New Fighter Archetype: Warlord

Level Ability
3 Master of Tactics, Inspire
7 Leader of Men
10 Services Due
15 Immovable
18 Chess Master
Master of Tactics: Starting at 3rd level, you can use the Help action as a bonus action. Additionally, 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 5 feet of you, if the target can see or hear you.

Inspire: Starting at 3rd level, you can use an action or a bonus action to inspire an ally. An ally within 30 feet who can see or hear you becomes inspired by your words and/or actions for 1 minute. You can perform this 1 + your Charisma bonus times per day (minimum 1). While inspired, the target ally gains your Fighter level + your Charisma bonus temporary hit points. The inspired condition ends early if all temporary hit points are lost.
Once you complete a long rest, all expended uses are restored to you.
At level 7, your target ally cannot be frightened while inspired. If the target ally is frightened when the Inspire begins, their frightened condition is suspended. Once the Inspire’s duration ends, any remaining duration of the frightened condition continues.
At level 10, the target ally of your Inspire ability can move 20 feet as a reaction. Additionally, your Inspire ability now recharges all uses after a short rest.
At level 15, if you roll initiative and do not have a use of Inspire, you gain a single use.
At level 18, your target ally gains resistance to bludgeoning, piercing, and slashing damage while inspired.

Leader of Men: At level 7, the Warlord gains Advantage on Persuasion and Intimidate checks to have someone or a group of people follow his orders.

Services Due: At level 10, any payment from the Services table in the Player’s Handbook is half cost for the Warlord due to his renown or infamy.

Immovable: Beginning at level 15, a Warlord has proficiency on Charisma saving throws.

Chess Master: Beginning at level 18, a Warlord has advantage on Initiative.


OLD

[details=OLD]The Warlord is a commander and tactician, boosting his allies and directing their attacks.
Level

  • 3: Commander: You can use the Help Action as a bonus action. Additionally, when you use the help action, the target of that attack can be within 30ft of you, rather than 5ft of you, if the target can see or hear you. You gain four Commander's Dice, which are specialized Superiority Dice. Commander's Dice can be used on any one of the following Maneuvers: Commander's Strike, Maneuvering Strike, Rally. You always know these three Maneuvers. You gain an additional Commander's Dice at level 7, 10, 15, and 18. Your regular Superiority Dice gained at level 2 can be used as additional Commander's Dice. Your Commander's Dice refresh on a short or long rest.
  • 3: Battle Diplomacy: You gain proficiency in Persuasion and Intimidate.
  • 7: Inspire: As a bonus action, you allow an ally to immediately expend one of their hit die to regain hit points equal to their hit die plus constitution modifier. An ally can only benefit from this ability once per short rest. An ally cannot benefit from this if they have no hit dice to expend.
  • 10: Improved Commander's Dice: Starting at level 10, your Commander's Dice are now d10s. At level 15, your Commander's Dice are now d12s. At level 18, your Commander's Dice are now 3d6s. Your Superiority Dice do not benefit from this increase, even if you use them on Commander's Strike, Maneuvering Attack, or Rally.
  • 10: Warlord's Presence: Starting at 10th level, you and friendly creatures within 15ft of you can't be frightened while you are conscious.
  • 15: Coordination: Whenever you hit a target, the next ally to strike the same target gains Advantage on their attack. You can apply this effect to two foes at the most. If a target is not hit by the end of the round, attacks no longer have Advantage against them.
  • 18: War Cry: You shout, causing all enemies who can hear and see you within 60ft to make a Charisma Saving throw (8 + Your Charisma Modifier + Your Proficiency). Any who fail are frightened for one round. All allies who can hear or see you gain 20 temporary hit points. You must finish a short or long rest before you may use this ability again.
[/details]

I would like to see this reworked.

When I think Warlord, I think of Commands, Hand Signals, Shouts, Banners, and the like. Effectively a martial support character. This would be like the College of Valor Bard but without the magical flavor.

There are lots of Warlords online that people have made (thinking of the DM’s Guild), but from the samples I’m not overly satisfied. They are either incredibly intricate or just seem off from what I have read. Not that this is a complete condemnation, I’m just not wanting to spend money on each one to find the right one or a good base.

Perhaps to kick off some ideation with a few suggestions for the Warlord archetype…

1.) Action: Give temp hit points to allies in an AoE, scaling with class level. Usage scaling with an ability modifier, limited by long rest?

2.) Action: Give your Action Surge to an ally. Usage scaling with your own amount of Action Surges available.

3.) Bonus Action: Give the effects of the Bless spell to allies within a radius around you, lasting for 1 round. Usage scaling with an ability modifier, limited by short rest?

4.) Action: Give the effects of the Blade Ward or Resistance spell to allies within a radius around you, lasting for 1 round. 1 use/short rest; upgrade to 2 uses/short rest at higher level.

5.) Give some other effects/class features that mimic Battlemaster Maneuvers, without importing the actual Maneuvers and using Commander’s Dice, just for the sake of not confusing players with another new system. Easier to understand a new class feature, rather than narrowing down an already existing system.

More ideas to come…

Here is what I had come up with during my past several days away.

Remove Maneuvers granted to all Fighters from the current Fighter rework. This should help balance out the grant of the Champion’s abilities to all Fighters while keeping the Battle Master unique.

I would then suggest making the following changes to the Warlord.

Level: Bonus

3: Master of Tactics, Inspire

7: Leader of Men

10: Services Due

15: Immovable

18: Chess Master
Master of Tactics: Starting at 3rd level, you can use the Help action as a bonus action. Additionally, 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 5 feet of you, if the target can see or hear you.

Inspire: Starting at 3rd level, you can use an action or a bonus action to inspire an ally. An ally within 30 feet who can see or hear you becomes inspired by your words and/or actions. The target is granted your Fighter level + your Charisma bonus temporary hit points. You can perform this 1 + your Charisma bonus times per day. Inspire’s bonus hit points lasts for 1 minute. Once you complete a long rest, all expended uses are restored to you.
At level 7, for the duration of Inspire or as long as the temporary HP persists, you cannot be frightened. If you are frightened when the Inspire begins, your frightened condition is suspended. Once the Inspire’s duration ends, any remaining duration of the frightened condition continues.
At level 10, the target of your Inspire ability can 20 feet as a reaction. Additionally, your Inspire ability recharges all uses on a short rest now.
At level 15, if you roll initiative and do not have a use of Inspire, you gain a single use.
At level 18, you gain resistance to bludgeoning, piercing, and slashing damage while Inspire persists or until the temporary HP is gone.

Leader of Men: At level 7, you gain Advantage on Persuasion and Intimidate checks to have someone or a group of people follow your orders.

Services Due: At level 10, any payment from the Services table in the Player’s Handbook is half cost for you.

Immovable: Beginning at level 15, a Warlord has proficiency on Charisma saving throws.

Chess Master: Beginning at level 18, a Warlord has advantage on Initiative.