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Warlord

T
wo vast armies stand
across the field of death,
fear gripping the heart of
every soldier. From their
ranks, the banner is carried
forth - a shining beacon
without fear. Before they
even know it, their feet pound across the
ground, their fear left behind as they follow
their symbol of hope to victory.
Collapsing to the ground, a man succumbs
to wounds, exhaustion, terror, and the
overwhelming clash of steel all around.
Death closes in, but before it can claim
him, a hand appears, pulling him to his
feet. "On your feet, soldier".
The line will soon be overrun—until,
among the broken ranks of soldiers, a lone
soldier spots his liege. She stands, unwilling
to turn aside, unwilling to step back from danger,
holding back the horde of enemies alone. Retreat
is no longer an option. With newfound strength
behind every blow, the soldiers stand and fight
like no one has ever fought before.
"How did you do it?" hisses the marauder, his
sword dropped before him in surrender. He kneels
beside his captured comrades, encircled by a smaller
force that seems to have come from nowhere. The
victorious general smiles knowingly and shrugs.
"Luck," he says. "And perhaps a bit of planning."
Warlords are force multipliers for their
companions. Some may be fearsome
combatants, while others may never lift a
weapon, but in either case their presence
on the battlefield will drive their allies to
new heights, guiding them safely through
what would surely have been their doom.
How victory is stolen from the jaws of defeat
can vary, from inciting crazed zeal, to tempering an
overeager charge, to pulling their friends out of the line
of danger in the nick of time. The sole commonality is
that a Warlord alone is but a man, while a Warlord with
their companions is a legend.
Purpose and Drive Power of Presence
Purpose is a common element to those that walk the path of Most warlords have no explicitly magical powers, but the
a Warlord. Purpose empowers Warlords to be a larger-than- presence on the battlefield allows people to exceed what they
life, and allows them to be a guiding hand to their comrades. might have thought of as their own limits, pushing beyond
Some Warlords may not seek any particular cause, and what they could hope to achieve on their own. A Warlord will
merely pursue victory - either as a tribute to a god they make their allies feel like they've become better at everything,
worship or simply to attain personal glory. More often, they will make problems seem surmountable, and they will
though, a Warlord is driven by a higher purpose - a loyalty to make the path clear. They make the world less bleak, they
their country or their men, a drive to protect the innocent or make the foes less terrifying. When you have a Warlord on
crush the weak. your side, more things go right.
Purpose is an important consideration to a Warlord in Just as a dragon's frightful presence instills a supernatural
understanding why they fight, as it will inform how they fight. dread in mortal adventurers, a Warlord's presence is more
Do they try to keep their companions and followers out of than just simple common sense and a head for strategy, it is
danger? Or do they simply press for the strategy that is most the power of conviction, the perfection of tactics, or the will to
likely to win? win incarnated in Adventurer form.

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Warlord
Proficiency Leadership Leadership
Level Features
Bonus Die Dice
1st +2 -- -- Warlord Specialization, Battlefield Presence
2nd +2 d6 2 Leadership Dice
3rd +2 d6 3 Warlord Specialization Feature, Warlord's Expertise
4th +2 d6 4 Ability Score Improvement
5th +3 d6 5 Extra Attack
6th +3 d6 6 Prepare for Battle, Leadership Dice Limit Increase (2)
7th +3 d6 7 Warlord Specialization Feature
8th +3 d6 8 Ability Score Improvement
9th +4 d8 9 Press the Attack
10th +4 d8 10 Ability Score Improvement
11th +4 d8 11 Warlord Specialization Feature, Leadership Dice Limit Increase (3)
12th +4 d8 12 Ability Score Improvement
13th +5 d10 13 Warlord's Intuition
14th +5 d10 14 Shift the Field
15th +5 d10 15 Warlord Specialization Feature
16th +5 d10 16 Ability Score Improvement
17th +6 d12 17 Unbreakable Will, Leadership Dice Limit Increase (4)
18th +6 d12 18 Warlord Specialization Feature
19th +6 d12 19 Ability Score Improvement
20th +6 d12 20 Tireless Leader

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Creating a Warlord Battlefield Presence
When creating a Warlord you should always start with Starting at 1st level, when you take the Attack action, in place
answering the question: what sort of Presence does this of making an attack, you can use your Battlefield Presence to
person bring to the battlefield? Are they a charismatic grant a friendly creature that can see or hear you an
inspiration to their allies that drives them to fight on? Are additional attack the next time they take the Attack action
they a wise veteran who acts as a force multiplier for their during their turn.
companions, offering pointers and grit? Or are they a Any additional attacks granted that are unused at the start
scheming manipulator who sees one step ahead of any move of your next turn are lost. A friendly creature can only gain
their foes can make, always making sure their allies are in one additional attack from this feature per round from this
the right spot? feature.
Quick Build Leadership Dice
You can make a warlord quickly by following these Starting at 2nd level, you have access to Leadership Dice.
suggestions. For a Commander select Strength as your These represent your ability to focus your battlefield
highest attribute followed by Wisdom. For a Chieftain or presence for powerful results. Your Warlord level determines
Paragon select Strength as your highest attribute followed by the number and size of the dice, as shown on the Leadership
Charisma. Dice column of the Warlord table. You can spend these to fuel
For a Noble select Charisma as your highest attribute various features.
followed by Constitution. For a Packleader, select Dexterity You know three such features: Rallying Mark, Urgent
as your highest stat followed by Wisdom. For a Tactician Orders, and Helpful Word. When you get this feature, you can
select Intelligence followed by Constitution. spend one Leadership Die per turn. Starting at 6th level, you
can spend two Leadership Dice per turn. The number you
Class Features can expend increases to three at 11th level, and to four at
17th level.
As a Warlord, you gain the following class features A Leadership Die is expended when you use it. You regain
Hit Points all of your expended Leadership Dice when you finish a short
or long rest.
Hit Dice: 1d8 per Warlord level
Hit Points at 1st Level: 8 + your Constitution modifier Rallying Mark
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution As a bonus action, you can expend a number of Leadership
modifier per warlord level after 1st Dice (up to your per turn limit) to rally your allies to attack a
Proficiencies hostile creature within 60 feet of you.
Armor: Light armor, medium armor. The next time damage is rolled against that target by an
Weapons: Simple weapons. allied creature before the start of your next turn, they can add
the Leadership Dice to the damage roll, and the attacking
Saving Throws: Wisdom, Charisma creature regains hit points equal to the amount rolled on the
Skills: Choose three from Athletics, Deception, History, Leadership Dice.
Insight, Intimidation, Investigation, Medicine,
Performance, and Persuasion. Urgent Orders
Equipment As a bonus action, you can expend a number of Leadership
You start with the following equipment, in addition to the Dice (up to your per turn limit) to guide your allies in
equipment granted by your background: expeditious action.
Target an allied creature within 60 feet of you that can see
(a) a simple melee weapon, or (b) a martial weapon (if or hear you, that creature can immediately use its reaction to
proficient). move up to its movement speed (up to a maximum of 30 feet)
(a) a light crossbow and 20 bolts, or (b) a shield (if without provoking opportunity attacks. Roll the leadership
proficient). dice expended, the target gains temporary hit points equal to
(a) leather armor, or (b) scale mail, or (c) chain mail (if the value rolled.
proficient). Helpful Word
(a) a scholar's pack or (b) an explorer's pack As a bonus action, you can spend a Leadership Die to take
Alternatively, you may start with 5d4 × 10 gp to buy your the Help action. When you use the Help action to aid an ally
own equipment. in attacking a creature, the target of that attack can be within
30 feet of you, rather than within 5 feet of you, if your ally can
Warlord Presences see or hear you.
At 1st level, you pick the archetype of Warlord you embody, Warlord's Expertise
called a Presence, choosing from Commander, Chieftain,
Noble, Packleader, Paragon or Tactician, each of which are Starting at 3rd level, choose one of the following skills:
detailed at the end of the class description. Your choice Investigation, Insight, Intimidation, or Persuasion. If you are
grants you features at 1st level, and again at 3rd, 7th, 11th, not proficient in the chosen skill you become proficient If you
15th, and 18th level. are already proficient in the skill you select, your proficiency
bonus is doubled for any ability check you make that uses
that skill.

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Ability Score Improvement Tireless Leader
When you reach 4th level, and again at 8th, 10th, 12th, 16th, Starting at 20th level, you can roll d4s and use them instead
and 19th level, you can increase one ability score of your of expending Leadership Dice for Rallying Mark, Urgent
choice by 2, or you can increase two ability scores of your Orders, Helpful Word, or Prepare for Battle.
choice by 1. As normal, you can't increase an ability score
above 20 using this feature. Warlord's Presences
Extra Attack Warlords may invoke a variety of different types of Presence
Beginning at 5th level, you can attack twice, instead of once, on the battlefield. You can choose which kind of Presence
whenever you take the Attack action on your turn. You can best suits your Warlord from the following.
use Battlefield Presence in place of either or both attacks. Commander's Presence
Prepare for Battle A Commander on the field can be many things - a trusted
Starting at 6th level, you can spend a minute preparing sergeant, a weary veteran, or merely a person with an
creatures for combat. You can expend a number of uncommon degree of common sense and a particularly keen
Leadership Dice up to your per turn limit, rolling them and eye for how to win a fight.
causing five your creatures of your choice (potentially While not as flashy as some of the other Presences on the
including yourself) to gain temporary hit points equal to the Battlefield, that just means they are less likely to get
number rolled. Allies that have benefited from this ability can themselves skewered. A keen word there and helping hand
expend a number of hit dice equal to the number of here, their influence is subtle but effective, inexorably shifting
Leadership Dice you expended, using them as they would the tides of battle in their favor.
during a short rest. Any temporary hit points gained from this A Commander can come from any background, but is
last until you complete a short or long rest. usually someone that has acquired their Wisdom the hard
way, having seen a bit of what life and battlefields have to
Press the Attack offer.
Starting at 9th level, your abilities are further empowered: Martial Proficiency
Starting at 1st level when you take this Presence, you gain
Rallying Mark: Boost Morale proficiency in heavy armor, shields, and martial weapons.
When a creature gains hit points from Rallying Mark, you can
use your reaction to expend one Leadership die to cause Form Up!
another creature within 60 feet of the attacker to regain the Starting at 1st level, when you roll initiative and are not
same number of hit points. surprised, any number of friendly creatures within 30 feet of
you can move up to their speed a number of feet equal to five
Urgent Orders: Coordinated Movements times your Wisdom modifier (minimum 5 feet).
When you use Urgent Orders, you can expend additional
Leadership dice to target additional creatures (targeting one
additional creature for each extra die spent). Sequential Movement at the Same
Time.
Helpful Word: Expert Instructions D&D is typically a turn based game, and thus
When a creature benefits from your Help action, you can use people do not typically move at the same time; an
your reaction to expend a Leadership Die and add it to their ability that allows multiple creatures to move at the
roll. You can use this ability after the original roll, but before same time opens the door to questions about
the outcome is revealed. order. This ability represents the Commander's
Presence causing their companions to spring into a
Warlord's Intuition well oiled routine, and it is recommended that you
let the players move in their desired order during
Starting at 13th level, before rolling an ability check you are this movement.
proficient in, you can exercise this ability, choosing for the It should also be noted that this movement is
d20 to be equal to your Warlord level rather than rolling. determined by the player moving. A Warlord grants
Once you do this, you cannot do this until you complete a their allies the ability to move, they do not
long rest. necessarily move them.

Shift the Field


Starting at 14th level, you gain the ability to relocate friendly Keen Pointer
creatures. As an action, you can expend one Leadership Die Starting at 3rd level, you can take the Helpful Word bonus
to move up to 5 friendly creatures that can see or hear you up action without expending a Leadership Die if you are within 5
to half their movement speed without provoking attacks of feet of the creature you are taking the Help action against.
opportunity. When you do so, you can expend Leadership Dice to apply
Rallying Mark to the creature you are targeting with this Help
Unbreakable Will action.
Starting at 17th level, you are immune to the frightened and
charmed conditions.

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On Your Feet! Chieftain's Presence
Starting at 7th level, you can use a bonus action and expend
one Leadership Die to restore the will to fight in an allied A chieftain is a Warlord that rules by the sheer force of their
creature. Choose a friendly creature within 5 feet of you. That personality, marked by their booming voice and fearless
creature regains hit points equal to your Leadership die. attitude, it is easy to believe that your band is infallible while
When you use this feature to restore hit points to a your chieftain stands.
creature at 0 hit points, you can add your Wisdom modifier to They can be lawful or chaotic, good or evil, with such things
the amount of hit points restored. If the creature is prone, it depending on how they got to where they are in life. An orc
can choose to stand immediately. that cut their way to the top may be chaotic, believing that
strength needs room to rise to the top unfettered by rules,
Martial Advantage while someone that inherited their authority may have a more
Starting at 11th level, you've learned to leverage fighting lawful bent.
alongside an ally. Once per turn, you can deal an extra 2d6 A Warlord with the Presence of a Chieftain need not
damage to a creature you hit with a weapon attack if that literally rule anything, but is an exemplar of someone that has
creature is within 5 feet of an ally that isn't incapacitated. or could walk that path through their force of personality and
the boisterous inspiration they give those around them.
Bulwark
Starting at 15th level, when you and any number of friendly Chieftain's Proficiency
creatures within 30 feet of you make a Saving Throw against Starting at 1st level when you take this Presence, you gain
the same effect, your allies gain Advantage on their Saving proficiency in shields, martial weapons, and the Intimidation
Throw if you succeed on the saving throw. skill, or another skill of your choice if you are already
proficient.
No One Left Behind!
Starting at 18th level, you can move up to your speed to get Wolfpack Movement
within 5 feet of a creature while using your On Your Feet Starting at 1st level, the first time an allied creature moves, it
feature. During this movement you gain resistance to all can bring a number of willing creatures equal to your
damage and the target regains an additional 1d8 hit points Charisma modifier (minimum 1) within 20 feet of you along
for each attack of opportunity made against you during this with it in the same distance and direction that they move, but
movement. cannot move more than half of their movement speed and
cannot move more than 20 feet from you. Creatures can stop
this movement at any point along the path.
Warcry
Starting at 3rd level, as an action or in place of an attack as
part of the Attack action, you can expend a number of
Leadership Dice (up to your per turn limit) to inspire your
allies with a mighty Warcry. You and friendly creatures within
20 feet of you gain temporary hit points equal to the
Leadership Dice roll + your Charisma modifier (minimum 1).
This can affect a number of creatures up to your 1 +
Charisma modifier (minimum 1).
You can make a single weapon attack as a bonus action
after unleashing a War Cry, but the attack roll has
disadvantage unless made with a weapon with light property.
Savage Momentum
Additionally at 3rd level, whenever you spend a Leadership
Die, you gain advantage on the next attack roll you make
before the end of your turn.
Reckless Assault
Starting at 7th level, when a creature with temporary hit
points from one of your abilities deals damage, they can
expend those temporary hit points to add damage equal to
half the temporary hit points sacrificed to their damage dealt.
Wolfpack Tactics
Starting at 11th level, you excel at taking down prey in
coordination with your allies. The first creature you hit that
has taken damage from one of your allies since the end of
your last turn suffers an additional 1d12 damage.
The first time a creature you grant a creature an attack
with Battlefield Presence deals damage to a creature you had
dealt damage to during your turn, that attack deals an
additional 1d4 damage.

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Booming Shout
Starting at 15th level, when you unleash your Warcry you can Retainers & Followers
attempt to frighten enemies. Any number of creatures of your
choice within range of your Warcry must make a Wisdom A Noble Warlord gets more mileage out of their
saving throw (DC of 8 + Charisma modifier + your proficiency retainers or followers than other Warlords, but in
bonus) or become frightened of you until the end of their turn is more dependent on having someone else
make their attacks for them.
turn. Once you have used Booming Shout, you cannot use it This does not inherently mean they need NPC
again until you complete a short or long rest. followers, however. A loyal retainer is always a
Additionally, the range of your Rallying Mark, Urgent good idea, but it can be a friendly Fighter just as
Orders, Helpful Word, and Warcry is doubled. easily as an NPC follower.
Bloody Victory
Starting at 18th level, when you or an ally reduces a hostile Divine Right
creature that has dealt damage to you to 0 hit points, you can Starting at 3rd level, you can use Leadership Dice (up to your
unleash a Warcry as a reaction. When you unleash your per turn limit) to cast command. The level of the spell is
Warcry in this way, you do not expend any Leadership Dice equal to the number of Leadership Dice spent.
and you use a d12 in place of your Leadership Die. The spell save DC for these spells are 8 + your Charisma
You can use this reaction a number of times equal to your modifier + your Proficiency bonus.
Charisma modifier, regaining all uses on a long rest. You can also add your Charisma (maximum 2) to your AC
Noble's Presence so long as you are not wearing heavy armor or using a shield.
A Warlord with a Noble Presence is not inherently one that Charismatic Leadership
was born a Noble, though many are. A Noble Presence Additionally at 3rd level, you can add your Charisma modifier
Warlord is one that serves to drive their retainers and to the damage bonus of Rallying Mark, the temporary hit
companions onto greater heights through sheer charisma, a points granted by Urgent Orders, and the attack roll of a
shining beacon of what they are fighting for standing beside creature that gains advantage from Helpful Word.
them.
Since time immemorial men have fought twice as hard on
a battlefield when their leader takes the field to stand among
them, driven to heights that would seem impossible in order
to protect their liege - while an adventurer of this path may or
may not be their liege, their charisma invokes the same fervor
in their companions and retainers.
An adventurer on this path is not inherently of noble
background, though many often are. A noble reared on the
laws of the land is usually lawful, but extraordinary
circumstances may have brought about a rebellious streak in
one that now seeks to overthrow unfit rulers (or rulers that
aren't them, anyway).
Destined Leader
Starting at 1st level when you take this Presence you gain
proficiency with rapiers, longswords and the Persuasion skill,
or another skill of your choice if you are already proficient.
Additionally, you gain an additional Leadership Die at 3rd
level, 9th level, and 15th level.
Call to Arms
Starting at 1st level, when you roll initiative you can call out
to friendly creatures within 60 feet of you, providing them
with a surge of inspiration. Creatures of your choice equal to
your Charisma modifier (minimum 1) gain advantage on their
first attack roll.
Inspiring Leader
Additionally at 1st level, an allied creature with a CR of less
than half your Warlord level (or with fewer class levels than
you have Warlord levels if the creature does not have a CR)
can choose to use your proficiency bonus + Charisma
modifier for the attack roll modifier on the first Attack they
make in a turn where they have been granted by Battlefield
Presence.

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Words of Conviction Nature's Gift
Starting at 7th level, you can use Leadership Dice (Up to your Starting at 3rd level, through your connection to the wild
per turn limit) to cast bless or heroism without providing battlefields you've mastered offers you some measure of
material components. The level of the spell is equal to the control of them. You learn the spell mold earth, and can pick
number of Leadership Dice spent. one additional cantrip from the Druid list that you know.
Imperative Order Additionally, you can expend one Leadership Die to cast
fog cloud or snare as 1st level spells. The casting time of
Starting at 7th level, when you spend 2 or more Leadership snare is one action when you cast it this way. You can pick
Dice on a target with Urgent Orders, you can allow the target one additional 1st level spell from the Druid spell list with a
creature to make a single weapon attack with their reaction casting time of one action to cast this way.
instead of moving. If you spend 3 or more Leadership Dice on Your spell casting modifier for these spells is Wisdom, and
a target, the target creature can both move and make a single your spell Save DC for these spells is 8 + your Proficiency
weapon attack with their reaction. modifier + your Wisdom Modifier.
Inspired Zeal
Starting at 11th level, all creatures of your choice within 30 A Pack Leader's Pack
feet of you deal an extra 1d4 radiant damage when they hit
with a weapon attack. Many Packleaders opt to pick animal friendship or
speak with animals in order to establish animal
Untouchable Presence allies to expand their pack, but just as many don't
feel the need to be required to have an animal
Starting at 15th level, you are under the effect of sanctuary companion.
spell. This effect ends as normal if you take an action that
would break it, but returns at the start of your next turn.
The spell save DC for this spell is 8 + your Charisma
modifier + your Proficiency bonus. Shroud of Nature
Starting at 7th level, you and your allies can fade away behind
Grand Decree natural shrouds. Whenever you cast a spell that results in you
Starting at 18th level, you can use this ability to cast or a friendly creature becoming obscured (such as being
command without expending a spell slot or Leadership Dice. within the radius of a fog cloud or behind earth moved by
When you do so, the spell affects all creatures of your choice mold earth), the obscured creature can use their reaction to
within range that could be affected by the spell. take the Hide action.
Once you cast command using this ability, you cannot cast
it using this ability again until you complete a long rest.
Packleader's Presence
While Warlords may specialize in the control of battles, an
Packleader is a Warlord that aims to win a fight before it
becomes a battle. Through scouting, preparing, and stacking
the odds, they don't fight fair, they fight to win, and seek to
only fight when they've already won.
Their control of the battlefield doesn't merely extend to
those that fight on it, but to twisting the battlefield itself to
suit their needs, stymying and stupefying their foes while
concealing and sheltering their allies with the terrain itself.
While good and evil rarely play directly into a Packleader's
perspective (they can be either or Neutral just as easily), they
tend be Chaotic, viewing the so called "rules of engagement"
and other traditions of civilization to be convenient
weaknesses they can exploit rather than any sort of guideline
they might actually follow.
Tools of the Wild
Starting at 1st level when you take this Presence, you gain
proficiency in martial weapons, the Survival skill, or another
skill of your choice if already proficient, and your choice of
the Herbalism Kit or the Poisoner's Kit.
Concealed Approach
Starting at 1st level, if you have at least a minute to prepare,
you can add your Wisdom modifier to a Dexterity (Stealth)
check for you and up five friendly creatures. You and friendly
creatures within 30 feet of you that roll for initiative while
hidden can add your Wisdom modifier to the initiative result.

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Trackless Trails If you use Battlefield Presence to grant an attack to a
Additionally at 7th level, you can spend 2 Leadership Dice to creature, you can expend one Leadership Die to shroud them
cast pass without trace without providing material with shadows or natural phenomena, granting them
components. advantage on the first attack they make before the start of
your next turn. If they are under the effect of pass without
Fleeting Strikers trace, you can do this without expending a Leadership Die.
Starting at 11th level, if you are not in the same spot you were Warlord of the Wilds
at the end of your last turn or are obscured from your target, Starting at 18th level, you can pick five additional spells from
the first attack you make during your turn deals an additional the Druid spell list of 4th level or lower. You can cast these
1d10 damage. spells using Leadership Dice equal to the level of the spell.
Additionally, a creature that you grant an Attack with You can change the list of spells you have selected when you
Battlefield Presence can take the Dash action instead of complete a long rest.
making the attack you granted. The spell Save DC for these spells is 8 + your Proficiency
Ghosts of the Wild modifier + your Wisdom Modifier.
Starting at 15th level, while under the effect of pass without Any time you use Leadership Dice to cast a spell, you can
trace, you can expend one Leadership Die to take the Hide take the Attack action (one weapon attack only) as a bonus
action at the end of your turn without expending an action. action.
Paragon's Presence
Legends tell of warriors that fight at the front of a legion, of
the valor they display and the inspiration it gives their
comrades. A Paragon before their army is a dauntless foe,
and an army behind their Paragon is an unstoppable legion.
A Paragon is not inherently good or evil. An evil legion can
be led by a bold and charismatic Warlord just as effectively as
the forces of good.
As they tend to be those that inspire an organized force,
more often than not they will be lawful, but what that
personal code of laws entails can vary quite widely.
Martial Proficiency
Starting at 1st level when you take this Presence, you gain
proficiency in heavy armor, shields, and martial weapons.
Lead the Charge
Starting at 1st level, you can give yourself a bonus to your
initiative rolls equal to your Charisma modifier. Additionally,
when you roll initiative you gain temporary hit points equal to
your Charisma modifier + your proficiency bonus.
Fighting Style
Starting at 3rd level, 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.
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.
Two-Weapon Fighting: When you engage in two-weapon
fighting, you can add your ability modifier to the damage
of the second attack.

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Heroic Strike While they might have laid their plans in advance, their
Additionally at 3rd level, when you take the Attack action, sharp minds can quickly pick apart how their foes try to fight
once per turn you can expend Leadership Dice (up to your against them and effortlessly pierce the crude tactics that
per turn limit) to apply Rallying Mark as part of a melee would be used against them and their allies.
weapon attack. What tends to mark a Tactician is a keen mind and a
Whenever you expend Leadership Dice as part of making willingness to plan ahead... in great detail. Adventurers with a
an attack, you can add the expended Leadership Dice to the tactician among them are near impossible to pin down, as
damage roll of the attack. they will always find a way to turn the tables.
Stand Defiant Tactician's Cunning
Starting at 7th level, when you are reduced to zero hit points, When you take this Presence at 1st level, you gain proficiency
you instantly regain a number of hit points equal to your in the History and Investigation skills, or other skills of your
Charisma modifier (minimum 1). Additionally, you can choice if you are already proficient. Additionally, if you can
expend a number of Leadership Dice equal to the number of take a minute or more making a skill check, you can treat a
friendly creatures within 60 feet of you, regaining additional d20 roll of 4 or lower as a 5.
hit points equal to the value rolled this way. Once you use this Battle Plans
feature, you cannot use it again until you complete a short or Starting at 1st level, you can give yourself a bonus to your
long rest. initiative rolls equal to your Intelligence modifier.
Inspired Warrior Additionally, you can exchange your initiative roll with a
Starting at 11th level, once per turn, when one of your allies willing friendly creature within 60 feet.
within 30 feet takes or deals damage, you gain d4 dice, Tactical Insight
adding it to a pool of dice. You can have a maximum number Starting at 3rd level, you can tactically assess a creature's
of d4 dice in this pool equal to your Charisma modifier options. As a bonus action, make an Intelligence
(minimum 1). (Investigation) check contested by a Charisma (Deception)
Until the end of your next turn, when you deal damage you check against any creature you can see within 60 feet.
can expend any number of dice from this pool rolling them
and dealing additional damage equal to the value rolled.

The Prowess of the Inspired


Effectively in almost all cases, what this ability boils
down to is that if their companions are fighting
around them within 30 feet, the Paragon will add a
number of d4 equal to their Charisma modifier to
the first attack on their turn.
The ability can be simplified to that, but that will
result in it being slightly stronger than anticipated
if the Paragon moves first or has few companions
at their side.

Dauntless Resolve
Starting at 15th level, when you fail a saving throw, you can
choose to succeed instead. Once you do this, you cannot do
this again until you complete a long rest.
Invincible Legion
Starting at 18th level, your allies will never fall so long as
their symbol of hope remains. When a friendly creature
within 60 feet of you is reduced to 0 hit points, but not killed
outright, they can drop to 1 hit point instead so long as they
can see or hear you.
Once a creature benefits from this effect, they cannot
benefit from it again until they complete a long rest.
Tactician's Presence
A Tactician may very well tell you they would just as soon not
be close enough to the battle to be considered a combatant,
preferring to win their fights before they even reach that
stage, but one would be a fool to underestimate how
dangerous they are once on the battlefield.

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9
On a success, you can see through their tactics, granting one Advanced Orders
of the following effects: Additionally at 15th level, when you expend Leadership Die
Determine Attack: You can cause them to have on Urgent Orders, you can allow the creature to take one of
disadvantage on their next attack against a creature that the Use an Object, Search, Hide, or Dodge actions as their
reaction instead of moving.
can see or hear you.
Predict Movement: You deduce where they are planning Unstoppable Schemes
to move on their next turn. They can choose to change Starting at 18th level, standing in your way becomes a
their plans, but if they move anywhere else, their pointless endeavor. When you move your allies with Urgent
movement speed is reduced by 10 feet as they scramble to Orders or Shift the Field, they can move through spaces
adapt. occupied by hostile creatures so long as they do not end their
Outwit Response: You can find their openings, negating movement in an occupied space.
their ability to use their reaction until the end of their next
turn. Multilayered Tactics
Expose Weakness: You can use Helpful Word to grant Additionally at 18th level, when you succeed on a Tactical
advantage against that target as part of the bonus action Insight check against a creature, you can choose two of the
without expending a Leadership Die. listed effects.

Planning Movement... or not.


A DM can choose to read the second bullet point
of Tactical insight as simply reducing the targets
movement by 10. It is balanced around this
assumption, predicting the movement is optional
flavor, but may not fit all DMs styles.

Tactical Flexibility
Additionally at 3rd level, you gain the ability to use Tactical
Insight, Rallying Mark, Helpful Word, and Urgent Orders as
an action or a bonus action on your turn.
Inscrutable Mind
Starting at 7th level, you gain proficiency in Intelligence
Saving Throws.
Additionally, as a reaction when being forced to make a
Wisdom, Intelligence, or Charisma Saving Throw, you can
expend one Leadership Die and add the die result to the
saving throw.
Control the Field
Starting at 7th level, when you use an ability that moves allied
creatures (such as Urgent Orders or Shift the Field), it gains
the following properties:
Deceptive Movement: You can attempt to move creatures
that are not allies up to 5 feet (or half their movement
speed, whichever is less). The creature must make an
Intelligence Saving Throw with a DC of 8 + your
Intelligence modifier + your Proficiency bonus, or feel
compelled to move to the new position immediately.
Targets moved this way do not gain temporary hit points.
Flanking Maneuvers: If two allies you move are on
opposite sides of a creature after the movement you grant,
the first one to attack that enemy has advantage on their
first attack if they attack before the creature moves.
Coordinated Transitions: Allies can move through each
other's spaces during the movement you grant without it
being difficult terrain.
Tactical Strike
Starting at 11th level, when you succeed on a Tactical Insight
check against a creature, the next time you or a friendly
creature deal damage against it before the start of your next
turn it is increased by 2d6 damage.

KibblesTasty's Warlord v1.5


10
Whirling Thorns
Expanded Options Additionally at 7th level, if you are carrying a melee weapon
The following are expanded subclass options for Warlord. with the light property, you can make a single attack with it as
Consult your DM to see if they are allowed. a bonus action. You can expend leadership dice to make
additional attacks as part of the same action, but each attack
Dancer's Presence must be against a different target within range.
A unique presence on the battlefield, these graceful agents
wind their way through death and destruction with a curious Interactions
elegance, uplifting their allies and distracting their enemies.
A dancer comes in many forms, be they prancing jesters or This allows you to make a single weapon attack
graceful enchanters, their presence seems supernaturally while taking actions other than attack actions, but
captivating to all who encounter them, for good or ill. it also allows you to make an additional attack
when you take the attack action.
Though they seem out of place in danger, confused
onlookers will often find them as the last ones standing in the
most dangerous of situations, always one step out of out the
greatest danger. Furious Tempo
Starting at 11th level, you can add your Charisma modifier to
Dancer's Grace the damage of attacks you make or grant through Battlefield
Starting at 1st level when you take this Presence, you gain Presence.
proficiency with Performance. If you already have proficiency
with performance, you gain expertise with it, meaning you Evasion
can add twice your proficiency modifier to checks made with Starting at 15th level, you can nimbly dodge out of the way of
it. certain area effects. When you are subjected to an effect that
Additionally, while you are not wearing armor or carrying a allows you to make a Dexterity saving throw to take only half
shield, you gain an unarmored defense that is 10 + your damage, you instead take no damage if you succeed on the
Dexterity modifier + your Charisma modifier. saving throw, and only half damage if you fail.
Graceful Entrance Elegant Exchange
Starting at 1st level, you can give yourself a bonus to your Starting at 18th level, when an willing creature within 15 feet
initiative rolls equal to your Charisma modifier. Additionally of you is the target of a spell, attack, or targeted effect that
when you roll initiative and are not surprised, you can move would cause them to take damage, you can move their
up to your half movement speed, and you and any creature position as a reaction, moving them 5 feet in any direction
you end this movement within 5 feet of gains temporary hit and becoming the target of the attack.
points equal to your Charisma modifier.
Bewildering Steps
At 3rd level, you gain an additional use for leadership dice.
Distract
As a bonus action, you attempt to distract a creature within
30 feet. Until the start of its next turn, if that creature attacks
a creature other than you while you are within range of its
attack, you can roll your leadership die and subtract it from
their attack.
Dancer's Dodge
Starting at 3rd level, when you take the Dodge action while
you are not wearing armor or carrying a shield, you can use
Distract, Helpful Word, Urgent Orders, or Rallying Mark
without expending a leadership die. When you do so, it
applies as if you had spent 1 leadership die on it for its effect.
Additionally, when you take the Dodge action, you can
expend leadership dice to grant attacks through Battlefield
Presence. You can grant a number of attacks equal to the
leadership dice spent, up to your per turn limit.
Battlefield Grace
Starting at 7th level, whenever a creature misses you with an
attack, you regain 1 spent leadership die and can move 5 feet.
This movement does not provoke attacks of opportunity. You
cannot regain a leadership die this way again until the start of
your next turn.

KibblesTasty's Warlord v1.5


11
Dreadlord's Presence [Beta] Iron Mask
A warlord that follows this path specializes in terror and fear, Additionally at 7th level, you are exceptionally good at
usually localized to their enemies. While other warlords look masking your emotions. Creatures have disadvantage on
to boost and inspire their allies, a Dreadlord works to Wisdom (Insight) ability checks against you.
undermine and terrify their enemies, crushing their will to Additionally, you can suppress the effect of the frightened
fight and leaving them as prey easily slaughtered. condition on yourself, but it requires concentration (as if
A dreadlord is not always evil, though they most often show concentrating on a spell). You cannot lose concentration on
up in the ranks of evil, but by their very nature they are the effect, but cannot maintain it while concentrating on spell.
someone that can instill dread and terror. The source of this Punish the Weak
dread can be cursed visage, supernatural gift, or simply a Starting at 11th level, when you target a creature within 60
tyrannical force of will. feet of you with any ability, feature, or attack, you can mark
Dreadlord Proficiency them for punishment (no action required). The mark lasts
Starting at 1st level when you select this Presence, you gain until the creature ends their turn more than 60 feet from you,
proficiency in heavy armor and the Intimidation skill. dies, or you mark another creature. Once per turn when the
marked creature takes damage, they take an additional 1d8
Unapproachable damage. This is increased to 1d12 if the target is frightened
Additionally at 1st level, your intimidating presences causes of you.
your foes to falter at the start of combat. After rolling Instinctive Flinch
initiative, the first attack by the first hostile creature to attack Starting at 15th level, when a creature passes a Wisdom
an allied creature within 30 feet of you has disadvantage.
saving throw against one of your features that would cause
Demoralization Dice them to become frightened or flee, they still gain
Starting at 3rd level, whenever you spend a Leadership Die, disadvantage on their next attack role made before the start
you gain a Demoralization Die of equal size. Demoralization of your next turn. This has no effect if the target is immune to
Dice last until you have gone 1 minute without earning or the frightened condition.
spending one. You can spend Demoralization Die as a
reaction on one of the following effects:
Make it Excruciating. When a creature within 30 feet of
you takes damage from a weapon attack roll made by an
ally of yours, as a reaction you can expend up
Demoralization Dice (up to your Leadership Die limit),
rolling them and causing the target to take additional
damage equal the value of the rolled dice.
Don't Touch That. When a creature attacks an allied
creature within 30 feet of you, as a reaction you can
expend one Demoralization Dice, rolling it and reducing
the attacker's attack roll.
Are You Sure? When a creature ends their turn within 5
feet of you, as a reaction you can expend Demoralization
Dice (up to your Leadership Die limit) and force the
creature to make a Wisdom saving throw (DC 8 + your
Charisma modifier + your proficiency bonus. On failure,
the creature uses their reaction to move a number of feet
away from you equal to 10 x the Demoralization Dice
spent. The target automatically passes if they are
immune to the frightened condition.
Supernatural Dread
Starting at 7th level, you can use Leadership Dice
(up to your per turn limit) to cast frighten
without a spell slot. The level of the spell
is equal to the number of Leadership
Dice spent.
Alternatively, can spend
3 Leadership Dice (even if it exceeds your per turn
limit) to instead cast fear without expending a spell
slot or material component once. After you do this,
you cannot cast fear this way again until you complete a long
rest.
Charisma is your spell casting modifier for these spells

KibblesTasty's Warlord v1.5


12
Expanded Dominion Synchronized Combatant
Additionally at 15th level, the range of your Demoralization Prerequisite: 4th level Warlord
dice effects are doubled (making them 60 feet, 60 feet, and You have an intuitive understanding of your allies
10 feet, respectively). movement, allowing to coordinate perfectly with their
Dreadful Terror actions. You gain the following benefits:
Starting at 18th level, when a target becomes frightened of Increase your Dexterity, Wisdom, or Charisma by 1.
you, you can expend demoralization Dice to enhance the Your space is not difficult terrain for your allies, and allies
effect (no action required) can move into your space to make an attack, but still
Panicked Terror. The target immediately spends their cannot end their turn your space (and cannot move into
reaction to move up to half of their movement speed away your space if they don't have the movement to move out of
from you. it).
Blind Terror. You can expend 2 Demoralization Dice to
cause the target become blinded until the start of your
next turn. Multiclassing
Paralyzing Terror. You can expend 3 Demoralization
Dice to cause the target to become paralyzed until the Should you want to multiclass into Warlord, the
start of your next turn. prerequisites and proficiencies are listed below:
Prerequisite: 13 in two of Intelligence, Wisdom,
Referenced Spells or Charisma.
Frighten Proficiencies gained: Light Armor, Medium
Armor.
1st-level necromancy
Classes: Occultist, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S Credits
Duration: Concentration, up to 1 minute
Creator Credit
You invoke a sudden fear within a creature you can see within The class is created by KibblesTasty. More content can be
range. The target creature must succeed a Wisdom saving found at www.kibblestasty.com.
throw, or become frightened for the duration. The frightened
target can repeat the saving throw at the end of each of its Editing Credit
turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a 2nd Editing for 1.4.2 provided by Gabriel Russell
level or higher, you can target one additional creature for Art Credits
each slot above 1st.
All art copyright KibblesTasty.

Feats Warlord - Art by adrytia45


Tactician Scene - Art by Alifka96
Tactical Combatant Chieftain - Trung Tin Shinji
Prerequisite: 4th level. Noble - Trung Tin Shinji
You excel at creating opportunities for other. You gain the Packleader - Trung Tin Shinji
following benefits: Paragon - Trung Tin Shinji
Tactician - Trung Tin Shinji
Increase one ability score of your choice by 1. Dreadlord - Trung Tin Shinji
Once per turn when you take the Attack action, you can
replace one attack with the Help action.
When you take the Help action to aid a friendly creature in
attacking a target, the range becomes 10 feet and you can
Help an additional creature as part of the same action.

KibblesTasty's Warlord v1.5


13
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KibblesTasty's Warlord v1.5


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Changelog v1.4.1A
The ramble fluff at the start has been altered.
v1.1 Clarified Urgent Order Movement Distance.
v1.2 Clarified wording on Press the Attack for Urgent Orders.
Clarified the wording on Imperative Order
v1.3 Fixed typos and grammar issues.
Added Packleader. 1.4.2
v1.3.1 Editing! A massive thank you to Gabriel Russell
v1.4 1.4.2a
v1.4a Art replaced.
v1.4.1 1.4.2b (12/20/22)
Warlords now get 3 class skills. This fits better with being Update to use the OGL
a d8 class.
Urgent Orders has replaced Overwhelming Mark 1.5
Press the Attack modified to accommodate Urgent Orders Boost Morale clarifies that it requires your reaction.
Leadership Die now starts as a d6. Does not scale in size Range increased to 60 feet, specified to be within range of
until 11 when it becomes d8 (but still scales in number you.
and number you can spend per turn as previously). Coordinated Movement no longer splits the temporary hit
Paragon points, it just costs +1 die per target affected. This is
Leader the Charge is now Charisma + Proficiency bonus functional similar (though slightly more efficient), but
(instead of 2x Charisma). hopefully more clear.
Added Dreadlord beta.
Packleader Added Danceer subclass from standalone option.
Shroud of Nature no longer grants advantage when letting Added Feats beta.
creatures hide as their reaction when being obscured. Converted to CC License.
Fleeting Striker now triggers if you have moved or are Minor typos fixed.
obscured from your target.
The ability to cast pass without a trace split off from Chieftain's Presence
Ghosts of the Wild and moved to 7th level as Trackless Wolfpack Movement changed so that it no longer
Trails. requires the Warlord to move first to be useful - it now
allows any ally to take creatures along with them, but
Tactician gained new limitations. Creatures end their movement if
Renamed Battle Preparation to Battle Plans. they move more than 20 feet from the Warlord and are
Control the Field now works of Urgent Orders limited to half their movement speed when following
Added Tactical Flexibility at 3. along (rather than their full movment). This was changed
Control the Field moved to 7th level (from 15th). for a few reasons: 1) it was often useless if the Warlord
Advanced Orders added at 15th level. didn't win initiative, 2) testing observed that a lot of
Noble Chieftains opt to play ranged characters making this not
very useful for them.
Nobles gained proficiency with longswords and rapiers; I War Cry now allows a single weapon attack as a bonus
don't really expect them to use it, but it makes sense for action, but the attack has disadvantage unless using a
the subclass theme. light weapon. Note that Savage Momentum cancels out
The ability to allow creatures with half your CR or lower the disadvantage, so it basically just says "not with
to attack with your Charisma bonus moved to level 1 and advantage". This makes TWF and War Cry less awkward
named Inspiring Leader. pre-level 5, and still works with Ranged/2 Hander
Divine Right and Commanding Voice merged into Divine Chieftains, just less optimally. This can currently be
Right and moved to level 3. exploited with Hand Crossbows because WotC made
Moved Chosen Companions to 7th level, renamed it weird decisions with those, debating closing that loophole.
Words of Conviction.
Moved Imperative to 7th level, and tied it to Urgent Orders Noble's Presence
rather than Battlefield Presence (making it more limited). Call to Arms changed to grant advantage to Charisma #
Changed 11th level ability name to Inspired Zeal and it creatures, rather than Charisma to any number of
now uses the crusader's mantle spell, fitting with the creatures. This is mostly for simplicity particularly with
Noble's more magical/divine nature. dozens of creatures adding a floating modifier was
Added Untouchable Presence at 15th level. annoying and often forgotten

KibblesTasty's Warlord v1.5


15
License
5e SRD Content
This work includes material taken from the System
Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast
LLC and available at:
https://dnd.wizards.com/resources/systems-reference-
document.
The SRD 5.1 is licensed under the Creative Commons
Attribution 4.0 International License available at:
https://creativecommons.org/licenses/by/4.0/legalcode
Kibbles Content
Copyright 2022 KibblesTasty Homebrew LLC. You can use
content created by KibblesTasty Homebrew LLC following
the permissions listed on:
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KibblesTasty's Warlord v1.5

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