Warlord (Materia)

The Warlord class used in Materia D&D is a completely custom class, designed by Adam Owczarek. It is inspired by Warlord classes in previous editions and is intended to be a martial class with the ability to help empower and improve the abilities of their allies. It has evolved somewhat during the Crass Menagerie campaign, but as of mid-2021 it is largely considered complete, especially the Battlefront Marshal archetype (subclass) as that is the class used by Davis Cantrell.

**This document is not considered an authoritative reference on the class features.**

## Class Features

### Base Features

#### Hit Points

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

#### Proficiencies

* Armor: light armor, medium armor, shields
* Weapons: simple weapons, martial weapons
* Tools: your choice of Vehicles (land) or Vehicles (water)
* Saving Throws: Wisdom, Charisma
* Skills: Choose three from Animal Handling, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Persuasion, and Survival

#### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a simple weapon, or (b) a martial weapon and a simple weapon
* (a) five javelins, or (b) a light crossbow with 20 bolts
* (a) a chain shirt, or (b) leather armor
* (a) a dungeoneer's pack, or (b) an explorer's pack
* Starting wealth for the warlord is 5d4 x 10gp

### Merit

At 1st level, you are able to recognize the quality of being particularly good or worthy of those around you. You have a pool of Merit dice represented by a number of d6s equal to your warlord level. Certain warlord features require you to expend these Merit dice. You regain your expended Merit dice when you finish a long rest.

Your Merit die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

#### Bravura

When you or a creature who can see or hear you within 30 feet of you makes an ability check at disadvantage, you can use your reaction to roll a Merit die and add it to the result (this does not expend the Merit die). You can wait until after the d20 is rolled before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails.

The creature does not need disadvantage if it engages in an *opposed* ability check (or opposed roll at your DM’s discretion). This can include, but is not limited to: Wisdom (Perception) vs Dexterity (Sleight of Hand) to see a letter being passed off, Strength (Athletics) vs Dexterity (Acrobatics) to escape a grapple, or Charisma (Deception) vs Wisdom (Insight) to bluff your way out of danger.

Once you use this feature, you can't use it again until you finish a long rest. Any time before you regain the use of this feature, if a creature rolls a 6 or higher on a Merit die that you have expended, you then regain the use of this feature.

### Strike Like Iron

Starting at 1st level, your attacks help to point out the flaws in an enemy’s defenses. Once per turn when you hit with a weapon attack, you can expend a Merit die and place it on the target for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). If a creature misses with an attack roll against the target you hit they can roll this Merit die, and on a 6 or higher the attack instead hits, regardless of the original roll. You may only have one Merit die placed in this way at a time.

If an attack hits as a result of your *Strike Like Iron* the Merit die on the target is consumed and your concentration ends.

### Moment of Courage

At 2nd level, you can inspire allies to fight on courageously. As a bonus action, you can choose one creature that you can see within 60 feet of you and spend a number of Merit dice up to your Charisma modifier (minimum of 1). Roll the spent Merit dice and add them together. The target regains hit points equal to the total. The target can also spend a Hit Die for each Merit die spent to further increase the health restored to them.

### Warlord's Presence

At 2nd level, you choose one of four archetypes that expresses your leadership style: Battlefront Marshal, Icon of Victory, Tactician, or Warbrave. All are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

### Spotter's Order

Once you reach 3rd level, as an action you can target one ally you can see within 30 feet of you. If the target can see and hear you, the target can make one weapon attack as a reaction.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

### Respite

Beginning at 4th level, rest does not interfere with your desire to achieve your goals. You and any allies that can see or hear you within 60 feet are able to take a short rest, needing only 10 minutes to do so. At the end of this rest, any creature that benefits from this rest can reduce their exhaustion by one level.

Additionally, you can restore a number of spent Hit Dice equal to twice your proficiency bonus, divided as you choose among any number of creatures that took part in this rest. Hit Dice gained as a result of your *Respite* can be spent immediately at the end of this short rest.

You cannot use this feature again until you finish a long rest.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Tireless Leader

Starting at 6th level, you can now use your *Spotter's Order* as a bonus action.

### Command Style

Once you reach 7th level, you can shape the battlefield as you see fit through *Command Styles*. You can prepare one *Command Style* of your choice. You can change your prepared *Command Style* after finishing a long rest or a *Respite*.

#### Ambition Through Conflict

When you use a warlord feature as a bonus action and are wielding a weapon in each hand, you may make a single weapon attack as part of this bonus action dealing bonus damage equal to your Charisma modifier (minimum of 0). An *Icon of Victory* is able to use their shield in place of a weapon for the purpose of this *Command Style*.

Additionally, whenever a creature succeeds an opposed ability check with your *Bravura* you regain use of it.

#### Combat Dilation

When you roll initiative, you can choose a number of creatures that can see or hear you within 60 feet of you, up to a number equal to half your warlord level. Reduce their initiative rolls by your Charisma modifier (minimum of 1).

Additionally, if a hostile creature makes an ability check, attack roll, or saving throw at disadvantage while you are within 5 feet of it, they roll an additional die and must take the lowest.

#### Cry Havoc

When a creature hits as a result of your *Spotter's Order* they deal extra damage equal to your Charisma modifier (minimum of 0) and you can expend a Merit die to place it on their target as if through your *Strike Like Iron*. You must have a Merit die available to be placed in this way. Merit dice placed in this way do not require your concentration to be maintained.

#### Daedalus

When a creature within 30 feet of you hits as a result of your *Strike Like Iron* you can use your reaction to make a weapon attack. The attack must be made within range of your weapon. If you hit with this attack you deal extra damage equal to your Charisma modifier (minimum of 0).

#### Feed the Pack

When a 6 or higher is rolled on one of your Merit die, you gain an additional attack that can be used on your turn when you take the Attack action. You can have a maximum number of additional attacks equal to your proficiency bonus, and you cannot gain one while at your maximum. You may only use one additional attack per turn. You lose these additional attacks after 1 minute if you do not use them.

Additionally, yourself and up to your proficiency bonus number of creatures that complete a *Respite* gain temporary hit points equal to half your warlord level + your Charisma modifier if this is your chosen *Command Style* at the end of the rest.

#### General's Bearing

When a creature with one of your Merit dice placed on it is reduced to 0 hit points, you can choose to maintain concentration on it for use on your next turn. Before the end of your next turn, if you hit another creature with a weapon attack, you may choose to place a Merit die on them as through your *Strike Like Iron* without expending an additional Merit die.

Additionally, while you concentrate on your *Strike Like Iron*, creatures of your choice that start their turn within 10 feet of you benefit from your *Veteran Scars* until the start of their next turn as long as you are not incapacitated.

#### Grudge Keeper

You have advantage on concentration checks to maintain your *Strike Like Iron*.

Additionally, if you lose concentration on your *Strike Like Iron* as a result of taking damage from a creature, you can use your reaction to move up to your speed toward an enemy of your choice that you can see or hear. If you end your movement within reach of your melee weapon you can make one weapon attack as part of the same reaction. You must end this move closer to the enemy than you started.

#### Pile It On

When using your *Strike Like Iron*, you can place a number of Merit dice on the target up to your Charisma modifier (minimum of 1).

If an enemy creature you can see takes the Dash or Disengage action, you can use your reaction to command an ally to make an attack on the enemy creature per your *Spotter's Order*.

#### Relentless Discipline

On your turn, when you score a critical hit with an attack, or a creature that you are concentrating your *Strike Like Iron* on is reduced to 0 hit points, you can choose one creature within 30 feet of you that can see or hear you and grant them a special action on their next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

#### Strength of the Host

When an allied creature you can see or hear within 30 feet of you uses their reaction, you can spend your reaction to allow that creature to take an additional reaction before the start of their next turn.

Additionally, the target of your *Spotter's Order* can move up to their speed as part of their reaction.

#### Tip the Scales

A creature that is the target of your *Moment of Courage* or *Spotter's Order* gains temporary hit points equal to half your warlord level.

Additionally, creatures you choose for your *Consummate Command* can move up to their speed, ignoring difficult terrain as part of the same reaction.

#### Unyielding Will

The target of your *Moment of Courage* can roll d4s instead of using Hit Dice to further increase the health restored to them.

Additionally, when you would normally roll one or more Hit Dice to restore hit points with your *Moment of Courage* to a creature at 0 hit points, they instead use the highest number possible for each Hit Die.

### Veteran Scars

At 9th level, your body and mind are shaped by your resolve through the conflicts you have endured. You have advantage on saving throws against effects that would impose a condition on you (at your DM's discretion), such as traps and spells.

### Consummate Command

Once you reach 10th level, your flair is shared amongst those who follow your command. When initiative is rolled a number of creatures of your choice equal to your Charisma modifier within 60 feet of you can use their reaction to take a bonus action.

Some examples might be a Barbarian's *Rage*, a Monk spending Ki Points for *Patient Defense*, a Sorcerer converting Sorcery Points, or a Bard giving a *Bardic Inspiration*

You cannot use this feature again until you finish a long rest or a *Respite*.

### Hedonist Insight

Once you reach 11th level, when you roll initiative you can regain a number of Merit dice equal to your Charisma modifier (minimum of 1), but you cannot exceed your maximum number based on your warlord level.

You cannot use this feature again until you finish a long rest.

### Instinctive Leader

Starting at 13th level, the target of your *Spotter's Order* makes their attack roll at advantage.

### Overwhelming Odds

Starting at 15th level, you care little about the odds. When you use your *Moment of Courage* you can affect a number of creatures of your choice up to your Charisma modifier (minimum of 1) as long as they are within 60 feet and you can see them.

Roll a number of Merit dice up to your Charisma modifier (minimum of 1) and add them together. This total represents an amount of hit points that can be divided as you choose among any number of your affected targets. Each affected target can spend a Hit Die for each Merit die spent.

You cannot use this feature again until you finish a long rest or a *Respite*.

### Meritborne

Starting at 17th level, your encouragement pushes your allies even further. When you or a creature rolls one or more of your Merit die, instead roll two and take the result of your choice.

### Press the Advantage

Upon reaching 18th level, when you are given an inch you take a mile. Whenever a friendly creature that can see or hear you has advantage on an ability check, attack roll, or saving throw they can reroll one of the dice once. You must be conscious to grant this bonus.

### Warlord's Favor

At 20th level, your favor can break limitations. When you take a *Respite* it takes 1 minute to complete and, a number of creatures of your choice up to your Charisma modifier (minimum of 1) benefiting from this *Respite* may regain the use of a feature of their choice which would normally require completing a long rest. This feature may not be applied to regain *Warlord's Favor* or spell slots of any kind.

You cannot use this feature again until you finish a long rest.

## Optional Class Features

This section offers additional features that you can gain as a warlord inspired by the introduction of *optional class features* in **Tasha's Cauldron of Everything**. Unlike the features listed above, you do not gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

### Fighting Style

*2nd-level warlord feature*

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again

#### Archery

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

#### Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

#### Defense

While you are wearing armor, you gain a +1 bonus to AC.

#### Dueling

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

#### Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

#### Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

#### Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

#### Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

#### Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

#### Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

### Warlord's Presence

At 2nd level, you may choose from the fifth archetype that expresses your leadership style: Magus Chief. It is detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

### Megaboss

*3rd-level warlord feature*

As you strive for excellence you harness your potential as a capable leader. When you have no Merit die remaining, you can use your bonus action to regain a number of Merit die equal to your proficiency bonus.

You cannot use this feature again until you finish a long rest.

### Grand Stratagem

*16th-level warlord feature*

Achieving an end is alwaus within reach. Your warlord features that normally have a range of 30 feet are increased to 60 feet.

## Warlord Archetypes

Warlords lead those around them to glory in different ways, and these five options illustrate that fact.

### Battlefront Marshal

You might prefer warfare that is irregular in which you command small groups utilizing ambushes, sabotage and hit-and-run tactics. Mustering troops quickly and coordinated attacks help you press the advantage that you have created for you and your allies. You do not shy away from large scale conflict but rather shape, mold, and dominate it.

#### Muster to Battle

At 2nd level when you choose this presence, you bring shock and awe. When you roll initiative, choose a number of creatures within 30 feet of you that can see or hear you, up to a number equal to your Charisma modifier (minimum of 1). These creatures may double their proficiency bonus against creatures that haven't acted in the encounter yet.

#### Tempered Hand

Beginning at 6th level, when you hit a creature with a weapon attack that is no more than one size category larger than you, you can move the creature 5 feet in a direction of your choice to an unoccupied space. If this movement would force the creature into obviously dangerous ground, such as a fire or a pit, they must succeed a Strength saving throw (DC = 8 + proficiency bonus + Charisma modifier) to not move instead. When you move the target in this way you can move 5 feet in the same direction as part of the attack without provoking attacks of opportunity.

Alternatively, if the creature you hit is larger than you by more than one size category you can move 5 feet around the target to an unoccupied space without provoking attacks of opportunity.

#### Marshal

At 10th level, you learn to harness your presence on the battlefield to inspire greatness from others. As a bonus action, you unleash a battle cry that sways the outcome of conflict. Up to ten other creatures of your choice within 60 feet of you that can hear you double their proficiency bonus until the start of your next turn.

Additionally, the creatures you chose can make attacks of opportunity against creatures that you move using your *Tempered Hand*.

Once you use this feature, you can’t use it again until you finish a long rest.

#### Dominant Command

Starting at 14th level, you mold yourself for conquest. You can prepare two *Command Styles* of your choice rather than one. You can change one or both of your prepared *Command Styles* when you finish a long rest or during a *Respite*.

Additionally, when initiative is rolled you may choose to change one of your *Command Styles*. Once you use this feature, you can't use it again until you finish a long rest.

### Icon of Victory

Your presence on the battlefield cannot be ignored. You stand as a beacon of resolve and a symbol of glory. Your profession is war. Your armor makes you an indomitable force which helps your troops as they stand invincible against the enemy and proceed indubitably.

#### Artisan of War

At 2nd level when you choose this presence, you have committed yourself to a life of war. You gain proficiency with heavy armor and when wielding a weapon with the versatile property in one hand you can roll the weapon's damage as if you were wielding it with two hands.

Additionally, while you are wielding a shield and a 6 or higher is rolled on one of your Merit dice you can choose to make a melee weapon attack with your shield when you take one of the following actions before the end of your next turn: Attack, Dash, Disengage, Dodge, or Use an Object.

You are proficient with attacks using your shield. These attacks use your strength, and deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If the shield is magical, then the attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

#### For Glory

Beginning at 6th level, you move towards glory. While you are wearing medium or heavy armor you can use your Charisma modifier in place of your Dexterity modifier when rolling initiative.

Additionally, standing from prone, mounting, and dismounting a creature only costs you 5 feet of movement, rather than half your speed.

#### Indomitable Inspiration

When you reach 10th level, you are a beacon of resolve. The target of your *Moment of Courage* can expend one additional Hit Die to further increase the healing and has advantage on all saving throws until the end of their next turn.

#### Stand Invincible

At 14th level, those who you command cannot be ignored. As a reaction when you or a creature you can see within 30 feet of you is reduced to 0 hit points and is not killed outright, you can spend a Merit die to allow them to drop to 1 hit point instead and they can immediately spend a number of their Hit Dice up to your Charisma modifier (minimum of 1) to regain hit points. If they are prone they can immediately rise to their feet (costing no movement).

Alternatively, if that ally takes damage that would outright kill them, you can spend your reaction to instead reduce them to 0 hit points. That ally has disadvantage on death saving throws until stabilized or dead.

Once a creature benefits from this feature, they cannot benefit from it again until they complete a long rest.

### Magus Chief

You do not fight with iron and steel alone. You are steeped in a tradition that blends martial prowess with the esoteric arts. You stride through war-torn lands often occupied by mages and priests as well as soldiers. Firmly practiced, and focused, you bolster practitioners of magic while picking up on some of their secrets for yourself.

#### Spellcasting

##### Magical Pursuits

At 2nd level when you choose this presence, you gain the ability to cast spells to further your influence based on the *Magical Pursuits* you focus on. See *Spells Rules* in the *Player's Handbook* for the general rules of spellcasting and then pick one of the pursuits listed below.

While you are concentrating on a spell from your chosen *Magical Pursuit* or from *Pursuit of Charismata* you can expend one Merit dice and place it when you hit a target with an attack or warlord spell is if it was the target of your *Strike like Iron*. Merit dice placed in this way do not require your concentration to be maintained. You can have a maximum number of Merit dice placed in this way equal to the spell level you are concentrating on.

**Mystic Pursuits.** You have chosen to weave arcane magic in with your martial prowess, having studied with scholars and mages alike. Your spell list for your *Magical Pursuits* is the wizard spell list.

**Pursuing Divinity.** You have witnessed the impact of faith take form in self-sacrifice as well as zealous retribution. Your spell list for your *Magical Pursuits* is the cleric and paladin spell lists.

**Pursuit of Balance.** You understand that conflict is a part of nature which is both nurturing and cruel. Your spell list for your *Magical Pursuits* is the druid and ranger spell lists.

##### Cantrips

You learn two cantrips of your choice from your *Magical Pursuits* spell list. You learn an additional cantrip at 6th level in this class, and again at 14th level in this class.

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from your *Magical Pursuits* list

##### Spell Slots

The Magus Chief Spellcasting table shows how many spell slots you have to cast your *Magical Pursuits* spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell *shield* and have a 1st-level and a 2nd-level spell slot available, you can cast *shield* using either slot.

##### Spells Known of 1st-Level and Higher

You know two 1st-level *Magical Pursuits* spells of your choice, which you must choose from the **enchantment** and **transmutation** spells on your spell list.

The Spells Known column of the Magus Chief Spellcasting table shows when you learn more of your *Magical Pursuits* spells of 1st level or higher. Each of these spells must be an **enchantment** or **transmutation** spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

**Pursuit of Charismata.** The spells you learn at 3rd, 8th, 14th, and 20th level can come from **any school** of magic, and in addition to your *Magical Pursuits* spell list, you may also choose from the bard, sorcerer or warlock spell list.

Whenever you gain a level in this class, you can replace one of your *Magical Pursuits* spells you know with another spell of your choice from your *Magical Pursuits* spell list. The new spell must be of a level for which you have spell slots, and it must be an **enchantment** or **transmutation** spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic or appropriate spell listings.

##### Spellcasting Ability

Charisma is your spellcasting ability for your *Magical Pursuits* spells, since you learn your spells through your training to best utilize magical practices in your strategies. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a chosen class spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier

**Spell attack modifier** = your proficiency bonus + your Charisma modifier

#### Esoteric Order

Starting at 6th level, you guide the hand of magic. The target of your *Spotter's Order* can cast a cantrip at their target, rather than making a weapon attack. The cantrip must have a casting time of 1 action and must target only one creature.

Moreover, when you take the Attack action you can cast one of your cantrips in place of one of those attacks.

#### Catechism of Magic

Beginning at 10th level, your influence and skill hinders your enemies. When a creature you can see or hear within 30 feet of you succeeds on a saving throw, you can use your *Bravura* to reduce it. Roll the Merit die. The creature must subtract the number rolled from the saving throw, potentially causing them to fail.

#### Confluence of Focus

At 14th level, your prowess has converged into unmatched focus for you and your allies. You can add your Charisma modifier to the damage you deal with any warlord cantrip or warlord spell.

Additionally, the target of your *Spotter's Order* can cast a spell, rather than making a weapon attack. The spell must have a casting time of 1 action and must target only one creature.

### Tactician

You are a master of planning and execution. The actions and commands you give are always calculated to achieve the most ideal result. You can manipulate any situation to be advantageous: from your small band of fighters to the mighty legions who follow you. You influence the battle with your guile and always have a cunning ploy.

#### Tactical Approach

At 2nd level when you choose this presence, you apply your wit to control the field of battle as well as social interactions. You can use your Intelligence modifier in place of your Charisma modifier for all your warlord features, and you gain proficiency in one of the following skills of your choice: Arcana, History, Investigation, Nature, Religion or a language of your choice.

Furthermore, you can use your Intelligence modifier instead of your Wisdom modifier or Charisma modifier when making Wisdom or Charisma checks. You may do this a number of times equal to your proficiency bonus per long rest.

#### Field Control

Starting at 6th level, you have come to recognize the flow of battle is malleable. Your *Moment of Courage* allows the target to use their reaction to immediately rise to their feet if prone (costing no movement) and they can take the Disengage action moving up to half their current speed.

#### Guile

When you reach 10th level, your mind is as sharp as many of the weapons you wield. You gain proficiency in Intelligence saving throws. After a long rest, the first time you use a warlord feature that can be regained from a rest benefiting from your *Respite*, or that allows you to regain expended Merit dice, you can choose not to expend the use of the feature.

Additionally, when using your *Tactical Approach* you can now use your Intelligence modifier in place of *any* modifier for an ability check.

#### Cunning Ploy

Beginning at 14th level, your plans are steps ahead of your opposition. When a 6 or higher is rolled on one of your Merit dice, you can use your reaction to target a creature within 60 feet of you that you can see and grant them an additional turn immediately after their next turn if they are conscious.

Once you use this feature, you must take a long rest or a *Respite* before you can use it again.

### Warbrave

You rush headstrong into the vanguard. Some might consider you brash, fighting shoulder to shoulder with your men. Your armor is worn, your body is scarred, and your enemies shake at your ferocity. All come to respect you.

#### Into the Vanguard

Starting at 2nd level, you are eager to be on the frontlines.

When you roll initiative you can gain temporary hit points by expending a Hit Die. Roll the die, and if it is less than your Charisma modifier (minimum of 0) you may choose to use this instead. You gain temporary hit points equal to double that number.

Moreover, when the target of your *Moment of Courage* expends one or more of its Hit Dice they can choose to gain temporary hit points rather than regaining hit points for one Hit Die.

Additionally, you can add your Charisma modifier to concentration checks made to maintain concentration on your *Strike Like Iron*.

#### Forced Respect

At 6th level, all shall come to respect you one way or another. When an enemy within 10 feet of you targets a creature other than you that you can see or hear with an attack or harmful spell, you may spend your reaction to make the enemy roll a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the enemy must choose you as the new target or lose the attack or spell. The effect doesn't protect from area effects, such as the explosion of a *fireball*.

Furthermore, you have resistance to any damage received as a result of this attack or spell.

#### Brash Valor

Starting at 10th level, you have a knack for provoking your foes into overextension. When you take damage as a result of your *Forced Respect* the attacker takes force damage equal to your warlord level. You can expend a number of Merit dice, up to your Charisma modifier, to deal additional force damage to the target. Roll the Merit dice and the damage is equal to the roll's total. Doing so allows you to place one of the expended Merit dice on the target as if it was the target of your *Strike Like Iron.* Merit dice placed in this way do not require your concentration to be maintained.

#### Crescendo of Violence

At 14th level, when you roll initiative you can release a warcry that fuels your allies and wreaks your foes with dread. You and a number of additional creatures of your choice up to your Charisma modifier (minimum of 0) within 30 feet of you can spend one Hit Die to gain temporary hit points as with your *Into the Vanguard*. Additionally, for 1 minute you gain the following benefits:

* Your *Forced Respect* range increases to 30 feet.
* Whenever a creature successfully saves against your *Forced Respect* during this time, they must reroll the save at disadvantage.
* Any feature that requires a threshold to be met when rolling your Merit die has that threshold reduced by one.

Once you use this feature, you must finish a long rest or a *Respite* before you can use it again.

## Warlord Multiclassing

Should you wish to mulitclass into the warlord, the prerequisites and proficiencies gained are listed below.

### Warlord Multiclassing Prerequisites

**Ability Score Minimum**

Strength 13 or Dexterity 13, and Charisma 13

### Warlord Multiclassing Proficiencies

**Proficiencies Gains**

Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list