and can't be replaced when you gain a level. If you do not meet its prerequisites, you learn them regardless.
Level 4
Ability Score Increase
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warlord levels 6, 8, 12, and 16.
Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 7
Tactical Leader
Strategist
Your leadership style grants you additional benefits:
You and all allies within 9 meters gain a bonus to Initiative rolls equal to your Intelligence modifier.
The range of your Orders increases to 18 meters.
Mentor
Your leadership style grants you additional benefits:
The bonus of your Mentor reaction increases to match the size of your Exploit Die.
The range of your Mentor reaction increases to 18 meters;
Captain
Your leadership style grants you additional benefits:
You can target creatures that are Unconscious with your Inspiring Word.
The range of your Inspiring Word increases to 18 meters.
Level 9
Rallying Cry
You can encourage allies to find success when they otherwise would fail. When another creature that can see or hear you within 9 meters fails a saving throw, you can use your reaction to encourage it with a rallying cry. The creature immediately re-rolls its saving throw and adds your Leadership modifier (minimum of +1) to its result.
You can use this feature once. You regain one expended use when you finish a Short or Long Rest. You gain an additional use of this feature when you reach Warlord level 13 and 17.
Level 10
Unwavering Will
As a leader, you do not have the luxury of succumbing to your base instincts. You have advantage on saving throws to resist being Charmed, Frightened, or Stunned.
Level 11
Experienced Leader
Strategist
Your leadership style grants you additional benefits:
When you use your Inspiring Word, you can also issue an Order to the target (no action required).
Mentor
Your leadership style grants you additional benefits:
When you use your Inspiring Word, the target loses a negative condition of its choice.
Captain
Your leadership style grants you additional benefits:
When you use your Inspiring Word, the target gains temporary hit points equal to half the health it regained (rounded down).
Level 15
Tactical Superiority
Your leadership skills eclipse even those of other professional commanders. When you roll in initiative you regain all uses of Inspiring Word and Rallying Cry
Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20
Dauntless
You rival the great commanders and conquerors of legend. You can use Rallying Cry an unlimited number of times. Moreover, whenever you use Inspiring Word you treat the hit points it restores as the maximum possible result.
