About this mod
While Warlords are as varied as styles of leadership, they all share one thing in common: a commitment to their decisions. Once a true Warlord decides on a course of action, whether it was their idea or not, they will see the plan through to its end.
- Requirements
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This is a BG3 conversion of LaserLlama's 5e Warlord class, which is itself based on D&D's 4e Warlord class. I wanted to add this class to BG3 because it's a martial support class, which I felt BG3 was missing, and LaserLlama's designs are always top-notch. Additionally, the Warlord class fulfills the fantasy of being a leader who empowers your allies, which matches BG3's companion system quite well.
Dependencies
This mod has no required dependencies, but 5eSpells, Mystra's Spells, and Homebrew Spells are all supported for use with the Academy of Gallantry subclass.
Current Content
Currently the mod includes all levels up to level 12, 3 subclasses (Chivalry, Gallantry, and Schemes), and most exploits. The specific exploits are detailed below. Some features have been adjusted or replaced to fit BG3's design. Additional levels, subclasses, and exploits may be added if demand is present.

Level 1:
Hit Die: 1d8
Armor Proficiencies: Light armor, medium armor, shields
Weapon Proficiencies: Simple weapons, hand crossbows, longbows, longswords, rapiers, scimitars, and shortswords
Saving Throws Proficiencies: Wisdom, Charisma
Skill Proficiencies: Choose two from Athletics, Deception, History, Insight, Intimidation, Investigation, and Persuasion
Equipment: Custom scale male, a longsword, and a light crossbow
- Leadership Style: Your leadership has taken on a particular style that determines your leadership modifier as well as additional benefits:
- Captain: You lead from the front with presence. You use Charisma as your Leadership Modifier. You also gain Armour Proficiency in heavy armor and Proficiency in Intimidation and Persuasion.
- Mentor: You counsel others with wise insights. You use Wisdom as your Leadership Modifier. Also, whenever an ally within 4.5m fails an Ability Check or Attack Roll you can use your reaction to roll 1d4 and add the result to its roll.
- Strategist: You guide others with cunning and wit. You use Intelligence as your Leadership Modifier, and you may give your action to an ally within 9m.
- Inspiring Word: Encourage an ally within 9m who is not downed to keep fighting, causing them to rejuvenate an amount of Hit Points equal to double your Leadership Modifier plus 1d4.
Level 2:
- Fighting Style: Select a fighting style from Archery, Defense, Dueling, Protection, or Strong Bow.
- Strong Bow: You may use your Strength modifier, in place of your Dexterity, for attack and damage rolls with longbows and shortbows. They deal 1 additional damage as well. Available to Warlords, Fighters, Rangers, and Paladins.
- Strong Bow: You may use your Strength modifier, in place of your Dexterity, for attack and damage rolls with longbows and shortbows. They deal 1 additional damage as well. Available to Warlords, Fighters, Rangers, and Paladins.
- Tactical Exploits: Tactical Exploits are techniques Warlords can use to enhance the abilities of themselves and their allies. All exploits other than Orders consume Exploit Dice, a resource that recharges on a short rest and scales as a Warlord increases in level. More details on how these abilities work can be found on LlaserLlama's page for this class. In this version, Exploits are rechosen at Warlord levels 3, 5, and every 4 levels thereafter.
- Attack Order: You can issue this Order in place of one of your attacks. You order an ally within 9m to make an additional attack on their turn.
- Defensive Order: You can issue this Order in place of one of your attacks. You order an ally within 9m to take a defensive stance. Until the beginning of their next turn, Attack Rolls against them have Disadvantage and they have Advantage on Dexterity Saving Throws.
- Insightful Order: You can issue this Order in place of one of your attacks. You instruct an ally within 9m on how they should attack. Their next Attack Roll before the start of your next turn has Advantage.
- Steadfast Order: You can issue this Order in place of one of your attacks. You order an ally within 9m to ready themselves against physical threats. Until the beginning of your next turn, they can add your Leadership Modifier to Strength, Dexterity, and Constitution Saving Throws.
- Commanding Presence: You may expend one Exploit Die to gain a bonus equal to your Exploit Die to Intimidation and Persuasion Checks for one minute. If your Strength is higher than your Charisma, you may use it for Intimidation Checks.
- Cunning Instinct: You may expend one Exploit Die to gain a bonus equal to your Exploit Die to Perception and Survival Checks until your next Long Rest.
- Inquisitive Eye: You may expend one Exploit Die to gain a bonus equal to your Exploit Die to Investigation and Insight until your next Long Rest.
- Subtle Con: You may expend one Exploit Die to gain a bonus equal to your Exploit Die on Deception, Performance, and Slight of Hand Checks for one minute.
- Lightstep: As a bonus action, you may expend one Exploit Die to become light on your feet. For one minute, you gain a bonus equal to your Exploit Die to Acrobatics and Stealth Checks.
- Feint: You may expend one Exploit Die to feint as a bonus action, forcing a creature within 4.5m to make a Wisdom Saving Throw. On a failed save, you have Advantage on your Attack Rolls against them until the end of your current turn.
- First Aid: As an action, you can touch a creature and expend up to 5 Exploit Dice to grant them a number of Hit Points equal to the total roll added to their Constitution modifier.
- Heroic Fortitude: Whenever you fail a Strength, Dexterity, or a Constitution Saving Throw you may use a reaction to expend an Exploit Die and add the result to your roll.
Level 3:
- Academy of War: Choose the subclass that best represents your skill, training, and tactics:
- Academy of Chivalry: As a leader, you hold yourself to a lofty code of conduct. You stand as a beacon of fair play, honour, and justice, both on and off the field of battle.
- Additional Exploits: You always have access to the following exploits in addition to the other exploits you choose:
- Inspiring Presence: Your presence on the field of battle inspires those who fight beside you. When you roll initiative you can expend one use of Inspiring Word to grant yourself and allies within 9m temporary hit points equal to a roll of your Exploit Die + your Leadership Modifier.
- Anointed Knight: You have been trained in the classical skills of knighthood. You gain Proficiency with all martial weapons, musical instruments, and in either History, Performance, or Religion.
- Additional Exploits: You always have access to the following exploits in addition to the other exploits you choose:
- Academy of Gallantry: You combine the arts of music, strategy, and magic to inspire allies and vex foes. A unique style of bardic magic augments your leadership skills and can turn even an unskilled rabble into a deadly fighting force.
- Additional Exploits: You always have access to the following exploits in addition to the other exploits you choose:
- Leadership Caster: You cast your Gallantry spells using your Leadership Modifier. Your spell list can be viewed on LlaserLlama's page for this class. You may swap out a spell each time you level up. Note: This subclass displays as three separate subclasses due to restrictions BG3 has on spellcasting modifiers. They are identical, but each one uses its labeled modifier.
- Warrior Poet: You combine martial skill and musical talent to inspire your allies. You gain proficiency with musical instruments and Performance, and you add twice your Proficiency Bonus to Performance Checks
- Additional Exploits: You always have access to the following exploits in addition to the other exploits you choose:
- Academy of Schemes: You will secure victory at any cost. You do not care how you achieve your goals and will cheat, deceive, and sacrifice whatever you believe is necessary to succeed. You always have a backup plan should things not work out as you predicted.
- Additional Exploits: You always have access to the following exploits in addition to the other exploits you choose:
- Cheap Shot: You are not above dishonorable tricks to secure your victory. Once per turn when you hit a creature with a weapon attack, the target must succeed on a Dexterity Saving Throw or become Strained for one round, which halves their movement speed, prevents them from taking reactions, and restricting them to only take either an action or a bonus action.
- Dastardly Talents: You will use any method necessary to achieve your aims. You gain Proficiency in Deception, and can use your Leadership Modifier in place of Charisma for Deception Checks.
- Additional Exploits: You always have access to the following exploits in addition to the other exploits you choose:
- Academy of Chivalry: As a leader, you hold yourself to a lofty code of conduct. You stand as a beacon of fair play, honour, and justice, both on and off the field of battle.
Level 4: Feat
Level 5:
- Extra Attack
- More Tactical Exploits Available:
- Enlivening Order: You can issue this Order in place of one of your attacks. You order an ally within 9m to leap into action. Until the beginning of your next turn, their speed increases by 1.5m times your Leadership Modifier, they jump twice as far, and they have Advantage on Acrobatics and Athletics Checks.
- Rejuvenating Order: You can issue this Order in place of one of your attacks. You order another creature within 9m to make a Constitution Saving Throw to end any poisons or diseases currently affecting them.
- Crescendo of Violence: When an ally within 9m lands a critical hit, you can use your reaction to expend up to 5 Exploit Dice and grant that ally a number of Temporary Hit Points equal to the total roll plus your Leadership Modifier.
- Exposing Strike: When you hit a creature with a weapon attack, you can expend one Exploit Die to weaken them temporarily. The first attack made against that creature before the beginning of your next turn has Advantage, and that attack deals additional damage based on your Exploit Die.
- Surprise Attack: You have an eye for openings in battle. As an action, you can expend one Exploit Die to command an ally within 9m to make one additional weapon attack with Advantage on their next turn. On a hit, it deals bonus damage based your Exploit Die.
- Hold the Line: As a bonus action, you can expend an Exploit Die to form your allies into a defensive position. You and allies within 3m gain a +2 bonus to Armour Class. You cannot move or be moved until you chose to end this effect.
- Heroic Will: Whenever you fail a Intelligence, Wisdom, or Charisma Saving Throw, you may use a reaction to expend an Exploit Die and add the result to your roll.
Level 6:
- Academy Feature:
- Academy of Chivalry:
- Lead the Charge: You lead best from the front lines. When you make a melee attack, you can issue an Attack Order as a bonus action on that turn.
- Lead the Charge: You lead best from the front lines. When you make a melee attack, you can issue an Attack Order as a bonus action on that turn.
- Academy of Gallantry:
- Heroic Charge: Your music guides your allies to battle. When you roll initiative you can expend one use of Inspiring Word to double the movement speed of yourself and allies within 4.5m during the first round of combat.
- Songs of War: You conduct battle like a great symphony. When you expend a spell slot or Exploit Die as part of your action, you can make a weapon attack as a bonus action on that turn.
- Songs of Peace: When you take a short rest, you and allies within 18m regain hitpoints equal to twice your Warlord level.
- Academy of Schemes:
- Ruthless Focus: You encourage allies to prey upon the weak. Anyone you target with an Inspiring Word or an Exploit adds your Leadership Modifier to the first attack roll it makes against a creature Strained by your Cheap Shot before the start of your next turn. Also, whenever you use an Exploit, you can take the Disengage or Hide action as a bonus action on that turn.
- Ruthless Focus: You encourage allies to prey upon the weak. Anyone you target with an Inspiring Word or an Exploit adds your Leadership Modifier to the first attack roll it makes against a creature Strained by your Cheap Shot before the start of your next turn. Also, whenever you use an Exploit, you can take the Disengage or Hide action as a bonus action on that turn.
- Academy of Chivalry:
Level 7:
- Valiant Leader: You have honed your Leadership Style with practice and study:
- Captain: You can target allies that are at 0 hit points, but not dead, with your Inspiring Word.
- Mentor: Your Mentor's Advice range increases to 9m. Also, the bonus increases to match your Exploit Die.
- Strategist: You and allies within 5m of you gain a bonus to initiative rolls equal to your Intelligence Modifier, so long as you are not Surprised or Incapacitated.
Level 8: Feat
Level 9:
- Rallying Cry: You can encourage allies to find success when they otherwise would fail. When an ally within 9m fails a Saving Throw, you can use your reaction to encourage them with a rallying cry. They re-roll and add your Leadership Modifier. You may do this once per short rest. You gain an additional use of this feature when you reach 13th and 17th level in this class.
- More Powerful Tactical Exploits Available: These one shots are more powerful and can only be used once per short rest.
- Perilous Gambit: As a bonus action, you can expend an Exploit Die to attempt to goad a creature within 9m to focus on attacking you. They have Advantage on Attacks made against you, but Disadvantage against other targets. Any creature that you target with an Inspiring Word or a Tactical Exploit has Advantage on Attacks against this creature until the beginning of your next turn. This lasts 10 rounds, and the creature can attempt to end the effect at the end of each of their turns. Once you use this exploit, you may not do it again until your next rest.
- Daring Rescue: When an ally within 9m is reduced to 0 hitpoints, you can use your reaction and an Exploit Die to force them to keep going past their limits. They regain hitpoints equal to one roll of your Exploit Die plus your level, but they become Destabilized. On your next turn, your movement speed is tripled as you rush to rescue your ally. You must Stabilize them or they will fall back to zero hit points at the end of your turn. Once you use this exploit, you may not do it again until your next rest.
- Stand The Fallen: As an action, you expend up to 5 Exploit Dice to let forth an inspiring shout. All allies within 9m regain hit points equal to the total roll added to your Leadership modifier. Once you use this exploit, you may not do it again until your next rest.
Level 10:
- Unwavering Will: As a leader, you do not have the luxury of succumbing to your base instincts. You have Advantage on Saving Throws against being Charmed or Frightened.
Level 11:
- Tactical Superiority: When you roll initiative you regain one use of both Inspiring Word and Rallying Cry.
- Battlefield Control: The range of your Inspiring Word, Rallying Cry, and Exploits are doubled.
Level 12: Feat