1347042-The Warlord A 5th Edition Variant Barbarian by Goob The Goblin
1347042-The Warlord A 5th Edition Variant Barbarian by Goob The Goblin
ON THE COVER
Phil the warlord charges further into battle
after separating some goblins from their
legs.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Spelljammer, Ravenloft, Eberron, the
dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2023 by Gabriel Menzie and published under the Community
Content Agreement for the Dungeon Masters Guild.
1
TABLE OF CONTENTS
Credits................................................................................. 1
Table of Contents ............................................................... 2
The Warlord........................................................................ 3
Death? Don’t Make Me Laugh. .......................................... 3
Fight Me Cowered!............................................................... 3
By The Blood Of My Ax! ...................................................... 3
Class Features .................................................................... 4
Rage ....................................................................................... 4
Mighty ................................................................................... 4
Powers ................................................................................... 4
Might Makes Right ............................................................. 4
Advanced Powers ................................................................ 4
Rageful ...................................................................................5
Spiteful ...................................................................................5
Nonsense ...............................................................................5
Epic Boon ...............................................................................5
Tribal Tradition ........................................................................ 6
Nomad ................................................................................... 6
Berserker .............................................................................. 6
Keeper.................................................................................... 6
War Tradition ..................................................................... 7
The Battle Tested ....................................................................... 7
Hardy as Can Be ....................................................................7
Never Fallen ..........................................................................7
Battle Tested Powers...........................................................7
No Time to Rest ....................................................................7
Not Today ..............................................................................7
The Tactician .............................................................................. 7
Tactical Might.......................................................................7
Tactician Powers ................................................................. 8
Planning is Everything ...................................................... 8
Plan B ..................................................................................... 8
Blinding Rage....................................................................... 8
The Warmonger .........................................................................9
Improved Critical ................................................................ 9
Death to Them All ............................................................... 9
Fury ........................................................................................ 9
Warmonger Powers ............................................................ 9
Explosive Rage..................................................................... 9
Magic Items ...................................................................... 10
Arrows of Climbing ................................................................. 10
Atlantean Sword ...................................................................... 10
Ax of the Blood Kin.................................................................. 10
Cloak of Magrrun ..................................................................... 10
Loin Cloth of Rage ................................................................... 10
Orb of Peace ............................................................................... 11
Pendent of the Rageful ............................................................ 11
Sword of the Ancestors ........................................................... 11
2
THE WARLORD
Sorcha the stands on a blood-soaked battlefield,
having forced herself between the halfling and a hoard
of orcs. Her muscles twitch in anticipation of blows
and counters as the orcs size her up. The battle will be
quick and decisive, and she will feast tonight.
Small and stout, the gnome is often overlooked in
their combat prowess, a mistake never made twice.
They perch themselves upright as they tie themselves
to a standing stone. Their comrades are stridden
across the clearing and too many gnolls to count
prowl toward her. She may not survive, but neither
will her enemies.
The sound of her cries drowns out any clatter or
clang coming from the battle. Not even the crowd of
the colosseum can be herd as she plows her way
through one gladiator after another. No one bothers to
gamble anymore; her victory is determined only by
her will and the gods. And no one dares challenge
either.
For some their rage comes from within, others pull
rage out of the world. Some warlords use their rage to
battle down others, while many use their rage as a
shield in which to protect themselves. Rage is power,
at least where a warlord is concerned, but many still
know the might of peace.
FIGHT ME COWERED!
Many Warlords are feared bounty hunters, tracking
down targets and finishing the job with ease. Others lead
war bands that make the strongest of monarchs cower.
A warlord is best described as a wall, an impassable
object to meet in the midst of battle. This wall, however,
fight back and strikes first. A warlord won’t wait for you
to draw your blade.
3
CLASS FEATURES CHARGING MIGHT
If you move before making an attack and an opportunity
attack is attempted on you, you may spend up to 5 rage
As a warlord you gain the following features at certain
points, increasing your next attack's damage by that
levels.
number. You may spend an additional 2 rage points for
HIT POINTS every additional opportunity attack you take during that
EQUIPMENT force the attack to hit you. If you are out of range of the
You start with the following equipment, in addition to attacker, you pull them to an open space within 5 ft. of
ADVANCED POWERS
MIGHTY At 10th level, you can choose 2 from the following list of
Starting at first level whenever you are hit with an attack
advanced powers.
you gain rage points equal to your rage counter.
ANGER IS MY POWER
WARLORD POWERS As an action, you may spend 5 rage points allowing you
Starting at first level you may choose up to three of the to spend up to half your hit die to heal.
following powers.
4
CALMING RAGE
Before a battle, you may spend ten minutes to center
yourself. When this is done you gain rage points equal to
your rage counter. The additional rage points last for an
hour or until they are used.
DRAINING STRIKE
As part of an attack, when you hit a creature, you may
spend up to 5 rage points. Your target decreases its
Strength modifier by that number for 1 minute.
NOT TODAY
When an ally is hit with an attack you may use a reaction
to move toward them. You may move a number of
squares equal to the number of rage points you spend on
this ability. If you end the movement within 5 ft. of both
your ally and the enemy you may have the attack hit you
instead.
RAGEFUL
Starting at 14th level, at the start of combat you may
decrease your initiative by 3 and gain a number of rage
points equal to your rage counter.
SPITEFUL
Starting at 15th level, you can gain power from your
existing injuries. When you are below maximum hit
points you may use a bonus action to gain a number of
rage points equal to your rage counter. Once this feature is
used you must complete a rest before doing so again.
NONSENSE
Starting at 18th level you gain a climbing speed equal to
your walking speed. If you already have a climbing speed
equal to or greater than your walking speed it is increased
by 10 ft. instead.
EPIC BOON
At 20th level you gain the Combat Prowess Epic Boon, or
another Epic Boon of your choice.
5
TRIBAL TRADITION gain advantage on all attacks, but all melee attacks have
At 6th level you may choose one of the following tribes. advantage on you. At the start of every round after
You gain one power from that tribe now; you gain activation, you lose 5 rage points. This trance lasts until
additional powers from the same tribe at 13th and 17th you end it, fall unconscious, or reach zero rage points.
levels.
NOMAD KEEPER
You are a master of knowledge, holding vast libraries in
You don’t require the company of others, moving on and
your mind.
setting new roots frequently and easily.
BERSERKER
You pride yourself on your rage. It fuels you in your
endeavors to protect and massacre.
6
WAR TRADITION I CANNOT DIE
When making death saves a natural 1 only counts for 1
failure instead of 2. Additionally, when hit with a critical
At third level you choose one of three war traditions for
attack you only receive 1 failure instead of 2.
your subclass. Choose one of the following: The Battle
Tested, The Tactician, or The Warmonger. GIVE ME YOUR STRENGTH
As a reaction to killing an enemy you may regain hit
THE BATTLE TESTED points equal to half that enemy's CR rounded up.
You’ve been touched by many blades, but none have felled
you. Your blood soaks the land and splinters of your bones NO TIME TO REST
lay in the ground like seeds. You cannot fall, it is an Starting at 9th level, when an encounter is over, when you
impossibility. lose your remaining rage points, you may regain hit
points equal to the rage points you had remaining at the
HARDY AS CAN BE end of the battle.
Starting at 3rd level you gain an additional 10 hit points.
Furthermore, every time you take a level in this class you NOT TODAY
may add your proficiency bonus to your gained hit points, Starting at 11th level you may, as an action, become
along with your “Hit Points at Higher Levels.” immune to certain damage. You are immune to one
damage type of your choice from the following:
NEVER FALLEN Bludgeoning, slashing, or piercing. When this ability is
At 5th level, as a reaction whenever an attack would cause used you must spend 5 rage points, and remain immune
you to drop to zero hit points or lower you may spend any until the end of your next turn. Once this ability is used
number of rage points and increase your current hit you must complete a long rest before doing so again.
points by that number before the attack's damage is
dealt. THE TACTICIAN
You use both your might and your mind to control the
BATTLE TESTED POWERS battlefield. Quick thinking and brutal, your plans put the
At 7th level you may choose 3 from the following powers. best of generals to shame.
DYING RAGE
When making death saves, you gain a number of hit TACTICAL MIGHT
points equal to your rage counter if you roll a 17 or At 3rd level you gain proficiency in the following: Light
resistant to; Bludgeoning, piercing, slashing, fire, part of the attack you make with the weapon.
lightning, cold, or thunder. When this ability is In addition, when you hit with a ranged attack using a
activated, you must spend 5 rage points. You must thrown weapon, you gain a +2 bonus to the damage roll.
PREPARE FOR BATTLE aren't wielding any weapons or a shield when you make
Once a short rest, you may spend 10 minutes focusing the attack roll, the d6 becomes a d8.
on yourself. When this is done you gain a number of At the start of each of your turns, you can deal 1d4
temporary hit points equal to your rage counter plus bludgeoning damage to one creature grappled by you.
half your level.
7
PROTECTION PLANNING IS EVERYTHING
When a creature you can see attacks a target other than
Starting at 7th level whenever initiative is rolled you may
you that is within 5 feet of you, you can use your
make a Wisdom (Perception) check, DC equal to 10 plus
reaction to impose disadvantage on the attack roll. You
the number of enemies currently in the encounter. On a
must be wielding a shield.
success, you gain a number of rage points equal to your
rage counter and remove the surprised condition if
INTERCEPTION
When a creature you can see hits a target, other than applicable.
you, within 5 feet of you with an attack, you can use
your reaction to reduce the damage the target takes by PLAN B
1d10 + your proficiency bonus (to a minimum of 0 At 9th level you become hyper-aware of your situation.
damage). You must be wielding a shield or a simple or When you fail a saving throw you may use your reaction
martial weapon to use this reaction. to add your proficiency bonus to it. If you still fail, you
gain a number of rage points equal to the difference
TACTICIAN POWERS between your saving throw and the DC. You may use this
At 5th level you may choose 3 of the following powers. ability a number of times equal to your Wisdom modifier a
long rest.
RAGING GRAPPLE
While holding a grappled target, you may use your
action to throw them. You throw them a number of BLINDING RAGE
At 11th level you can force others to focus on nothing but
squares equal to the number of rage points you spend on
this ability. your rage. You may choose any number of people within
30 ft. of you, but you must spend 1 rage point for every
AND STAY DOWN person you target. Your targets must make a Wisdom
As part of an attack action, you may spend 2 rage points
saving throw, DC equal to 8 plus your Wisdom modifier
to make an opposed Strength (athletics) check to force a
plus your proficiency bonus. On a success, they receive
target within 5 ft. of you prone. When forced prone in
disadvantage on their next attack. On a failure they are
this way the target must use the entirety of their
encompassed by your rage for 1 minute, they receive
movement to stand again.
disadvantage when attacking anyone but you and cannot
willingly move away from you. Once you use this ability
BACK BEAST
When you miss an attack, you may spend 2 rage points, you must complete a long rest before doing so again.
TO ME
With your action and spending 2 rage points you and
one creature of your choice within 5 ft. of you gain
advantage on melee attacks and Dexterity saving
throws. You may spend 1 additional rage point for every
additional creature within 5 ft. of you that you wish to
grant advantage to. You retain this advantage while at
least one of these creatures remains within 5 ft. of you,
they lose their advantage if they ever move more than 5
ft. from you. Once you use this ability you must
complete a long rest before doing so again.
8
THE WARMONGER BURNING BLOOD
When you are hit by an attack you may use your reaction
You have prepared your entire life to do one thing, kill.
and spend 2 rage points to make an opportunity attack
Vicious in your tactics and wild in your methods, you rip
against your attacker. On a hit, you grapple your target
through the battlefield like a tornado.
and deal 2 extra damage.
IMPROVED CRITICAL
Starting at 3rd level, you crit on a 19 or a 20. Additionally,
EXPLOSIVE RAGE
At 11th level you gain the ability to fill the battle with your
when you crit, you can spend up to 10 rage points,
rage. Once a long rest, as an action, every creature, of your
increasing the damage of the attack by that number.
choice, within 30 ft. of you must make a Wisdom saving
DEATH TO THEM ALL throw. The DC equals 8 plus your proficiency bonus plus
Starting at 5th level you gain additional rage points equal your Wisdom modifier. On a failure, the targets are
to half your rage counter whenever an enemy target marked by your rage. When attacking a marked target you
within 5 ft. of you dies. have advantage, additionally, when you hit a marked
target, you may spend any number of rage points dealing
FURY an equal amount of damage. Creatures remain marked
At 7th level you gain the ability to enter a fury. Once a long until you are incapacitated, they are incapacitated, or you
rest, as an action, you may explode with rage for a single fall to zero rage points.
turn. Until the end of your turn, you may make as many
attacks as you wish, but you must expend 5 rage points
every time. Once this ability is used you may not spend or
gain rage points until the end of your next turn.
WARMONGER POWERS
Starting at 9th level you may choose 3 of the following
powers.
BRUTAL STRIKES
Whenever you attack a creature with less than 20 hit
points you may use your bonus action to expend 10 rage
points and kill them instantaneously.
FLYING RAGE
As an action, you may leap into the air -not consuming
any movement- a number of squares equal to the
number of rage points you spend on this ability. You
may land anywhere within 10 ft. of where you left. You
land on the same turn you leaped. When you land you
may make a melee weapon attack, as a bonus action, on
a hit the attack deals additional damage equal to the
damage dealt to you from falling.
NO MERCY
Whenever you kill a target, you may use your reaction
and spend 4 rage points to make another attack on a
target within 5 ft. of the last. You may only do this once
a turn.
9
MAGIC ITEMS
Additionally, once the wearer returns to normal size,
they must succeed a constitution saving throw, DC 5. On
a success they return to their normal size and the DC is
Wondrous item, common brown bear, keeping their mind and wherewithal, and the
Two arrows with spined tips and shafts formed to your DC is reset to 5. The wearer remains in this form for an
hands. The arrows cannot be used as ammunition but hour, at which point they may remake the save, not
while they are being held the wielder gains a 40 ft. increasing the DC on a success. If the creature fails the
climbing speed. save 3 times in a row, they become stuck in this form and
become mentally a bear until a spell such as remove
must spend 1 rage point for every turn the sword remains A loin cloth (and bra if you choose) that fits comfortably.
activated. While activated the sword becomes While wearing no other protective measures, other than
encompassed in water gaining a +5 to reach and deals an the loin cloth, you may add your rage counter to your AC
additional 2d6 cold damage. in place of your Dexterity modifier. Additionally, you are
immune to the effects of extreme weather, such as that
requiring no save.
CLOAK OF MAGRRUN
Wondrous Item, Very Rare (requires attunement)
A black fur cloak carved from the back of a bear, the
wearer gains a +2 bonus to strength, not increasing
above 20. In addition, the cloak can temporarily
empower the wearer, as an action the wearer may
increase their size by one category for 1 minute. Their
weight is cubed and any items they were wearing or
carrying were enlarged as well. While enlarged the
creature's health increases by 20 and they gain
advantage on strength-based skill checks and saving
throws. The wearer also gains a +2 bonus to strength-
based attacks and all their strength-based attacks deal
an additional 1d12. Once this is done the wearer must
finish a long rest before doing so again.
10
ORB OF PEACE • Summon the Ancestors. You may spend 5 rage points
Wondrous item, rare (consumable) to cast the Summon Undead spell, requiring no
A clear glass orb that magically remains clean. At the end components. The undead spirit appears as one of your
of a battle, when you would lose all your remaining rage ancestors. Once you use this ability you must complete
points, you may instead store them in the orb. This a long rest before doing so again.
11