Core Traits
As you create your Warcaller, think about where you learned to lead. Did you hold a commission in a real army, train a village militia, or rise through the ranks of a mercenary company? What does the sign on your standard mean, and who else still carries it?
Then decide how you feel about orders. Most Warcallers trust the chain of command. Ask yourself when your character would break it, and who they'd break it for.
Quick Build. You can make a Warcaller quickly by following these suggestions. Make Constitution your highest ability score, followed by Charisma. Choose the Soldier background. Learn the Hold Fast! and Strike as One! Battle Cries.
Core Warcaller Traits| Primary Ability | Constitution and Charisma |
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| Hit Point Die | D10 per Warcaller level |
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| Saving Throw Proficiencies | Constitution and Charisma |
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| Skill Proficiencies | Choose 2: Athletics, History, Insight, Intimidation, Medicine, Perception, Persuasion, or Survival |
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| Weapon Proficiencies | Simple and Martial weapons |
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| Tool Proficiencies | Choose one: Drum, Horn, or one kind of Gaming Set |
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| Armor Training | Medium and Heavy armor and Shields |
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| Starting Equipment | Choose A or B: (A) Chain Mail, Shield, Longsword, 4 Javelins, Horn, Explorer's Pack, War Standard, and 35 GP; or (B) 155 GP |
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Class Features
As a Warcaller, you gain the following class features when you reach the specified Warcaller levels. These features are listed in the Warcaller Features table.
You carry a war standard: a banner on a pole, bearing a sign your allies know. While you carry it, it's strapped to your armor or back and leaves your hands free.
Plant the Standard. As a Bonus Action, or as part of the Bonus Action you take to use a Battle Cry, you can plant the standard in an unoccupied space within 5 feet of you. It can be set in earth, wedged in rock, or tied to a rope or ledge. While it's planted, your Rallying Aura originates from the standard instead of from you, as long as you're within 60 feet of it.
Retrieve the Standard. You can take the standard back as a Bonus Action while within 5 feet of it. Any other creature within 5 feet of it can pull it up with the Utilize action; if that creature isn't your ally, your aura returns to you.
The Standard as an Object. A planted standard has AC 15, Hit Points equal to five times your Warcaller level, and Immunity to Poison and Psychic damage. If it's reduced to 0 Hit Points, it isn't destroyed. Instead, it falls and is Broken: your Rallying Aura returns to you with a size of 5 feet. To restore it, you must retrieve the standard and then finish a Short or Long Rest to repair it, after which it regains all its Hit Points and your aura returns to its normal size.
Losing the Standard. If your standard is lost or taken from you, your Rallying Aura's size becomes 5 feet until you have a standard again. You can make a new one during a Long Rest with 1 GP of materials. A War Standard costs 5 GP and weighs 5 lb.
You project a steadying presence in an Emanation that originates from you (or your planted standard). Its size is shown in the Aura column of the Warcaller Features table. The aura is inactive while you have the Incapacitated condition.
Shield Wall. You and creatures of your choice in your aura gain a +1 bonus to Armor Class.
You can shout commands that push your allies past their limits. As a Bonus Action, you can expend one use of this feature to use a Battle Cry you know. Its effects apply to you and to each ally in your Rallying Aura who can hear you. Unless a Cry says otherwise, its effects last until the start of your next turn.
Uses. The number of uses you have is shown in the Battle Cries column of the Warcaller Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Cries Known. You know two Battle Cries of your choice from the list later in this class's description. You learn more as shown in the Cries Known column. Whenever you gain a Warcaller level, you can replace one Cry you know with another you qualify for.
Rally Die. Some Cries use your Rally Die, shown in the Rally Die column.
Saving Throws. If a Cry forces a saving throw, the DC equals 8 plus your Charisma modifier and Proficiency Bonus.
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
When a creature you can see hits an ally within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage that ally takes by an amount equal to one roll of your Rally Die.
You keep a group moving together. While you travel with your allies, the group ignores the penalties of a Fast travel pace. You also have Advantage on ability checks to lead a group through a hard climb, a rope descent, a forced march, or a retreat.
Warcaller Subclass
Level 3You gain a Warcaller subclass of your choice. The Drillmaster and Line Captain subclasses are detailed after this class's description. A subclass is a specialization that grants you features at certain Warcaller levels. For the rest of your career, you gain each of your subclass's features that are of your Warcaller level or lower.
Ability Score Improvement
Level 4You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Warcaller levels 8, 12, and 16.
You can attack twice instead of once whenever you take the Attack action on your turn.
You gain a feature from your Warcaller subclass.
Your planted standard's AC becomes 18, and it can't be moved by any effect against your will. In addition, while you and your allies are in your Rallying Aura, you have Advantage on Death Saving Throws and on saving throws to avoid or end the Frightened condition.
You gain proficiency in Wisdom saving throws.
When you use a Battle Cry, you can use two different Cries you know instead of one, expending only one use. Once you use this feature, you can't do so again until you finish a Short or Long Rest.
Your Rallying Aura's size increases to 20 feet.
When you're reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead and immediately use a Battle Cry without taking an action. Once you use this feature, you can't do so again until you finish a Long Rest.
Shield Wall Perfected
Level 17The Armor Class bonus from your Shield Wall increases to +2.
Your Rallying Aura's size increases to 30 feet.
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
As a Bonus Action, you raise your standard high and become a legend on the field for 1 minute. For the duration, your Rallying Aura's size is 60 feet, you and allies in it add your Rally Die to attack rolls and saving throws, and each of them regains Hit Points equal to your Constitution modifier at the start of each of its turns if it has at least 1 Hit Point. Once you use this feature, you can't do so again until you finish a Long Rest, unless you expend five uses of Battle Cries to use it again.
Battle Cries
The Cries are presented in alphabetical order. A Cry with a level prerequisite can be learned only once your Warcaller level meets it. "Affected creatures" means you and each ally in your Rallying Aura who can hear you.
Battle Cries| Cry | Level | Effect in short |
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| Advance! | 1 | Allies reposition without Opportunity Attacks |
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| Hold Fast! | 1 | Temporary Hit Points |
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| Mark That One! | 1 | Advantage against one enemy |
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| Steel Your Nerves! | 1 | End Charmed and Frightened, Advantage on a save |
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| Strike as One! | 1 | Extra damage on a hit |
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| Brace! | 7 | Resistance to the next hit |
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| Scatter Them! | 7 | Frighten enemies in the aura |
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| No One Falls! | 11 | Drop to 1 Hit Point instead of 0 |
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| Rise and Fight! | 15 | Healing and getting back up |
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Each affected creature can take a Reaction to move up to half its Speed. This movement doesn't provoke Opportunity Attacks.
Each affected creature has Resistance to the next instance of damage it takes before the start of your next turn.
Roll your Rally Die once. Each affected creature gains Temporary Hit Points equal to the roll, and you gain Temporary Hit Points equal to the roll plus your Charisma modifier instead.
Choose a creature you can see within 60 feet of you. Until the start of your next turn, the first attack roll each affected creature makes against that creature has Advantage.
Until the start of your next turn, when an affected creature would be reduced to 0 Hit Points and isn't killed outright, it drops to 1 Hit Point instead. This benefit then ends for that creature.
Each affected creature can spend one of its Hit Point Dice to regain Hit Points without taking an action. An affected creature with 0 Hit Points regains 1 Hit Point first.
This Cry affects enemies instead of allies. Each enemy in your Rallying Aura who can hear you must succeed on a Wisdom saving throw or have the Frightened condition until the end of its next turn.
Each affected creature ends the Charmed and Frightened conditions on itself, and it has Advantage on the next saving throw it makes before the start of your next turn.
Until the start of your next turn, once per turn when an affected creature hits a target with an attack roll, it can roll your Rally Die and add the number rolled to the attack's damage.