WARLORD — FIGHTER SUBCLASS

Warlord — Fighter Subclass

Salorras Paragon: Warlord · Path: Armsman (Fighter) · Subclass type: Fighter Subclass, chosen at 3rd level The Tabaat — the ancestor-bound warriors of the Siaba Danuma.

The Warlords, known as Tabaat in the tongue of the Anserians, form the oldest faction still standing on the continent of Asmeda — the Warlords of Ancestry. Trained from childhood in the traditions of the desert and the elder nomads of the Siaba Danuma, they weave powerful psychic bonds with the spirits of their fallen ancestors, drawing from them the power and knowledge to smite the ancient enemies of the motherland of Anseri and the first humans of Asmeda. In time these devoted warriors begin to manifest supernatural gifts much like the warriors of Eone — yet they obey no deity’s doctrine, giving their whole faith instead to the land and the values of the desert people.

Warlords often lead nomadic bands in the old way of the Erathan tribe, holding fiercely that the desert peoples must remain on their ancestral soil and that only cowards “migrate like birds of passage.” They are masters of tactical war, famed for their ambushes, and — unusually for the desert — trained in heavy armor, which awes the common traveler. A small band of Warlords fights with the strength of a small army: perfectly disciplined, acting as one, obeying their eldest absolutely. Each bears a single fixed pattern of golden war-paint, symbolizing power, respect, discipline, and battle, its size marking their seniority and rank.

The two faces of the Warlord (canon)

Most Warlords draw on their ancestors to smite the old foes — the orilyni, the Saragothan demons (tanar’ri), and (in the last fifteen years) the new threat of the netherrealmers. But there are warlords the Warlords of Ancestry call “the lost”: those who, during the war against the demons, were converted to the faith of Nasbael, archdemon of the gates, taking the noble faye as their sworn enemy. Both kinds wield the same ancestral gifts below — only the allegiance and chosen enemy differ. Most Warlords keep their distance from the gods of Salorras, though some are devoted to the Mother, believing Old Terra gave them the gift to speak with their ancestors.

Becoming a Warlord (roleplay, not a mechanical prerequisite)

You choose this subclass at 3rd level with no in-game prerequisites. In the fiction a Warlord is almost always an Anserian of the desert, raised into the tradition and bound to the ancestor-spirits.

Warlord Features

Fighter LevelFeature
3Ancestral Lore, Ancestral Smite
7Ancestral Weapon, Hardened
10Rally, Ancestral Clarity
15Ancestral Wrath
18Warcry of the Ancestors

Level 3 — Ancestral Lore

The spirits share ancient knowledge of your homeland’s primordial foes. Choose one category of ancient enemy: orilyni, netherrealmers, noble faye, or Saragothan demons. The choice also covers their half-blooded descendants in Salorras — the eidolai, eyafen, and eyalen ria. You have Advantage on Intelligence (History) and Wisdom (Survival) checks concerning your chosen enemy, and you sense whether a creature of that category is within 60 feet of you.

Level 3 — Ancestral Smite

Once on each of your turns when you hit a creature with a weapon attack, you can channel your ancestors to deal extra damage. The attack deals an extra 2d8 force damage, or 3d8 if the target belongs to your chosen ancient enemy category. You can use Ancestral Smite a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 7 — Ancestral Weapon

As a Bonus Action, you steep your weapon (or a quiver of ammunition) in ancestral power for 1 minute. While imbued, the weapon counts as magical for overcoming resistance and immunity, you gain a +1 bonus to attack and damage rolls with it, and against your chosen ancient enemy it deals an extra 1d6 damage (you choose thunder, radiant, or cold to fit the foe). You can use this a number of times equal to your Proficiency Bonus, regaining all uses on a Long Rest.

Level 7 — Hardened

Forged in the desert’s harshest climes, you ignore the effects of extreme heat, you need only half the usual food and water, and you have Advantage on saving throws to resist Exhaustion from environmental conditions.

Level 10 — Rally

You fight ever stronger beside your kin. While at least one ally is within 30 feet of you, you and each ally within 30 feet gain a +1 bonus to attack rolls, damage rolls, and saving throws against being Frightened or Charmed. (Bonuses from multiple Warlords don’t stack; the highest applies.)

Level 10 — Ancestral Clarity

The ancestors steady your mind. You have Advantage on saving throws against being Frightened and Charmed, and against the spells and special abilities of your chosen ancient enemy.

Level 15 — Ancestral Wrath

Your fury against the old foe becomes overwhelming. Against creatures of your chosen ancient enemy category, your weapon attacks score a critical hit on a roll of 19 or 20 and you add your Proficiency Bonus to their damage rolls. In addition, Ancestral Smite’s extra damage against that enemy increases to 4d8.

Level 18 — Warcry of the Ancestors

You come into full communion with the spirits of your forebears and share their power with your allies. As a Bonus Action, you loose a primordial war-cry in a 30-foot radius. For 1 minute, each ally in range:

  • can’t be Frightened, and has Advantage on attack rolls against your chosen ancient enemy;
  • deals an extra 1d8 damage on their first hit each turn against that enemy;
  • benefits from your Rally and Ancestral Clarity as though they were Warlords.

You can use this feature a number of times equal to 1 + your Charisma modifier (minimum once), regaining all expended uses when you finish a Long Rest.

Leaving the Ancestors (Ex-Warlord)

A Warlord who abandons the discipline of their people and the bond with the ancestors loses the ancestral gifts (Ancestral Lore, Smite, Weapon, Clarity, Wrath, Rally, and the Warcry); the purely trained capabilities (Hardened) remain. Restoring the bond is a matter of atonement and story.

Ability Note

The Warlord leans on Charisma as a secondary ability (the reach of the Warcry and authority over other Warlords) atop the Fighter’s Strength.

Compiled from the Worldkeeper's Vault Chapter 15 - Playing in Salorras/DnD 5e/5e-paragons/5e-warlord.md

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