Warlord 5

Largely created using LaserLlama's Warlord on GMBinder, updated for the Elaris placesetting with house rules such as Power Reservoir.
Level Proficiency Bonus Features Inspiring Word Exploits Known Exploit Die Exploit Dice
1st +2 Feat, Leadership Style, Inspiring Word 3
2nd +2 Feat, Fighting Style, Tactical Exploits 3 2 d4 2
3rd +2 Academy of War 3 3 d4 2
4th +2 Feat 4 3 d4 2
5th +3 Extra Attack 4 4 d6 3
6th +3 Academy Feature, Feat 4 4 d6 3
7th +3 Valiant Leader 4 5 d6 3
8th +3 Feat 5 5 d6 3
9th +4 Rallying Cry (x1) 5 6 d6 3
10th +4 Feat, Unwavering Will 5 6 d6 3
11th +4 Tactical Superiority 5 7 d8 4
12th +4 Feat 5 7 d8 4
13th +5 Rallying Cry (x2) 6 8 d8 4
14th +5 Academy Feature, Feat 6 8 d8 4
15th +5 Exalted Leader 6 9 d8 4
16th +5 Feat 6 9 d8 4
17th +6 Rallying Cry (x3) 7 10 d10 5
18th +6 Academy Feature 7 10 d10 5
19th +6 Feat 7 10 d10 5
20th +6 Dauntless, Feat 7 10 d10 5

Class Features

All of the following are class features of the Warlord.

Feat

1st-Level Warlord Feature

You gain one feat of your choice.

Leadership Style

1st-Level Warlord Feature

Choose the Leadership Style of your Warlord, gaining the corresponding benefits and Leadership modifier.

Captain

You lead from the front with presence. You use Charisma as your Leadership modifier. You also gain proficiency with ring mail, chain mail, splint, and full plate and your choice of either Intimidation or Persuasion.

Mentor

ou counsel others with wise insights. You use Wisdom as your Leadership modifier. Also, whenever a creature within 15 feet misses with an attack or fails an ability check you can use your reaction to roll a d4 and add the result to its roll.

Strategist

ou guide others with cunning and wit. You use Intelligence as your Leadership modifier, and when you roll initiative you can switch places in initiative order with a willing creature.

Inspiring Word

1st-Level Warlord Feature

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

2nd-Level Warlord Feature

You adopt a Fighting Style that best reflects your training. You cannot gain a Fighting Style more than once, even if another feature allows you to select an additional Fighting Style.
Warlord Fighting Styles

Deadeye

You gain a +2 bonus to attack rolls with ranged weapons.

Defensive Fighting

So long as you are wearing armor, you gain a +1 bonus to your Armor Class.

Dueling

While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.

Dual Wielding

When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. If you do, you cannot use your bonus action to make an additional attack.

Great Weapon Fighting

When you make an attack with a heavy melee weapon as part of your Attack action, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands to benefit from this feature.

Mounted Warrior

While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block.

Protector

When a creature you can see hits you, or a target within 5 feet of you, with a melee attack, you can use your reaction to grant the target a bonus to his or her AC equal to your Fighter Power Reservoir against that attack. You must be wielding a shield to do so. If the attack still hits, the target takes less damage equal to your Fighter Power Reservoir plus 1d4 if you are wielding a buckler, 1d6 if you are wielding a small shield, 1d10 if you are wielding a large shield, or 1d12 if you are wielding a tower shield.

Shield Warrior

You can use small, large, and tower shields as martial melee weapons. On a hit, the shield deals bludgeoning damage equal to 1d4 if it is a small shield, 1d6 if it is a large shield, or 2d4 if it is a tower shield. If you are wielding a shield and nothing else, you gain a +1 bonus to attack rolls with the shield, and if you are wielding two shields, you gain a +1 bonus to your Armor Class from the second shield, rather than nothing.

Standard Bearer

When a creature within 5 feet of you 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 use this reaction.
 

Tactical Exploits

2nd-Level Warlord Feature

Your knowledge of warfare allows you to employ potent strategies in battle.

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 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 minimumn ability score or a certain Warlord level.
  Whenever you would learn a new Tactical Exploit, you may also replace one of the Exploits you know with another Exploit of your choice.

Saving Throws

If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:
Exploit save DC = 8 + your proficiency bonus + your Leadership modifier

1st-Degree Exploits
Tactical Exploits of the 1st-degree represent minor strategies and techniques that can be learned by a Warlord of any level.

Attack Order

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. The next time that creature takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of its Attack action.
  If you have the Extra Attack feature, you can use this Exploit multiple times, replacing one attack with this Exploit each time.

Commanding Presence

Prerequisites: Charisma or Strength of 11
Whenever you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.
  Also, whenever you would make a Charisma (Intimidation) check, you can make a Strength (Intimidation) check instead.

Cunning Instinct

Prerequisites: Wisdom of 11
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Defensive Order

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. That creature gains the benefits of the Dodge action until the beginning of its next turn.

Feint

As a bonus action, you can expend one Exploit Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your attacks against it until the end of your current turn.

First Aid

As an action, you can touch a creature that has at least 1 hit point and expend Exploit Dice (up to your proficiency bonus), roll those dice, and that creature regains a number of hit points equal to the total roll + its Constitution modifier.

Heroic Fortitude

Whenever you are forced to make a Strength, Dexterity, or a Constitution saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.

Inquisitive Eye

Prerequisites: Intelligence or Wisdom of 11
When you make an Intelligence (Investigation) or a Wisdom (Insight) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Insightful Order

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. The first attack roll it makes before the beginning of your next turn is made with advantage.

Lightstep

Prerequisites: Dexterity of 11
Whenever you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Maneuvering Order

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. That creature can use its reaction to move up to its speed without provoking opportunity attacks.

Parry & Riposte

Prerequisites: Dexterity of 11
While you are wielding a finesse or versatile weapon, and a creature you can see hits you with a melee attack, you can use your reaction to expend one Exploit Die, roll it, and add it to your Armor Class against that attack. Should this cause the attack to miss, you can make one melee weapon attack against your attacker as part of the same reaction.

Rustic Intuition

Prerequisites: Wisdom of 11
When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.

Scholarly Recall

Prerequisites: Intelligence of 11
Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.

Steadfast Order

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 can add your Leadership modifier (minimum of +1) to all Strength, Dexterity, or Constitution saving throws.

Subtle Con

Prerequisites: Dexterity or Charisma of 11
When you make a Dexterity (Sleight of Hand), a Charisma (Deception), or a Charisma (Performance) check you can expend an Exploit Die, roll it, and add it to your ability check. You can do so after you roll, but before you know the result.

Support Order

When you take the Attack action, you can issue this Order in place of one attack, targeting another creature that can see or hear you within 30 feet. That creature can immediately take the Help, Hide, Search, Study, or Use an Object action.
 
2nd-Degree Exploits
Exploits of this degree represent the peak of tactical skill that is achievable without a dedicated education in the art of war. They can be learned by any Warlord of 5th level and higher.
 

Crescendo of Violence

Prerequisite: 5th level
When another creature that can see or hear you within 30 feet scores a critical hit, you can use your reaction to expend Exploit Dice (up to your Warlord Power Reservoir), roll those dice, and grant that creature a number of temporary hit points equal to the total you rolled + your Leadership modifier.
  Temporary hit points from this Exploit last for 1 minute and are instantly dispelled if the creature is incapacitated.

Enlivening Order

Prerequisite: 5th 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 beginning of your next turn, the creature's speed increases by a number of feet equal to 5 times your Leadership modifier (minimum of 5 feet), its long and high jump distances are doubled, and it has advantage on all Dexterity (Acrobatics) and Strength (Athletics) checks.

Exposing Strike

Prerequisites: 5th level
When you hit a creature with a weapon attack, you can expend an Exploit Die to weaken it temporarily. The first attack made against that creature before the beginning of your next turn has advantage, and on hit, that attack deals additional damage equal to one roll of your Exploit Die.

Heroic Will

Prerequisite: 5th level
Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.

Hold the Line

Prerequisite: 5th level, Strength 13 or Constitution 13
As a bonus action, you can expend an Exploit Die to form your allies into a defensive position. You and allied creatures within 10 feet that are wielding a weapon or shield gain the benefits of half cover, which also apply to ability checks and saving throws made to avoid being moved against your will.
  The benefits of this Exploit instantly end if you leave your space, and they have no effect on incapacitated creatures.

Intimidating Command

Prerequisite: 5th level, Charisma 13
As a bonus action, you can expend an Exploit Die to shout a one-word command at one creature that can hear you within 30 feet. It must succeed on a Wisdom saving throw, or it is compelled to obey your command to the best of its ability on its next turn unless its actions would be directly harmful to it.

Rejuvenating Order

Prerequisites: 5th 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. That creature can instantly repeat a saving throw to end one condition currently affecting it.

Resilient Order

Prerequisite: 5th 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 adds your Leadership modifier (minimum of +1) to all Intelligence, Wisdom, and Charisma saving throws.

Surprise Attack

Prerequisite: 5th level, Intelligence 13
As an action, you can expend one Exploit Die to command another creature that can see or hear you within 30 feet to instantly make one weapon attack with advantage. On hit, it 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 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.
 

Pack Tactics

Prerequisites: 9th level, Wisdom 15
As a bonus action, you can expend one Exploit Die to signal your allies to fight as a pack. Until the end of your next turn, creatures of your choice that can see or hear you within 30 feet have advantage on attack rolls, so long as a conscious allied creature is within 5 feet of their target.
  You can use a bonus action on your next turn to extend the Exploit's effects to the end of your turn after that, though you do not need to expend an Exploit Die when you do so.
  You cannot maintain this Exploit longer than 1 minute.
 

Perilous Gambit

Prerequisite: 9th level
As a bonus action, you can expend one Exploit Die to force a creature within 30 feet to make a Wisdom saving throw. On a failed save, it suffers the following effects for the next minute:
 
    • It has advantage on any attack roll it makes against you, but it has disadvantage on all other attack rolls.
    • If it moves, it must end its movement closer to you.
    • Any creature that you target with an Inspiring Word or a Tactical Exploit has advantage on attack rolls against this creature until the beginning of your next turn.
  • The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect instantly ends if the creature cannot see or hear you.

 

Stand the Fallen

Prerequisites: 9th level
As an action on your turn, you can expend Exploit Dice (up to your Warlord Power Reservoir) and let forth an inspiring shout. A number of creatures equal to your Leadership modifier (minimum of 1) that can hear you within 30 feet regain a number of temporary hit points equal to one roll of your Exploit Die for each Die you spent + your Leadership modifier.
  If you target a living creature with 0 hit points, it doesn't need to hear you, but it does gain1 hit point and 1 level of exhaustion.
 

Tactical Reposition

Prerequisite: 9th level, Intelligence 15
As an action, you can expend one Exploit Die and dictate a strategic course of action to a number of creatures equal to your Leadership modifier (minimum of 1) within 30 feet that can see or hear you. Creatures can use their reaction to move up to their speed without provoking opportunity attacks.
 

War Cry

Prerequisites: 9th level, Charisma 15
As an action, you can expend one Exploit Die and let forth a mighty cry, forcing creatures of your choice that can hear you in an adjacent 30-foot cone to make a Wisdom saving throw. On a failed save, they drop whatever they are holding and are frightened of you for 1 minute. If a frightened creature ends its turn and does not have line of sight to you, it can repeat 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 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 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.
 

Academy of War

3rd-Level Warlord Feature

Choose the Academy of War that best represents your Warlord. Your Academy of War grants you features at 3rd level, and again when you reach 6th, 14th, and 18th level in this class.
Academies of War
AcademyDescription
Academy of ChivalryWarlords that choose the Academy of Chivalry often hail from the ranks of nobility and are almost always formal knights.
Academy of DreadlordsWhere most Warlords have a sense of appreciation and care for those that follow them, those known as Dreadlords only care for one thing—victory
Academy of FerocityThe Warlords that hail from this Academy rarely study in formal schools of war. In place of military theory, their tactics are based on the instincts of wild animals.
Academy of SchemesWarlords of the Academy of Schemes do not care how they achieve their goals and they will cheat, deceive, and sacrifice whatever they believe is necessary to succeed.
Academy of SkaldsWarlords of the Academy of Skalds wield the power of inspiration through chants and calls.
Academy of TacticsTacticians are highly educated commanders and are known for their dedication to those who follow them.

 

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 new Exploit. If you do not meet its prerequisites, you learn them regardless.

Extra Attack

5th-Level Warlord Feature

When you take the Attack action, you can attack twice, instead of once.

Valiant Leader

7th-Level Warlord Feature

You have honed your Leadership Style with practice and study. 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. If you do, the target gains 1 hit point before gaining the temporary hit points.

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

9th-Level Warlord Feature

You can encourage allies to find success when they otherwise would fail. When another creature that 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 creature may immediately re-roll its saving throw and adds your Leadership modifier (minimum of +1) to its result.
  Once you use this feature you must finish a short or long 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.

Unwavering Will

10th-Level Warlord Feature

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.

Tactical Superiority

11th-Level Warlord Feature

Your leadership skills exlipse even those of other professional commanders. When you roll initiative for the first time in combat, you regain one use of both Inspiring Word and Rallying Cry.
  Also, the range of your Inspiring Word, Rallying Cry, and any Tactical Exploits that you know are doubled.

Exalted Leader

15th-Level Warlord Feature

You are a true master of your Leadership Style. Your Leadership Style grants you the benefits listed below:

Captain

Whenever you target a creature with Inspiring Word, Rallying Cry, or a Tactical Exploit, you can grant one target temporary hit points equal to your Charisma modifier (minimum of +1).

Mentor

When you use Inspiring Word on a creature you also end one of the following conditions affecting it (your choice): blinded, charmed, deafened, frightened, poisoned, or stunned.

Strategist

When you use Inspiring Word on a creature it can move up to its base land speed without provoking opportunity attacks.

Dauntless

20th-Level Warlord Feature

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, it always grants the maximum number of temporary hit points possible, and the target gains hit points equal to half that amount.
This is a stub

This article will be expanded upon in the future

This is a
Good Article
Table of Contents

 

Hit Points

Hit Dice
1d8 per Warlord level
Hit Points at 1st Level
1d8 + your Constitution modifier
Hit Points at Higher Levels
1d8 (or 5) + your Constitution modifier per Warlord level after 1st

Proficiencies

Armor
Padded, Leather, Studded Leather, Hide, Chain Shirt, Scale Mail, Breastplate, Field Plate, Small Shields, Large Shields
Weapons
Simple weapons
Tools
One set of gaming set of your choice
Saving Throws
Wisdom, Charisma
Skills
Choose two of the following: Athletics, Deception, History, Insight, Intimidation, Investigation, and Persuasion

Equipment

As a warlord, you can choose to start with 5d4x10gp to purchase starting gear or with the following equipment:
    • (a) scale mail or (b) leather armor
    • (a) a simple weapon, (b) a longsword (if proficient), or (c) a rapier (if proficient).
    • (a) a light crossbow, 20 light bolts, and a bolt case or (b) five javelins.
  • (a) a scholar's pack or (b) an explorer's pack.

Warlord Power Reservoir

At first level, choose either Strength or Dexterity. This cannot be changed later. Your Warlord Power Reservoir is equal to the chosen ability score's modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals the chosen ability score's modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Warlord quickly by using these suggestions. First, depending on the weapons you wish to you, make your Strength (heavy or melee weapons) or your Dexterity (ranged weapons) your highest ability score, followed by Charisma, Wisdom, or Intelligence. Second, choose the soldier or noble background.

Multiclassing and the Fighter

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Warlord class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in either Strength or Dexterity and either Intelligence, Wisdom, or Charisma to take a Warlord level or take a level in another class if you are already a Warlord.
Proficiencies Gained
If Warlord is not your initial class, you gain the following proficiencies when you take your first level as a Warlord: Padded Armor, Leather Armor, Studded Leather Aror, Hide Armor, Chain Shirt, Scale Mail, Breastplate, Field Plate, Small Shields, Large Shields, and Simple and Martial Weapons, and one gaming set.
Exploits
If you learn Exploits from more than one of your classes, subclasses, or other features, follow the rules and tables found here to determine the total number and size of your Exploit Dice, and the total number of Exploits Known from each feature that grants your Exploits.

Comments

Please Login in order to comment!