Warlord (3.5e Class)
From D&D Wiki
|[[Image:| frame | none| A Warlord charges into battle.]]|
|Rating:||Not fully rated|
|Formatting:||3 out of 5 by 1 user|
|Status:||Major changes! Please rate!|
|Editing:||Constructive edits welcome|
"A weapon is not a destructive force, it is the one who wields the weapon that leaves things in ruin"- Aivus Silverbeard, of Cold Fire City
Whether its the harsh tundras, or the dry heated deserts, a Warlord makes his place upon the battlefield. As a master of the art of war, a Warlord's body is a destructive force, his mind is a tool of strategy, and his will is the will of the battlefield. Civilizations refer to them as mercenaries, and often leave them in charge of armies. They know little difference between right and wrong, and ally and enemy, however for those who they know to be allies, they are a powerful guardian. For those who they define as enemies, the Warlords are like an atom bomb on a timer.
 Playing A Warlord
Adventuring: A Warlord can make his place in either society and civilization, or the outskirts of the wild. Those who choose to remain amongst civilization end up becoming more then just guards. Because of their abilities, they are often used as special ops or leaders of the military. If they choose to be nomadic and travel between civilizations, aside from of course being hero, they become that of either a vigilante or a mercenary. Warlords revel in the idea of battle, so as long as there is a fight to be had, a Warlord is more than happy to accompany you.
Characteristics: A Warlord is an amazing warrior, unstoppable in its great force. While a fighter has his combat techniques, a Barbarian has his rage, and a monk has his teachings, A Warlord has his will. His shout is enough to raise allies' spirits, his presence is enough to scare an enemy half to death, and works upon that to rip armies apart. As he terrifies his opponents, he rends them and mauls them until there is nothing left.
Alignment: A Warlord is never lawful, only because his actions are not lawful. They believe that there is no rules to warfare and that all is fair.
Religion: A Warlord may follow any deity, but are commonly known to worship those of a darker, more chaotic path, if they choose to worship any at all.
Background: A Warlord's background can be very simple, or very complex. A warlord can have it so that he grew up a vengeful peasant and now works in the kings court, so he lives on the outskirts and is similar to that of a barbarian. Warlords meet no certain specifications for living, and will live as they please. No man could tell a warlord what to do, or how to do it. It is up to you to decide your Warlord's background.
Health Points: A Warlord starts with the same health points as a Fighter.
Races: Its not hard to do what a Warlord does, any race could pretty much do it. Races that have a strict code of conduct, similiar to the plane touched, would have a harder time being a Warlord than a half-orc.
 Making A Warlord
Abilities: A Warlord is a decent off-tank, however they are more focused on dealing damage. A high strength score is required. Warlords enjoy life, so either a good dexterity score or a good constitution score is good.
Starting Gold: 4d6 times 10 gp (140 gold).
|1st||+1||+2||+0||+2||Frightful Strike, Murderous Intent|
|2nd||+2||+3||+0||+3||Brutality +2, Rend 1d4, Warcry 1/day|
|3rd||+3||+3||+1||+3||Two-Weapon Fighting, Monkey Grip, Maul +1d6|
|4th||+4||+4||+1||+4||Brutality +3, Indomitable, Two-Weapon Defense|
|6th||+6/+1||+5||+2||+5||Brutality +4, Improved Two Weapon Fighting, Maul +2d6, Rend 2d4|
|7th||+7/+2||+5||+2||+5||Drag Down, Frightful Death, Flurry, Improved Two-Weapon Defense|
|8th||+8/+3||+6||+2||+6||Brutality +5, Warcry 3/day, Veteran|
|9th||+9/+4||+6||+3||+6||Maul +3d6, Retaliation|
|10th||+10/+5||+7||+3||+7||Brutality +6, Rend 3d4, Taunt|
|11th||+11/+6/+1||+7||+3||+7||Brutal Retaliation, Dominant Mind, Warcry 4/day|
|12th||+12/+7/+2||+8||+4||+8||Brutality +7, Maul +4d6, Spirit of War, Artisan of Battle|
|13th||+13/+8/+3||+8||+4||+8||Greater Two Weapon Fighting, Greater Two-Weapon Defense|
|14th||+14/+9/+4||+9||+4||+9||Brutality +8, Circle of Blades, Rend 4d4, Warcry 5/day|
|16th||+16/+11/+6/+1||+10||+5||+10||Brutality +9, Spirit of Blood|
|18th||+18/+13/+8/+3||+11||+6||+11||Brutality +10, Maul +6d6, Rend 5d4|
|19th||+19/+14/+9/+4||+11||+6||+11||Spirit of Glory|
|20th||+20/+15/+10/+5||+12||+6||+12||Ambidextrous, Brutality +11, Warcry 7/day|
 Class Features
Weapon and Armor Proficiency: The Warlord is proficient with light and medium kinds of armor. They view anything heavier as too clunky, and will get in the way of combat. Most Warlords prefer to fight without armor on, because this will give them the most versatility. The Warlord is proficient with all simple weapons and all martial weapons. They are not proficient with any kind of shield. They feel that the best defense is a great offense.
Spirit Abilities Beginning at level 12, Warlords may activate their spirit abilities. A Warlord must activate these at the beginning of the day. Spirit abilities last the entire day.
Frightful Strike: Warlords are very frightening beings, and in turn, they intend to inflict that upon anyone who they come across on the battlefield. Beginning at 1st level, whenever a Warlord attacks, if its a successful attack, in addition to the damage, the target must make a will save (DC= 10+Warlords level+his strength mod). If the target fails he is shaken for rounds equal to the Warlord's strength modifier. Once a target is affected by successful strike, he cannot be affected by it again 1d4 rounds after the shaken effect wears off. This ability only effects living targets. Undead, Constructs, and Oozes are immune to this ability, just like sneak attacks.
Murderous Intent: Because of his merciless ways, the Warlord cannot deal non-lethal damage. It is completely against his nature.
Brutality: If its one thing that a Warlord can do, it's be brutal. Beginning at 2nd level, whenever a Warlord strikes a target who is shaken because of his Frightful Strike, Frightful Death, or Spirit of War abilities, he deals an additional 2 point of damage. This damage count increases by 1 every other level.
Rend: A Warlord has a knack for making his foes bleed out. Beginning at 2nd level, when a Warlord gets a successful Frightful Strike on a target he rends the target also. A rended target takes an additional 1d4 damage per round while he is shaken. A Warlord cannot Rend a target who has already been rended. The damage increases by 1d4 every 4 levels
Warcry: A Warlord rages the battlefield, destroying anything in its path, and inspiring confidence and courage. Beginning at 2nd level, once per day (and an additional time per day every 3 levels), the Warlord can shout out a rallying warcry. A Warlord may only use this ability once per battle. When he lets loose this warcry, the Warlord and all friendly targets within hearing distance gain a bonus to damage and AC equal to their strength modifier. This effect lasts for a number of rounds equal to the Warlord's strength modifier.
Two Weapon Fighting: At 3rd level, a Warlord gains the benefit of the Two Weapon Fighting feat (Players Handbook, page 102).
Monkey Grip: At 3rd level, the Warlord also gains the benefit of the Monkey Grip feat.
Maul: A Warlord takes advantage of a wounded foe. At 3rd level, whenever a Warlord makes a successful attack against a foe that he has both shaken and rended, he deals an additional 1d6 points of damage for mauling his target. This damage increases by 1d6 every 3 levels.
Indomitable: A Warlord wears very little armor, if any at all. Therefore, a Warlord knows how to dodge attacks and take a hit. Beginning at 4th level, the Warlord gains a permanent +2 to AC.
Two Weapon Defense: At 4th level, a Warlord gains the benefit of the Two Weapon Defense feat.
Improved Two Weapon Fighting: At 6th level, the Warlord gains the benefit of the Improved Two Weapon Fighting feat (Players Handbook, page 96).
Drag Down: A Warlord doesn't stop fighting for any reason, including going unconscious. Beginning at 7th level, If an enemy were to knock a Warlord unconscious, If he takes his last action as an attack, and successfully hits the target, he may treat the target as rended, allowing him to use maul. Doing so does not rend the target.
Frightful Death: Beginning at 7th level, a Warlord learns how to kill his foes in a completely diabolic way. Whenever a Warlord kills an enemy during combat, all enemies within 10 feat of him become appalled in the way he does it, and must make a will save (10+Warlord's level+Warlord's strength mod) or become shaken for rounds equal to the Warlord's strength modifier. Shaken enemies may be mauled and rended, and receive the brutality bonus against them. After using this ability, a Warlord may not use this ability for another 2d4 rounds. This ability, just like Frightful Strike, only effects living creatures. Undead, Constructs, and Oozes are immune to this effect.
Flurry: A Warlord knows how to strike a foe very effectively. Beginning at 7th level, a Warlord may sacrifice rending a target to get a second attack. With this second attack, the Warlord cannot gain neither rend or maul, however. A warlord may only use this ability once per oppenent. A warlord can only get his second attack against the foe he is already attacking.
Veteran: A Warlord has seen many battles, and has received many scars. They have better honed their abilities in order to dodge attacks and take less damage. Beginning at 8th level, the Warlord receives a +2 to AC, stacking with Indomitable.
Retaliation: A Warlord knows how to get an opening against an opponent who is attacking him. Beginning at 9th level, whenever an opponent attacks and misses on an attack of opportunity, the Warlord may instantly counter attack. If the Warlord successfully hits with this attack, he cannot gain the benefits from Brutality, Rend, or Maul.
Taunt: In addition to seeing an opening, a Warlord knows how to force an opponent to give him an opening. A Warlord once per battle can taunt a single opponent. The opponent must be at least 10 feet away from the Warlord. The target must make a will save (10+warlord's strength mod) or on the next round attack with the Warlord as its target. An opponent with spells must use all, if any, metamagic feat based spells on the Warlord. Additionally, the Warlord gets a +3 attack bonus against the taunted target for the duration of the taunt. The round following the taunt, the opponent returns to normal.
Dominant Mind: At 11th level, the Warlord becomes immune to all mind affecting spells, such as charm, dominate, etc.
Brutal Retaliation: At 11th level, whenever a Warlord would get retaliation, he may now add his Brutality ability to the damage he does with the attack he gains from retaliation. He still does not gain the benefits from rend or maul.
Spirit of War: For the entire day, if the Warlord chooses, he may activate the Spirit of War ability. If Spirit of War is active, whenever the Warlord uses his Warcry ability, all targets within 5 feet of him must make a will save (10+warlord's level+warlords strength mod) or become shaken for rounds equal to a Warlord's strength modifier. In addition, the Warlord gains a +5 bonus to all attack rolls while Spirit of War is active. While in this state, a Warlord may gain brutality, Rend, and Rend based effects against the shaken targets.
Artisan of Battle: The Warlord knows battle, and how to win. The Warlord further hones his skills, allowing him to dodge and defend himself, even though he wears little to no armor. Beginning at 12th level, the Warlord receives a +2 to AC, stacking with Veteran and Indomitable.
Greater Two Weapon Fighting: At 13th level, a Warlord gains the benefit of the Greater Two Weapon Fighting feat (Players Handbook, page 95).
Circle of Blades: At 14th level, whenever a warlord would gain rend against a target he may sacrifice his rend attempt to attack another enemy within his reach. He cannot rend or gain rend effects on the second target, and it must be within 5 ft of the Warlord's first target.
Spirit of Blood: For the entire day, if he chooses, the Warlord may activate the Spirit of Blood ability. If he chooses to have the Spirit of Blood ability active, he gains a +7 bonus to fortitude saves and a +4 bonus to constitution. In addition, any damage the Warlord would deal with the Maul ability is doubled.
Spirit of Glory: For the entire day, if he chooses, the Warlord may activate the Spirit of Glory ability. If the Warlord chooses the Spirit of Glory ability, while active, all effects from the Warcry ability are doubled. In addition, while active, Retaliation also applies the Rend and Maul bonuses.
Ambidextrous: At 20th level, the Warlord no longer receives a penalty for dual-wielding.
 Epic Warlord
|22nd||Brutality +13, Bonus Feat|
|24th||Maul +7d8, Brutality +15, Bonus Feat|
|25th||Greater Weapon Specialization: Greatsword|
|26th||Bonus feat, Brutality +17|
|27th||Rend +6d6, Maul +8d8|
|28th||Brutality +19, Bonus Feat|
|29th||Greater Weapon Specialization: Greataxe|
|30th||Maul +9d8, Brutality +21, Bonus Feat|
2 + Int modifier skill points per level.
Wrathful Maul: For levels 21-30, Maul uses a d8 instead of a d6.
Unparalleled Brutality: For levels 21-30, Brutality gets +2 every other level instead of +1.
Gouging Rend: For levels 21-30, Rend uses a d6 instead of a d4.
Avatar of War: Spirit of War now grants a +10 to all attack rolls, up from +5.
Avatar of Blood: Spirit of Blood now grants a +10 to Fortitude Checks and a +7 to Constitution while active.
Avatar of Glory: Spirit of Glory now makes Warcry grant triple its bonuses.
Bonus Feats: The epic Warlord gains a bonus feat (selected from the list of epic Fighter bonus feats) every two levels after 20th.
 Human Warlord Starting Package
Skill Selection: Put ranks in skills equal to 2 + Int x 4.
Feats: Power Attack, Improved Initiative
Gear: Studded Leather Armor, Bedroll, Waterskin, Trail Rations.
Gold: 4d6 x 10, 140 max.
 Campaign Information
 Playing a Warlord
Religion: Warlords are physical beasts on the battlefield, and have little time to worship. They can believe in any god they want, however, they do not follow their gods will as specifically as a Cleric or a Paladin would. Religion is merely a pass-time for them.
Other Classes: Warlords will easily work with other classes, whatever will help them destroy the enemy. Warlords do not discriminate against other classes, although some Warlords may view casting classes as cowards, as they are not on the front-lines in battles.
Combat: The Warlord is at the center of the fray, bashing targets and ravaging his foes. The Warlord will usually be the center of attention, allowing his weaker, more fragile companions to deal damage without getting smacked around.
Advancement: Warlords can multi-class very well with fighting classes. A warlord that chooses to multi-class will not lose any of his bonuses, and can continue gaining levels in Warlord whenever the player decides.
 Warlords in the World
Some basic information on the average Warlords.
|“||"He stopped at nothing. He tore through enemy after enemy, the blood of his foes covering his body from head to toe. The Parastin Army fled before his onslaught, seeking to find refuge from this artisan of war."||”|
|—General Henderson, describing the Warlord in battle|
Warlords tend to live.. well, wherever they please. If they choose to live in cities, chances are they are part of the local military or town guard, and fight regularly. If they choose to live on their own or in small tribes, the Warlord would be more of a barbaric sort who goes around killing what he needs to survive.
Daily Life: Warlords will wake up early in the morning and begin training with their weaponry. They will train until they need to rest, or eat, or sleep. They will regularly take up any opportunity they receive to do battle, or spar.
Organizations: While it isn't very common, Warlords could sometimes meet up to spar, or to trade battle stories. Usually they end up drunk and fist-fighting.
 Warlords in the Game
Warlords are prone to fighting whatever they want. They love it. They revel in the battle. Warlords do not enjoy fleeing, and will take to any battle, whether the odds are stacked against them or not. (A Warlord with a high enough intelligence or a player that wants to play differently can obviously make smart decisions that won't get everyone killed.)