Warlord A warrior can learn much from history, for war stains its pages. Every conflict that has erupted between peoples, every battle that forged an empire, and every failure that led to that empire's fall prove instructive to those who study them. The warlord is a military leader, a skilled commander gifted with tactical genius, keen insight, an inspiring personality, or some other asset that convinces others to follow him or her into danger. Warlords draw from their experiences and the maneuvers and tactics used by their predecessors to dictate a battle's terms. Their commands compel others to action. Their plans can shatter an enemy's offensive. Even their mere words can stir hearts and ease wounds. With a warlord in charge, there's little an adventuring group cannot do. Each warlord earns the right to command because he or she has a special talent. Tactical genius is enough for most. Others have personalities so strong they can convince others to adopt their cause. Some warlords favor brash action, while others have a knack for finding more subtle solutions to problems. Whatever form a warlord's leadership ability takes, it improves and emboldens those who fight at his or her side. Some warlords are chieftains who work to raise their standing through their accomplishments in the field. Others take up the profession because they feel called to fight for some noble end and to attract like-minded people to fight at their side. Warlords can be found among mercenary bands, scouts, military units, militias, and just about anywhere where warriors gather to fight. Creating a Warlord As you build your Warlord, think about two related elements of your character's background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors. You might have enjoyed formal training in a noble's army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death's embrace The Warlord Level Proficiency Bonus Features 1st +2 Inspiring Word (one use) 2nd +2 Warlord's Favor, Fighting Style 3rd +2 Commander's Discipline 4th +2 Ability Score Improvement 5th +3 Extra attack 6th +3 Commander's Discipline feature 7th +3 Inspiring Word (two uses) 8th +3 Ability Score Improvement 9th +4 Heroic Resolve (one use) 10th +4 Commander's Discipline feature 11th +4 Inspiring Fervor 12th +4 Ability Score Improvement 13th +5 Commanding Presence 14th +5 Knight's Move 15th +5 Heroic Resolve (two uses) 16th +5 Ability Score Improvement 17th +6 Bolstered Inspiration 18th +6 Commander's Discipline feature 19th +6 Ability Score Improvement 20th +6 Crescendo of Violence Quick Build You can make a warlord quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Charisma if you plan to adopt the Knight Commander or Bravura Warmaster Commander Disciplines, Wisdom for the Guerrila Captain, or Intelligence for the White Raven Tactician. Second, choose the soldier background. Class Features As a warlord, you gain the following class features. Hit Points Hit Dice: 1d10 per warlord level

1d10 per warlord level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warlord level after 1st 1

Proficiences Armor: All armor, shields

All armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Charisma, Wisdom

Charisma, Wisdom Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidate, Medicine, Persuasion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) chainmail or (b) leather, longbow, and 20 arrows

(a) a martial weapon

(a) a dungeoneer's