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In the dark depths of a crumbling old castle, an elf turns the hunter into the hunted, throwing up a wall of shimmering force to trap a malevolent vampire lord before dousing him with holy water.

From beneath the wide brim of a black hat, a gnome stares d hat, a gnome stares down a necromancer snatching a bolt of energy from the air before it can hit her before charging in, blade flashing.

A battered and bleeding half orc lo A battered and bleeding half orc locked in battle with a huge, smirking demon gives a grin of his own as he summons the last of his strength into a blast of divine energy to incinerate the fiend.

Everywhere the enemy probed, they met only a wall of spears and a rain of arrows. Every flanking maneuver flanked, every bluff called and every gambit a failure. The foes could do naught but curse the luck that had turned against them. But there was a man that made that luck with one brilliant tactical decision after another, and his men knew that as long as he was by their side, luck would always abandon their foes.

Spellbinders bring fear to all beings who exploit magic, be they a devil, lich or even a power-hungry mage. They are cunning, vigilant and incredibly tenacious.

Occult Hunter

Spellbinders are elite warrior-scholars trained in sealing away dangerous spirits and defeating occult beings and magic users. They have a keen eye and memory for creatures they have learned of in their studies and travels, and can recognize and overcome enemy resistance.

Spellbinders are capable warriors, but choose to eschew heavy armor in favor of mobility and stealth. Their approach is less about brute force, and more about undermining the defenses of the toughest foes so that they can be brought down by a mere clever mortal.

Lights in the Darkness

While not all Spellbinders are necessarily good, they all share the notion that there are dark forces and dangerous beings in the world that must be controlled, imprisoned or destroyed. For this reason, Spellbinders tend toward Lawful or Neutral alignments.

Some spellbinders are agents of deities of vigilance or protection su vigilance or protection such as Torm or Helm, others venerate gods of knowledge like Oghma, but being a spellbinder is not necessarily a religious calling. What spellbinders do have in common is an academic curiosity that often matches or even exceeds their martial skill and courage. To them, it is simply logi them, it is simply logical to overcome the threats to society presented by rogue magic users, vampires, lycanthropes and other dangerous beings.

Creating a Spellbinder

When creating a Warlord you should always start with answering the question: what sort of Presence does this person bring to battlefield? Are they are a charismatic inspiration to their allies that drives them to fight on? Are they a wise veteran who acts as a force multiplier for their companions, offering pointers and grit? Or are they a scheming manipulator who sees one step ahead of any move their foes can make, always making sure their allies are in the right spot?

Any of these paths and many more are all possible through the Warlord, but what sort of Presence you select at level one will guide what attribute is most impactful for you in exerting your influence and driving your companions to greater heights.

Quick Build

You can make an warlord quickly by following these suggestions. For a Chieftain or Paragon select Strength as your highest attribute followed by Charisma. For a Commander select Strength as your highest attribute followed by Wisdom.

For a Noble select Charisma as your highest attribute followed by Constitution, and for a Tactician select Intelligence followed by Constitution.

Class Stats

Hit Points
  • Hit Dice: 1d8
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlord level after 1st
  • Armor: light armor, medium armor
  • Weapons: simple weapons
  • Tools: none
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Deception, History, Insight, Investigation, Medicine, Performance, Persuasion, or Intimidation.
Starting Equipment
  • (a) a simple melee weapon, or (b) a martial weapon (if proficient)
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient)
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient)
  • (a) a scholar's pack or (b) an explorer's pack

※ Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Class Table

Level Proficiency Bonus Leadership Die Leadership Dice Features
1st 2 Warlord Specialization, Battlefield Presence -- --
2nd 2 Leadership Dice d4 2
3rd 2 Warlord Specialization Feature, Warlord's Expertise d4 3
4th 2 Ability Score Improvement d4 4
5th 3 Extra Attack d6 5
6th 3 Prepare for Battle d6 6
7th 3 Warlord Specialization Feature d6 7
8th 3 Ability Score Improvement d6 8
9th 4 Press the Attack d6 9
10th 4 Ability Score Improvement d6 10
11th 4 Warlord Specialization Feature d8 11
12th 4 Ability Score Improvement d8 12
13th 5 Warlord's Intuition d8 13
14th 5 Shift the Field d8 14
15th 5 Warlord Specialization Feature d8 15
16th 5 Ability Score Improvement d8 16
17th 6 Unbreakable Will d10 17
18th 6 Warlord Specialization Feature d10 18
19th 6 Ability Score Improvement d10 19
20th 6 Tireless Leader d10 20

Class Features

Warlord Specialization

At 1st level, you choose one of the Warlord Archetypes below. Your choice grants you features at 1st, 3rd, 7th, 11th, 15th, and 18th level.

Battlefield Presence

Starting at 1st level, when you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn.

Any additional attacks granted that are unused at the start of your next turn are lost. An friendly creature can only gain one additional attack from this feature.

Leadership Dice

Starting at 2nd level, you have access to Leadership Dice. These represent your ability to focus your battlefield presence to powerful results. Your Warlord level determines the number and size of the dice, as shown on the Leadership Dice column of the Warlord table. You can spend these to fuel various features.

You start knowing three such features: Rallying Mark, Overwhelm, and Helpful Word. When you get this feature, you can spend one Leadership Die per turn. Starting at 6th level, you can spend two Leadership Dice per turn. The number you can expend increases at 11th level (to three dice), and again at 17th level (to four dice).

A Leadership Die is expended when you use it. You regain all of your expended Leadership Dice when you finish a short or long rest.

Rallying Mark

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to mark a hostile creature within 60 feet of you.

On the next damage roll made against this target by an ally before the start of your next turn, add the Leadership Dice spent to the damage roll, and the attacking creature regains hit points equal to amount rolled on the Leadership Dice.

Overwhelming Mark

As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to create openings against a hostile creature within 60 feet of you.

The next time that creature is hit by an attack by an allied creature before the start of your next turn, the opening is exploited, and the creature is staggered until the end of its next turn. A staggered creature's movement speed is halved, it cannot take reactions, and it has disadvantage on Constitution saves to maintain concentration; if you spend two or more Leadership Dice, it also has disadvantage on Dexterity saving throws while staggered, and if you spend three or more Leadership Dice it also makes one fewer attacks when using its action to take the attack or multiattack action (minimum one) while staggered.

Each time the staggered creature takes damage (including the staggering hit), up to a number of times equal to the Leadership Dice spent, it takes additional damage equal to a Leadership Die.

Helpful Word

You can spend a Leadership Die to take the Help action as a bonus action on your turn. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you

Warlord's Expertise

Starting at 3rd level, you gain proficiency one of the Persuasion, Intimidation, Insight or Investigation. If you are already proficient in the skill you select, your proficiency bonus is doubled for any ability check you make that uses that skill.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Extra Attack

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

You can use Battlefield Presence in place of either or both attacks.

Prepare for Battle

Starting at 6th level, you can spend a minute preparing up to five allies for combat. You can expend a number of Leadership Dice up to your per turn limit, rolling them and causing your allies to gain temporary hit points equal to the number rolled. Allies that have benefited from this ability can expend a number of hit dice equal to the number of Leadership Dice you expended, using them as they would during a short rest. Any temporary hit points gained from this last until you complete a short or long rest.

Press the Attack

Starting at 9th level, you can use your reaction to further exploit opportunities:

  • When a creature gains hit points from Rallying Mark, you can expend a Leadership die to cause another creature within 30 feet to regain the same number of hit points.
  • When a staggered creature is hit, you can expend a leadership die to force it to make a
  • Constitution saving throw with a DC equal to half the damage taken or become stunned while staggered.
  • When a creature benefits from your Help action, you can use your reaction to expend a Leadership Die and add it to their roll.

Warlord's Intuition

Starting at 13th level, before rolling an ability check you are proficient in, you can exercise this ability, choosing for the result of the roll to be equal to your Warlord level rather than rolling. Once you do this, you cannot do this until you complete a long rest.

Shift the Field

Starting at 14th level, you gain the ability to relocate friendly creatures. As an action, you can expend a Leadership Die to move up to 5 friendly creatures that can see or hear you up to half their movement without provoking attacks of opportunity.

Unbreakable Will

Starting at 17th level, the Warlord cannot be frightened or charmed, and gains immunity to these conditions.

Tireless Leader

Starting at 20th level, you can roll d4s and use them instead of expending Leadership Dice for Rallying Mark, Overwhelming Mark, Helpful Word, or Prepare for Battle.