Warclad
Warclad
by Henry Brownell
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Warclad
A mysterious warrior suited in an otherworldly set of armor
stands before a horde of oncoming goblins and hobgoblins.
Stepping over the corpse of a bugbear, the magic within the
armor begins repairing its cracks and fractures. The warrior
gains unnatural speed and leaps over the front rank of goblins
into the fray. The warrior slips once in the midst of combat,
but the armor catches him and sets him back on his warpath.
A human mage weaves between the diving griffons, her
armor propelling her through the sky with magical force. She
knocks two griffons out of the sky with one fireball and
proceeds to advance on the griffon leading the pack. Her
quarry is the halfling rider, who turns around and responds
with a crossbow bolt that glances off her armor. She continues
advancing as she activates a sigil on her armor, readying a
barrage of magic missiles.
Knowing battle is only a day or so away, a dwarf saunters
over to his armor and begins making adjustments. He removes
the large shielded plate attached to the pauldron and replaces
it with a mounted crossbow. That should keep the buggers at
bay, he thinks to himself. After securing the crossbow to the
armor, he takes out another toolkit, and begins to fashion
armor plating for his teammates. If he can't take damage for
them, they should at least have some armor themselves.
These warclad are individuals who have either created or
otherwise came into possession of a set of armor imbued with
unique powers. These armors augment or enhance their
abilities while helping defend them in combat. Whether
skilled craftsmen or clever adventurers, warclad become
veritable tanks on the battlefield, shrugging off blows and
defending allies, while also being relentless attackers.
Warclad are few and far between, but their presence is
profoundly felt when they enter the fray.
Adaptive Armor
Though warclad derive much of their power from their armor,
they are by no means bound by the armor’s nature. Since the
armor functions to enhance their abilities, these abilities can
range anywhere from martial combat, to spellcasting, to even
stealthy infiltration. A warclad still has abilities outside of the
armor, but does not have access to most of their abilities when
not in harness. Most warclad armor can also be modified and
adjusted to better fit the wielder’s needs.
Newfound Craftsmen
Though some have created their armor, many have either
stumbled upon it or have had it gifted or passed on down to
them. Thus, many warclad must take on skills of crafting in
order to make adjustments in the field to tailor to their
environment. These skills can be carried over from creating
the armor, or developed over time as the armor has been in
their possession.
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These skills are the foundation of what makes a warclad
Creating a Warclad
useful in non-combat scenarios. Tinkering, smithing, As you create a warclad character, take into account the
disarming traps, and building fortifications, most warclad are origins of their armor. The most common explanation is that
skilled engineers who are not only stalwart bastions for their you created your armor, but other interesting possibilities
companions in battle, but resourceful problem-solvers who exist. Was it found abandoned in a dungeon? Was it a gift
find unorthodox solutions to the many dangers of adventuring. bestowed for a great deed? Is the armor granted to members of
a knight order? Is it an inherited set passed down from
generation to generation? Your character’s relationship with
The Warclad their armor should help define how they use it and what skills
Proficiency Power they might have because of it.
Level Bonus Features Dice It’s also important to think about your warclad’s history
before they came into contact with their armor. Warclad can
Warclad Armor, come from any number of backgrounds, and thus any number
1st +2 Protection Protocol — of characters can come from the Warclad class. The armor can
be of noble inheritance, cleverly stolen from a pirate lord's
2nd +2 Power Core, Upgrade (1) 2 d4s
horde, or invented to win a losing war. Though a warclad’s
3rd +2 Combat Chassis 2 d4s armor is a pivotal part to their character, it doesn’t mean it
defines them, so make sure your warclad is fully realized even
Ability Score without the armor.
4th +2 Improvement 3 d4s
Quick Build
5th +3 Extra Attack 3 d6s You can make a warclad quickly by following these
6th +3 Combat Chassis feature 3 d6s suggestions. First, Intelligence should be your highest ability
score, to help your character manage and maintain the
Additional Upgrade Slot complex workings of your armor. Your next highest score
7th +3 (2) 4 d6s should be Constitution. Second, select either the soldier or
guild artisan background.
Ability Score
8th +3 Improvement 4 d6s
Class Features
9th +4 Armorer, Siege Engineer 4 d8s
As a warclad, you gain the following class features.
10th +4 Combat Chassis feature 5 d8s
Hit Points
11th +4 Defend 5 d8s Hit Dice: 1d8 per warclad level
Hit Points at 1st Level: 8 + your Constitution modifier
Ability Score
Hit Points at Higher Levels: 1d8 (or 5) + your
12th +4 Improvement 5 d8s Constitution modifier per warclad level after 1st
Additional Upgrade Slot
13th +5 (3) 6 d10s Proficiencies
Armor: All armor, shields
14th +5 Combat Chassis feature 6 d10s Weapons: Simple weapons, martial weapons
Tools: Smith's tools, one other tool of choice
15th +5 Quick Use 6 d10s
Ability Score Saving Throws: Constitution, Intelligence
16th +5 Improvement 7 d10s Skills: Choose two skills from Athletics, Acrobatics, Arcana,
Investigation, Insight, Survival, Intimidation
Additional Upgrade Slot
17th +6 (4) 7 d12s
18th +6 Combat Chassis Feature 7 d12s
Equipment
You start with the following equipment, in addition to the
Ability Score equipment granted by your background:
19th +6 Improvement 8 d12s a martial weapon and a shield or ( b) two martial weapons
a light crossbow and 20 bolts or (b) five javelins
20th +6 Invincible 8 d12s burglar's pack or (b) explorer's pack
Smith's tools and one other tool of choice
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Other Class Information Protection Protocol
Other details of the warclad that aren't listed elsewhere can Once your warclad armor is bound to you, it is designed to
be found here. protect you at all costs, even when doing so damages itself.
Multiclassing Prerequisite: Intelligence 13 Armor Hit Points. Your armor has hit points equal to
Multiclassing Proficiencies Gained: All armor, all your warclad level times 4.
weapons, smith's tools
Repairing Armor. You can restore hit points to your
Starting Wealth: 3d4 x 10 gp
warclad armor by using your smithing tools. Minor repairs to
your armor can be done during a short rest, which restore the
armor's hit points back to no more than half its maximum.
Warclad Armor Major repairs can be conducted as part of a long rest, restoring
You have your set of magical warclad armor, and a set of the armor to its hit point maximum.
smith's tools to help maintain your armor. The description of If a long rest is interrupted while you are conducting major
repairs and at least an hour has passed since the rest began,
the armor is up to you and/or your DM, but most are visibly
enhanced or magical and constructed in unorthodox, complex you may gain the benefits of minor repairs.
ways. Unless specified by another feature, this is the only way
Armor. Your armor is a heavy armor that imposes your armor replenishes hit points.
disadvantage on Dexterity (Stealth) checks, weighs at least 50 Transferring Damage. When taking damage from any
lbs., and requires no Strength requirement for you to wear. It source other than poison or psychic damage, you can choose
grants the wearer an Armor Class of 16. It is a magical item, to transfer any amount of that damage to your armor,
subtracting damage from your armor’s hit points rather than
but is immune to dispelling effects such as dispel
your own. If any amount of damage reduces your armor to 0
magic and antimagic field. No creature besides yourself has
proficiency in your armor. hit points, the excess damage is inflicted upon you.
Smith's Tools. Your smith's tools can be used to modify If the armor is reduced to 0 hit points, it still functions as
and upkeep your armor. Their purpose for a warclad ranges normal, it just loses the ability to take damage.
from traditional armor maintenance, to engraving magical
markings to imbue your armor with power, to modifying your
armor's complex machinery. You can use these tools to create
a new set of armor should your armor be destroyed or you
find a better set of armor to replace it.
Creating New Armor. As a base for creating a new
warclad set, you can use any set of heavy armor. Doing so
renders your previous warclad armor inert of any warclad-
specific abilities. Creating this new armor requires your
smith's tools and a number of minutes equal to the base AC of
the new armor times five. Once complete, the armor retains its
original traits (such as AC, or magical effects) but also gains
your special warclad features. When an armor becomes your
warclad set, you ignore its Strength requirement, just as you
would for your starting warclad set. Other armor items like
helmets and bracers can be incorporated into the armor in a
similar fashion, requiring 10 minutes per item being
incorporated. You cannot have more than one warclad armor
made at a time. If you attempt to make a new set of Warclad
armor, the previous set returns to the state before it became a
warclad set.
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Power Core Upgrade Options
Starting at 2nd level, you unlock the power source at the core Analysis Display
of your armor's unique nature. While wearing your armor, you You spend an action and a power die surveying your local
gain access to your armor's power source, represented by a environment while wearing your armor. When you do so,
special pool of dice known as power dice. You start with two select one of the options below.
d4s as power dice. You use power dice for multiple warclad Deciphering Matrix. You cast the comprehend
features. When you use a power die, it is expended. You gain languages spell on yourself, requiring no spell components.
additional power dice at higher levels, and the die itself Sensor Sweep. You learn the exact number, but not the
increases at higher levels as well, shown on the warclad class location, of Tiny or larger creatures within 100 feet of you,
table. You regain all expended power dice upon completing a even those on the Ethereal Plane.
short or long rest, but for a short rest you must forgo minor Target Analysis. You target a creature you can see within
repairs to do so. 30 feet. You learn two of the following about the target: armor
Many features will require you to roll the dice when you class, damage resistances, damage immunities, damage
expend them, but some features use them as points to spend in vulnerabilities, condition immunities.
order to perform certain functions. Still others will simply
refer to your armor dice value, which is the current value of Autonomous Combatant
one of your armor dice. The armor has adjusted to your rigorous combat movements,
Upgrade and learned to be as effective as you in battle. If you miss an
attack while wearing your armor, you may expend a reaction
Upon reaching 2nd level, your armor's configuration and
and a single power die, rolling it and adding the result to the
powered potential can be channeled into upgrades. You gain
attack roll total. This cannot turn a non-critical hit into a
one of the following Upgrade options of your choice. You
critical hit.
gain additional upgrade slots at 7th, 13th, and 17th level.
You can replace a number of equipped upgrades equal to
your Intelligence modifier (minimum one) with different Deflecting Plates
upgrades over the course of a long rest, but you must forgo Your armor can absorb the vibrations of a blow and even
major repairs and instead only conduct minor repairs during reflect some of the force back to the attacker. If you are struck
the rest to do so. Preparing the new upgrades requires time with an attack, then as a reaction, you can expend one of your
spent modifying your armor with your smith’s tools: at least power dice and roll it, adding your Intelligence modifier to the
10 minutes per upgrade. result. The damage from the attack is reduced by the total.
If the deflection reduces the damage to 0, any leftover
amount from the deflection roll is inflicted upon the attacker
in the form of force damage, as long as they are within 5 feet
of you. You must be wearing your armor to use this feature.
Defensive Modalities
Your armor passively calculates strategies, aiding you in
assessing the battlefield and sharing these strategies with your
allies. When within 5 feet of an allied creature, you can use a
reaction to allow the allied creature to Disengage as a reaction
and move up to half their movement.
Additionally, as a bonus action on your turn while wearing
your armor, you can expend a power die and target a creature
you can see, assessing its fighting style. Each time after this
that the targeted creature makes an attack roll, roll one of your
power dice. Add the result to the attack roll if the attack is
against you, but subtract the result if the attack is against any
other creature. This cannot turn a non-critical hit into a critical
hit, but it can reduce a critical hit to a normal hit or missed
attack.
This effect lasts for 1 minute, ending early if you are
incapacitated or choose to target a different creature, spending
an additional bonus action and power die to do so. You can
also end this effect as a free action on your turn.
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Failsafe System Diagnostic
Your armor assists you when your mortal abilities fall short. If Your armor kicks in when outside forces affect you. You can
you fail a Strength, Dexterity, or Constitution saving throw, expend a power die and an action to end one of the following
you can use a reaction to roll a single power die and add the effects on yourself: blinded, deafened, poisoned, or any
result to the total, provided you are wearing your armor. magical effect causing the restrained condition. You must be
Doing so expends the power die. wearing your armor to do so.
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your next turn as you focus entirely on taking attacks and
protecting nearby allies. When you use your action to defend,
all allied creatures within 5 feet of you can take on your AC
instead of their own if they choose.
They also gain access to your Protection Protocol feature
while you are defending, and can transfer damage over to your
armor if you are wearing it and are willing. If any damage
reduces the armor to 0, any excess damage is inflicted upon
the allied creature.
When you take the Defend action, you can make a single
weapon attack as a bonus action.
Quick Use
By 15th level, your improved knowledge of objects and their
composition allows you to operate objects more effectively.
You may now use a bonus action on your turn to take the Use
an Object action or contribute an action to the operation of
siege weaponry. Several warclad combat chassis features that
require actions to activate can now be done using a bonus
action as well, which is noted in the description of said
features.
Armorer Invincible
At 20th level, your armor can intervene in dire need and leave
9th level allows you to grant additional armor to yourself and you unscathed. When you take damage from any source, you
allies. You gain a resource called armor points, equal to your can reduce that damage to 0. To use this feature, you must be
warclad level times 2. You use smith's tools to convert these wearing your armor. Once you use this ability, you can’t use it
armor points to temporary hit points for a creature (including again until you finish a short or long rest.
yourself) that you can touch using one minute and 1 gp worth
of materials per hit point. You can distribute these points
between yourself and other creatures however you would like.
When a creature loses these temporary hit points (either
through taking damage or finishing a long rest), they return to
your armor point pool to be distributed again.
Siege Engineer
Starting at 9th level, your knowledge of defenses and armor
allows you to build defensive structures. Using your smithing
tools and proper materials, you can prepare structures and
vehicles for assault. You must spend a minute and 5 gp worth
of materials to fortify each square foot of inanimate material
surface, be it a wall, a wagon, a ship's hull, or a door. When
you do so, you choose one of the following effects:
Armored. The object’s Armor Class increases by your
Intelligence modifier. This benefit does not stack.
Fortified. The object gains a damage threshold equal to
your Intelligence score. If it already has a threshold higher
than your Intelligence score, it does not benefit from this
effect.
Resistant. The object negates any effect that would inflict
double damage on structures, such as the siege monster trait.
You may not apply more than one effect to an area of a
structure. Removing the fortifications requires half the time
you used to construct them.
Defend
By 11th level, you become a front line defender that others
rally behind for protection. You can take an action known as
the Defend action, the effects of which last until the start of
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Combat Chassis Towering Form
Starting at 6th level, you are able to convert your armor into a
Your powered set of armor can become specialized to colossus of steel. You spend a total of 24 hours with your
different sets of abilities. The combat chassis reflects your smith's tools and warclad set in order to make a much larger
combat style, and the suit tailors to your abilities, augmenting version of your armor, known as the bulwark set. This also
and strengthening them. requires materials worth 15 times your armor's base AC in gp.
The armor’s size becomes doubled in all dimensions, and
its weight is multiplied by eight. You can wear an additional
Bulwark set of armor from within the bulwark, but only gain the
For those who choose the bulwark as their combat chassis, benefits of the bulwark armor when doing so. Your additional
their armor becomes a walking battlement. As such, the armor armor can benefit from the Link-Up Module upgrade
is not just a harness to be worn into battle, but a platform from available at 7th level while you are not in the bulwark armor.
which a warclad can prepare an attack or defense. The The bulwark stands erect when not being worn by you.
towering bulwark armor can be customized for different You can enter or exit the bulwark using half of your
scenarios and can even act independently from the wearer, movement. You can take items with you as you enter or exit
becoming an armored construct companion in battle. the bulwark (including weapons) unless they are attached via
attachment point. You also have storage space within the
Bulwark Features bulwark that can carry up to half its weight in items and
Warclad materials, as long as no item stored is longer than two feet on
Level Feature any side. Stored items do not count as part of your carry
weight while you wear the bulwark armor.
3rd Attachment Point While wearing the bulwark armor, your effective size
becomes that of the armor, increasing by one category—for
6th Towering Form example, from Medium to Large. This change does not affect
the damage you deal with weapons, but does allow you to
10th Sentry wield weapons appropriately to your new size class.
Another creature of your size or smaller can also enter
Watchful Sentry, Additional Attachment your warclad armor to gain the benefits of the Protection
14th Point Protocol feature.
Your bulwark armor's hit point maximum increases to your
18th Auxiliary Power
warclad level times 6.
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Watchful Sentry
Upon reaching 14th level, your sentry can mentally warn you
when danger is nearby. When a Tiny or larger creature enters
your sentry's blindsight radius while it is active, a mental Bulwark Sentry
alarm alerts you with a ping in your mind if you are within 1 Construct (one size larger than you), unaligned
mile of your sentry while it is active. You can designate
creatures that won't set off the alarm.
Additionally, as an action, you can see through your sentry Armor Class (your bulwark armor AC)
until the start of your next turn, hearing what it hears and Hit Points (your armor's hit point pool)
gaining the benefits of its blindsight. During this time, you are Speed 30 ft. (40 in mobility mode)
deaf and blind with regard to your own senses.
STR DEX CON INT WIS CHA
Auxiliary Power
Beginning at 18th level, your bulwark armor can convert extra 18 (+4) 9 (-1) 18 (+4) 7 (-2) 10 (+0) 3 (-4)
energy to mobility and combat capabilities, but only one at a
time, as your armor’s energy is limited. You (or your sentry)
Saving Throws Str +8, Con +8
can switch between these three passive effects using an action
to modify your armor's power systems. You select one of the
Skills Athletics +8, Perception +4
following modes, which grant the benefits either to your Damage Immunities psychic, poison
sentry or you while wearing the armor. Condition Immunities charmed, exhaustion, frightened,
Offensive Mode. All of your weapon attacks deal an paralyzed, poisoned
additional d6 of damage. Senses blindsight 60 ft., passive Perception 14
Defensive Mode. Your armor has resistance to Languages understands commands given by you in any
bludgeoning, piercing, and slashing damage. language but can't speak
Mobility Mode. Your movement speed increases by 10
feet.
Iterative Improvements. The following numbers increase
by 1 when your proficiency bonus increases by 1: the
bonuses to hit of its attacks, its proficient saving throws
and skills, and two of its attribute scores of your choice.
Actions
Unarmed Slam. Melee Weapon Attack: +8 to hit, reach
5ft., one target. Hit 10 (2d4 + 4) bludgeoning damage.
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Crusader
The combat chassis of a crusader is imbued with power from Blind Fighting
other planes of existence. Whether the armor was originally You have blindsight with a range of 10 feet. Within that
made by gods, or the warclad changes its essence to utilize range, you can effectively see anything that isn't behind total
these powers, a set of warclad crusader armor is a show of cover, even if you're blinded or in darkness. Moreover, you
otherworldly force. Veritable juggernauts like any other can see an invisible creature within that range, unless the
warclad, crusaders brazenly charge into battle without fear, creature successfully hides from you.
leading the charge and taking hits for their allies. Crusaders
are built for seizing territory and conquering lands. They Defense
wield mighty weapons, striking with deadly energies and While you are wearing armor, you gain a +1 bonus to AC.
tossing foes aside in their quest. While not necessarily fueled
by faith in divine powers, crusaders have learned to cleverly
harness the energies of beings either profane or divine in their
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
combat armor.
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
Crusader Features the new roll is a 1 or a 2. The weapon must have the two-
Warclad Level Feature handed or versatile property for you to gain this benefit.
3rd Fighting Style, Strength in Arms
Interception
6th Energized Strike When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your reaction
10th Glorious Charge to reduce the damage the target takes by 1d10 + your
proficiency bonus (to a minimum of 0 damage). You must be
14th Greater Defender wielding a shield or a simple or martial weapon to use this
reaction.
18th Felling Smash
Protection
When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to
impose disadvantage on the attack roll. You must be wielding
a shield.
Strength in Arms
At 3rd level when you choose the crusader chassis, you wield
weapons with greater might. While wearing your armor, you
can ignore the Heavy melee weapon property of Heavy
weapons, should you choose. You can also apply the Light
property to all other melee weapons, should you choose. This
does not change the Two-Handed property of any weapon.
Furthermore, when you wield a weapon with the Versatile
property using one hand, you may roll damage for that
weapon as if you are wielding it with two hands.
Energized Strike
At 6th level, you can manifest powerful energies through your
armor and weapons. When attacking with a weapon while
wearing your armor, you can expend one or multiple power
dice to emanate energy from your weapon. You still attack
with your weapon, but it now has a range of 30 feet. If it hits,
the attack deals damage equal to the power dice you spent
rolled together + your Intelligence modifier. The damage is
either fire, lightning, necrotic, or radiant; you choose the
Fighting Style damage type when you gain this feature. If you attack a target
At 3rd level, you learn to use your newfound power of the within your normal weapon range, it inflicts your weapon's
crusader and hone it into a fighting style. Choose one of the normal damage as well. This attack can only be done once per
following options. You can’t take a Fighting Style option turn.
more than once, even if you later get to choose again.
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Glorious Charge Fleshbinder
At 10th level, you can barrel through opponents on the A fleshbinder chassis occurs when a warclad dives deep into
battlefield. If you move at least 10 feet in a straight line on the secrets the armor holds, and discovers something lying in
your turn, you can use an action to charge into the next wait for them. Whether brought on by accidental prying or
creature you come into contact within that straight line. The implanted within the armor to one day arise, something else is
creature makes its choice of a Strength or Dexterity saving in the armor with you. The fleshbinder awakens a soul within
throw (DC 8 + your proficiency bonus + your Intelligence the armor, bringing it to life as a sentient being. The
modifier). personalities of these armors vary as much as the mortals who
On a failed save, the creature suffers bludgeoning damage wear them, but there is no denying the unsettling nature of
equal to your warclad level + your proficiency bonus. If this sharing so much with an entity the wearer knows of so little.
damages the creature, it is also pushed, occupying the same Some fleshbinder warclad go mad after years of another voice
space as you for the remainder of your movement. When your in their head. Others become so integrated with the armor that
movement ends, it falls prone in a space of your choosing 5 they constantly refer to themselves as "we." Regardless, the
feet from you. soul of the fleshbinder armor can be an invaluable companion,
If a pushed creature collides with a surface such as a wall, strengthening your abilities and generally proving that two
it suffers additional bludgeoning damage equal to your heads are better than one.
proficiency bonus, and your movement ends.
If the creature succeeds on its save, it suffers half the Fleshbinder Features
damage from the charge and is not pushed. Creatures two Warclad Level Feature
sizes or more larger than you automatically succeed this save.
3rd Awakened Armor
Greater Defender 6th Augmentation
At 14th level, you are able to defend your allies even more
effectively. When you take the Defend action granted by the 10th Strengthened Mind
warclad class, the range of allies who can be affected by your
Protection Protocol feature increases from 5 feet to 15 feet. 14th Symbiosis
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Augmentation
Abilities. Your armor has its own Intelligence, Wisdom,
At 6th level, your sentient armor has learned to repurpose its
and Charisma scores. These are determined by the player, who
physical composition at the cost of its own power and
uses the Customizing Ability Scores (Point-Buy) variant of
durability. As a bonus action, while wearing your armor, you
determining ability scores from page 13 of the Player's
reduce your armor's hit points to 1. Doing so grants you one of
Handbook. The player has 15 points to spend on these three the following benefits.
ability scores, rather than 27. No bonuses apply to these Spider Climb. The surface of your armor modifies to be
attributes. more adherent. You gain the ability to move up, down, and
Communication. The armor can communicate
across vertical surfaces and upside down along ceilings, while
telepathically with you as long as you both are on the same
leaving your hands free. You also gain a climbing speed equal
plane of existence. to your walking speed.
Senses. When not worn, the armor has a blindsight with a Striking Tendrils. You cause a number of tendrils equal
range of 30 ft, as well as a sense of touch. When worn by you,
to your total amount of warclad upgrade slots to sprout from
the armor's senses and yours are one in the same, and you can the armor. These tendrils are made of your armor's material
gain the benefits of its blindsight. If you already have and can be used as melee weapons. You are proficient in their
blindsight, the armor extends its range by another 30 feet.
usage, and you use Intelligence as your attack modifier. They
Alignment. The armor has an alignment. It might be
have a range of 10 feet and deal 1d4 bludgeoning damage +
influenced by your own alignment, or have one chosen by the your Intelligence modifier. The tendrils can hold items that
DM. you could hold in one hand or use weapons with the Light
Special Purpose. The armor may have an objective it
property, extending the range of each one by 5 feet. As a
pursues. How much that purpose aligns with the player's goal
bonus action on your turn, you can attack with all tendrils you
is up to the DM, but it is best that the armor and the player
have sprouted. No more than two tendril attacks can be made
character share a common goal. The armor will follow any
against the same target.
command the warclad gives it.
These effects last until your armor regains or loses any hit
Armor's Will. If you are wearing your armor and you
points, or when you complete a short or long rest.
make any Intelligence, Wisdom, or Charisma-based check
(not saving throw), you can decide to either use your own
statistics or your armor's, but cannot add any proficiency Strengthened Mind
bonus if you use your armor's. You must decide which before At 10th level, your armor's mind develops and becomes adept
making the roll. at a few skills. Select any two Intelligence, Wisdom, or
Bearer's Beckon. You can don the armor as an action by Charisma-based skills. Your armor gains proficiency in these
touching and activating the armor, and doff it similarly as a skills and you can apply it to these skill checks your armor
bonus action. You can don as a bonus action once obtaining makes using the Armor's Will sub-feature. Its proficiency
the Quick-Use feature at 15th level. bonus is the same as yours.
Two Minds. When wearing the armor, the presence of the In addition, your armor warns you of danger. While
armor's consciousness grants you advantage on saving throws wearing your armor, you have advantage on initiative rolls,
against being blinded, charmed, deafened, frightened, stunned, and you can’t be surprised.
or knocked unconscious. Your armor can also suffer poison
and psychic damage for you using the Protection Protocol Symbiosis
feature. At 14th level, you and your armor have learned to become
In your interactions with your armor, it is an NPC like any one, sharing many things with one another. You gain the
other. When your armor is at 0 hit points, the voice goes following benefits.
silent, and does not return until it has gained 1 hit point. Secondary Biology. When afflicted with a disease or
poison, you can choose to have your armor suffer the effects
of the ailment instead. You can end the poisoned condition
using minor repairs on a short rest, and end a disease on your
armor by using major repairs on a long rest.
Sharing Essence. Your armor can transfer hit points
from itself to you while you are wearing it. This is done as a
bonus action. The hit points transferred at once cannot exceed
your warclad level.
Offspring
At 18th level, your armor has developed into a fully-fledged
lifeform, able to reproduce and sustain life. When you gain
this feature, the armor plants a seed within your body that lies
dormant until a time of dire need. If you should ever die, as
long as your armor has at least 1 hit point remaining, your
armor can sacrifice its life force at any point within 7 days to
activate the seed. The armor returns to the state before it
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became a warclad set, and you are revived with a total of 1 hit Nonmagical Concoctions. You learn three nonmagical
point, without access to any class features that require you to concoctions of your choice from the following choices: acid,
be wearing your armor. alchemist's fire, antitoxin, holy water, oil, and basic poison
The seed grows into a new set of warclad armor emanating (all found in the Adventuring Gear section of the Player's
from your body at the end of your next long rest. It gains the Handbook). You learn an additional concoction at 10th level.
same features as your previous warclad set but with an These learned concoctions can be used without using a
entirely new personality (its attributes and skills might be concoction slot. Other nonmagical concoctions can be learned
different as well). under "Potions Known," and as such are used by using
Coming back from the dead this way is an ordeal. You concoction slots and are considered Common.
take a −4 penalty to all attack rolls, saving throws, and ability Concoction Slots. The Injector Concoctions table shows
checks. Every time you finish a long rest, the penalty is how many concoction slots you have to secrete and use your
reduced by 1 until it disappears. potions of Common or higher rarity. To use one of these
potions, you must expend a slot of the potion’s rarity or
higher. You regain all expended slots when you finish a long
Injector rest.
The injector chassis taps into alchemical processes and the For example, if you know the Common potion potion of
armor's highly adaptive harness to create a complex healing and have a Common and an Uncommon concoction
alchemical delivery system. The injector armor typically slot available, you can use potion of healing using either slot.
houses tubes, vats, and nozzles for injecting the wearer with Potions known of Common Rarity and Higher. You
strengthening salves and dousing foes with harmful know three Common potions of your choice. Potions can be
concoctions. A warclad injector is an adaptable strategist as chosen from the nonmagical concoctions options as well, and
much as they are a mighty frontline fighter, knowing that their as such are counted as Common potions.
body is a tool that can be modified for different scenarios. The Potions Known column of the Injector Concoctions
table shows when you learn more potions of Common rarity
Injector Features or higher. Each of these potions must be of a rarity for which
you have concoction slots. For instance, when you reach 7th
Warclad Level Feature
level in this class, you can learn one new potion of Common
3rd Alchemist, Concoctions or Uncommon rarity.
Whenever you gain a level in this class, you can replace
6th Alchemical Thrower one of the potions you know with another potion of your
choice. The new potion must be of a rarity for which you have
10th Syringe concoctions slots.
Concocting Potions. When you use this feature to
14th Filtration concoct a potion, you must immediately use the required
action to use the potion or else the potion is destroyed and the
18th Contingent Infusion
concoction slot is lost. All attempts to store these potions for
later use destroys the potion.
Many potions have to be ingested in some form in order
Alchemist for the effects to take hold. Until you gain the Syringe feature
In order to truly comprehend how your armor's alchemical at 10th level, you are limited to using these potions on
processes work, you gain proficiency with alchemist's yourself. Each of these potions are concocted and injected into
supplies and either the poisoner's kit or herbalism kit at 3rd you using a bonus action, after which they take effect.
level. Other potions are either applied to an item or area or are
thrown in some form at a target. These potions are deployed
Concoctions by your armor's mechanisms, but still take the same amount of
When you reach 3rd level, you are able to create and use time to use as the potion's original description.
potions with your armor. Doing so is similar to casting spells, Concocting Ability. Intelligence is your ability for your
as your armor infuses substances together to make a short- concoctions, since you learn your potions through study of
lived replica of a potion. Most of these are either injected into alchemical processes. Many potions refer to a set saving
your body upon their use or hurled at an enemy via a throw that a target must make a save against. You instead use
mechanism installed into your armor. your Intelligence modifier when setting the saving throw DC
When you learn a potion, you are learning to program its for a potion you concoct and when making an attack roll with
formula into your armor's systems. Your armor can only hold a thrown one.
so many formulas, and is only capable of producing so many
per day. These limitations are represented by your Potions Potion save DC = 8 + your proficiency bonus + your
Known and concoction slots, respectively. Intelligence modifier
Alchemist Frame. Starting when you select the Injector Potion attack modifier = your proficiency bonus + your
chassis at 3rd level, your armor becomes a vessel for storing Intelligence modifier
and deploying potions. Your warclad armor can only use the
potions it creates.
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Injector Concoctions
Warclad Nonmagical Potions
Level Concoctions Known Common Uncommon Rare Very Rare
3rd 3 3 3 — — —
4th 3 4 3 — — —
5th 3 4 3 — — —
6th 3 4 3 — — —
7th 3 5 4 2 — —
8th 3 6 4 2 — —
9th 3 6 4 2 — —
10th 4 7 4 3 — —
11th 4 8 4 3 — —
12th 4 8 4 3 — —
13th 4 9 4 3 2 —
14th 4 10 4 3 2 —
15th 4 10 4 3 2 —
16th 4 11 4 3 3 —
17th 4 11 4 3 3 —
18th 4 11 4 3 3 —
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
Filtration
Alchemical Thrower At 14th level, your armor now knows how to put a stop to
At 6th level, whenever you throw or splash a nonmagical harmful substances and strengthen beneficial ones. You
concoction, the range you are able to throw it becomes 60 become resistant to poison damage while wearing your armor,
feet. In addition, when you launch one of these concoctions, and roll with advantage against being poisoned.
you can expend a power die, rolling it and adding the total In addition, all healing potions you ingest while wearing
onto either the attack roll or damage for the concoction attack. your armor that aren't injected by your armor are maximized
in the amount of healing they do.
Syringe If you take the Rebreather upgrade in addition to this
feature, you gain immunity to poison damage and the
At 10th level, when you expend a concoction slot to use an
poisoned condition while wearing your armor.
ingested potion, you can instead choose to inject it into
another creature as an action. Either touch a willing creature
or make an unarmed attack against an unwilling one. When Contingent Infusion
you touch the creature or make a successful unarmed attack, You can set special contingencies at 18th level. You can set
the target creature suffers 1 point of piercing damage if it is up to two ingested potions at once to activate when a trigger
willing, or piercing damage equal to your unarmed strike if event occurs. The trigger must be internal to you and the
unwilling. After this damage is applied, the potion is injected. armor, such as reaching a specific hit point threshold, gaining
The potion then takes effect as if it were ingested by that the effects of a spell or potion, or becoming subject to a
creature. condition. You set up this contingency at the end of a long
rest, and you can only have one contingency active at a time.
When the triggering event occurs, if you have the concoction
slots for it, the slots are expended and the potions become
Not for resale. Permission granted to print or photocopy this document for personal use only . WARCLAD 14
injected, no action required by you. If you only have enough Variant Concoctions
slots for a single potion, then only that potion is injected.
There are some potions that can be changed slightly when
they are concocted or even have different effects when
Concoction List concocted at higher rarity levels.
Nonmagical Concoctions
Acid Potion of Diminution
Alchemist's Fire When you concoct a Potion of Diminution using different
Antitoxin rarity slots, it determines the duration of the potion's effects.
Basic Poison Rare. 2 hours.
Holy Water Very Rare. 4 hours.
Oil
Potion of Giant Strength
When you concoct a Potion of Giant Strength using different
Common rarity slots, it has the effects of different rarities of potion.
Acid They are as follows:
Alchemist's Fire Uncommon. Hill Giant, 21 Strength.
Antitoxin Rare. Frost/Stone Giant, 23 Strength.
Basic Poison Rare. Fire Giant, 25 Strength (not available until 16th
Holy Water level).
Oil Very Rare. Cloud Giant, 27 Strength.
Potion of Climbing
Potion of Healing
Potion of Growth
When you concoct a Potion of Growth using different rarity
Uncommon slots, it determines the duration of the potion's effects.
Oil of Slipperiness Uncommon. 1 hour.
Philter of Love Rare. 2 hours.
Potion of Animal Friendship Very Rare. 4 hours.
Potion of Fire Breath
Potion of Giant Strength Potion of Healing
Potion of Growth When you concoct a Potion of Healing using different rarity
Potion of Poison slots, it has the effects of different rarities of potions of
Potion of Resistance healing. They are as follows:
Potion of Water Breathing Common. Healing, 2d4 + 2 hp.
Uncommon. Greater Healing, 4d4 + 4 hp.
Rare. Superior Healing, 8d4 + 8 hp.
Rare Very Rare. Supreme Healing, 10d4 + 20 hp.
Elixir of Health
Oil of Etherealness
Potion of Clairvoyance
Potion of Resistance
When you concoct a potion of resistance, you choose the
Potion of Diminution
damage type it resists when you concoct it.
Potion of Gaseous Form
Potion of Heroism
Potion of Invulnerability
Potion of Mind Reading
Very Rare
Oil of Sharpness
Potion of Flying
Potion of Invisibility
Potion of Longevity
Potion of Speed
Potion of Vitality
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Spell Slots. The Iron Mage Spellcasting table shows how
Iron Mage many spell slots you have to cast your spells of 1st level and
An iron mage taps into the magical essence of their armor to higher. To cast one of these spells, you must expend a slot of
cast spells. Though warclad are usually not previously trained the spell’s level or higher. You regain all expended slots when
in magic, spending some time with the warclad armor has you finish a long rest.
revealed some magical secrets. These discoveries set them on For example, if you know the 1st-level spell magic
a path of magical study. missile and have a 1st-level and a 2nd-level spell slot
The iron mage's spellcasting focus is their armor, creating available, you can cast magic missile using either slot.
the convenience of not carrying a different one. However, the Spells known of 1st-Level and Higher. You know
iron mage must have a hand free to cast spells, as the magical three 1st-level spells of your choice from the iron mage spell
energy is channeled through the somatic movements of the list.
hand. The Spells Known column of the Iron Mage Spellcasting
The armor, being of a unique arcane nature, utilizes its table shows when you learn more spells of 1st level or higher.
own unique gambit of spells. Each of these spells must be of a level for which you have
spell slots. For instance, when you reach 7th level in this
class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace
one of the spells you know with another spell of your choice
from the iron mage spell list. The new spell must be of a level
for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting
ability for your iron mage spells, since you learn your spells
through study of magic and your armor's mechanics. You use
your Intelligence whenever a spell refers to your spellcasting
ability. In addition, you use your Intelligence modifier when
setting the saving throw DC for an iron mage spell you cast
and when making an attack roll with one.
Iron Mage Features Ritual Casting. You can cast an iron mage spell as a
Warclad Level Feature ritual if that spell has the ritual tag and you know the spell.
Spellcasting
When you reach 3rd level, you are able to cast spells while
wearing your warclad armor.
Spellcasting Focus. Starting when you select the Iron
Mage chassis at 3rd level, your armor can become your
spellcasting focus. You may only cast spells learned from this
class while wearing your warclad armor.
Cantrips. You learn two cantrips of your choice from the
iron mage spell list. You learn an additional iron mage cantrip
of your choice at 10th level.
When you reach a level in this class that grants the Ability
Score Increase feature, you can replace one of the cantrips you
know with another cantrip from the iron mage spell list.
Not for resale. Permission granted to print or photocopy this document for personal use only . WARCLAD 16
Iron Mage Spellcasting and defend yourself simultaneously. When you take the
Dodge action (and later the Defend action), you can cast a
Warclad Cantrips Spells
cantrip as a bonus action.
Level Known Known 1st 2nd 3rd 4th
3rd 2 3 2 — — — Armor of the Arcane
Starting at 10th level, your armor can substitute its own power
4th 2 4 3 — — — for your spellcasting force. When casting a spell of 1st level
or higher, instead of expending a spell slot, you can expend
5th 2 4 3 — — —
power dice, as long as you are wearing your armor. When you
6th 2 4 3 — — — do this, you spend an amount of power dice equal to the level
of the spell. For example, you would spend 3 power dice to
7th 2 5 4 2 — — cast a 3rd-level spell. You cannot use this feature in
conjunction with using spell slots, and you cannot use it to
8th 2 6 4 2 — — cast spells at higher levels.
9th 2 6 4 2 — —
Armored Flight
10th 3 7 4 3 — — Beginning at 14th level, the magical vibrations of your armor
propel you into the sky, giving you a flying speed equal to
11th 3 8 4 3 — — your current speed. While wearing your armor, you can begin
flying as a bonus action on your turn. Your flight lasts until
12th 3 8 4 3 — — you end it as a bonus action on your turn.
13th 3 9 4 3 2 —
Magic Core
14th 3 10 4 3 2 — At 18th level, the magic of your armor has adapted to contain
your magical essence. You can store up to three spells of 4th
15th 3 10 4 3 2 — level or lower in the armor. To do so, you or a willing creature
must cast a spell on the armor. The spell has no effect but is
16th 3 11 4 3 3 —
stored within the armor for a number of days equal to your
17th 3 11 4 3 3 — spellcasting modifier (minimum 1 day). The spell can be cast
while wearing the armor at any later point, using only a bonus
18th 3 11 4 3 3 — action, requiring no spell slots, and using the original caster's
statistics. Alternatively, you can cast multiple of them at once
19th 3 12 4 3 3 1 as an action. When the spell is cast, the spell is no longer
stored. When attempting to store a fourth spell into the armor,
20th 3 13 4 3 3 1 you must choose one of the previously stored spells to
dissipate, becoming no longer stored in the armor.
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1st Level
absorb elements
alarm (ritual)
arcane weapon
burning hands
comprehend languages
chromatic orb
detect magic (ritual)
disguise self
faerie fire
identify (ritual)
longstrider
magic missile
sanctuary
shield
Tasha's caustic brew
thunderwave
witch bolt
2nd Level
alter self
arcane lock
continual flame
darkvision
enhance ability
enlarge/reduce
heat metal
invisibility
locate object
levitate 3rd Level
magic weapon counterspell
protection from poison dispel magic
pyrotechnics fireball
scorching ray fly
see invisibility glyph of warding
shatter haste
spider climb lightning bolt
protection from energy
sending
tiny servant
water breathing
tongues
4th Level
arcane eye
elemental bane
fire shield
freedom of movement
ice storm
locate creature
Otiluke's resilient sphere
stoneskin
summon construct
wall of fire
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Modify Shape
At 3rd level, you have unlocked the potential of your armor to
change shape, and you along with it. You gain a resource
called Mod charges. You have Mod charges equal to your
Intelligence modifier (minimum 1), and all Mod charges
replenish after a short rest. You can use Mod charges for the
following effects.
Armor's Weapons. While wearing your armor, you can
use an action and expend a Mod charge to cast alter self. You
can only use the Natural Weapons portion of the spell, and it
morphs your armor instead of your body, as it forms to make
magic weapons.
Inmutable Form. While wearing your armor, you can
use a reaction and a Mod charge to become immune to any
spell or effect that would alter your form, should you choose.
This immunity lasts until the end of your next turn.
Portability Mode. You can touch your armor as an
action and expend a Mod charge to have your armor
reconfigure to a small portable form. In your armor's
portability mode, it is no larger than three cubic feet in
volume and has its weight magically reduced to half of its
usual weight. If portability mode is triggered while you are
wearing the armor, it instantly doffs the armor as part of the
action required to reconfigure. You can activate your armor in
portability mode by touching it as an action, causing you to
don the armor instantly. Portability mode and its quick-
donning feature can be activated and deactivated as a bonus
action once you gain the Quick-Use feature at 15th level.
Armor Morph
Mechanomorph At 6th level, the shifting potential of your armor allows you to
configure your armor in different shapes. You gain a resource
When one begins uncovering the inner workings of their own
called Morph charges. You have Morph charges equal to your
warclad armor, some interesting connections are made, and
proficiency bonus, which can be used to magically change
daring questions are posed. Is the armor an animated
your armor's shape while you are wearing the armor, or
construct? Can it alter its form? The mechanomorph has
change the shape of your armor as it is in portability mode.
answered these questions with a resounding "yes." These
You regain all spent Morph charges by completing a long rest.
warclad have discovered their armor's odd ability to
To morph your armor, you either do so as a bonus action
reconfigure itself, allowing the armor to take on the shape of
while wearing it or by touching it as an action while it is in
different objects and even creatures. A mechanomorph uses
portability mode. Each transformation lasts until you complete
their armor like a toolbox, using it to fit the needs of any
a rest as noted in the transformation description. You can use
given situation. This gives the mechanomorph a deeper
Morph charges regained at the end of a long rest to reactivate
knowledge of constructs, which allows these warclad to
the transformation, maintaining the transformation without it
command and morph into construct forms.
ever reverting. You can end a transformation by touching your
armor as a bonus action on your turn. Initiating a
Mechanomorph Features transformation reverts any active transformations in effect. If
Warclad Level Feature there is no room for the form to manifest when you activate it,
the transformation fails and you lose your charges.
3rd Modify Shape Additionally, all portability mode transformations are capable
of being enhanced by your Siege Engineer feature at 9th level.
6th Armor Morph Some forms can only be achieved while your armor is
equipped or while in portability mode, which will be denoted
10th Mechanical Companion in the form's description as either armor mode or portability
mode. Some forms also require multiple Morph charges to
14th Control Constructs
activate, which is also noted in the form's description. The
18th Construct Form forms your armor takes in portability mode can be targeted by
attacks and damaging effects, in which case it uses your
armor's AC and hit points, and is immune to poison and
psychic damage. If reduced to 0 hit points, it reverts to its
Not for resale. Permission granted to print or photocopy this document for personal use only . WARCLAD 19
default portability form and cannot transform again until it and operate it. A creature can push the launcher, moving it at
regains hit points. half their normal speed. It takes an action to load and an
action to fire and can use any simple or martial ammunition or
Aerial Form thrown weapon as ammunition. When you gain the Quick-Use
Armor mode, 5 Morph charges feature at 15th level, you can load or fire the launcher as a
You gain a flying speed of 60 ft. and don't provoke bonus action on your turn.
opportunity attacks when you fly out of an enemy's reach. The launcher, despite whoever uses it, uses your
This form lasts until you complete a short or long rest. proficiency bonus + your Intelligence modifier for attack rolls.
It has a range of 120/480 ft. and regardless of the ammunition
loaded into it, deals 1d12 + your Intelligence modifier of
Aquatic Form damage, the damage type dependent on the ammunition or
Armor mode, 2 Morph charges weapon loaded into the launcher. Magical bonuses to fired
You gain a swim speed of 60 ft. and can breathe both air ammunition or weapons still apply.
and water. This form lasts until you complete a short or long The launcher can be attached to vehicles with your smith's
rest. tools and 10 minutes of work. Up to two launchers can also be
integrated into other portability mode armor morphs by
Battlewagon spending one extra Morph charge per launcher when
Portability mode, 4 Morph charges transforming your armor, being automatically affixed and
Your armor turns into a self-powered wheeled wagon with integrated into the form upon transforming.
a speed of 40 ft. and grants all passengers full cover. The This form lasts until you complete a short or long rest.
wagon can hold 1200 lbs. worth of passengers and items, as
long as no passenger or item is longer than 10 ft. on any side. Ornithopter
The wagon takes a turn in initiative just after you, but cannot Portability mode, 6 morph charges
take actions other than movement. You can designate a single Your armor becomes a self-powered flying vehicle with a
creature at a time who is able to pilot the wagon themselves, flying speed of 60 feet. The vehicle is capable of carrying 600
and instead use the wagon's movement on their turn. All lbs of passengers or items, as long as no passenger or item is
creatures within the wagon can lean out of various openings to longer than 10 feet on any side. All creatures within the
make ranged attacks. vehicle have three quarters cover. The vehicle is not able to
This form lasts until you complete a long rest. leave the ground or begins to fall out of the air if more is
placed on the vehicle. The ornithopter takes a turn in initiative
Chariot just after you, but cannot take actions other than movement.
Portability mode, 2 Morph charges You can designate a single creature at a time who is able to
Your armor turns into a self-powered wheeled chariot with pilot the ornithopter themselves, and instead uses the
a speed of 60 ft. and grants all passengers half-cover. The ornithopter's movement on their turn
chariot can hold 400 lbs of items or passengers, as long as no This form lasts until you complete a long rest.
item or passenger is longer than 10 feet on any side. The
chariot takes a turn in initiative just after you, but cannot take Racing Form
actions other than movement. You can designate a single Armor mode, 1 Morph charge
creature at a time who is able to pilot the chariot themselves, Your walking speed increases by 30 ft. This form lasts
and instead uses the chariot's movement on their turn. until you complete a short or long rest.
This form lasts until you complete a short or long rest.
Rampart
Fortress Portability mode, 1 Morph charge
Portability mode, 6 Morph charges Your armor turns into a wall that is 10 feet tall, 10 feet
Your armor turns into a fortress with the same effect as wide, and 1 foot thick which is implanted into the ground.
the Instant Fortress rare magic item. This form lasts until you You can add an identically sized segment of the wall for each
complete a long rest. additional Morph charge spent when you initiate this
transformation, but cannot add more later. You can arrange
Hulking Form each segment of the wall in whichever direction you choose.
Armor mode, 4 Morph charges This form lasts until you complete a long rest.
You become enlarged as if you are under the enlarge effect
of the enlarge/reduce spell. This form lasts until you complete Skimmer
a short or long rest. Portability mode, 3 Morph charges
Your armor becomes a buoyant self-powered vessel that
Launcher floats above water, capable of moving at a speed of 50 feet.
Portability mode, 2 Morph charges The skimmer is capable of carrying 600 lbs of passengers or
Your armor turns into a medium-sized powered launcher, items, sinking below water level if more try to board the
similar to most siege weapons. You or a single creature you vessel. The skimmer takes a turn in initiative just after you,
designate at a time can occupy the same space as the launcher but cannot take actions other than movement. You can
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designate a single creature at a time who is able to pilot the
skimmer themselves, and instead uses the skimmer's
movement on their turn.
This form lasts until you complete a long rest.
Sloop
Portability mode, 5 Morph charges
Your armor becomes a buoyant self-powered sail-ship with
a waterborne speed of 3 mph. The sloop has a single deck of
40 square feet, which you decide the configuration of as long
as the ship is longer than it is wide.
This form lasts until you complete a long rest.
Subterranean Form
Armor mode, 3 Morph charges
You gain a burrowing speed of 30 ft. and darkvision to a
range of 30 ft. This form lasts until you complete a short or
long rest. master or creator, and it has disadvantage on the save if you
are its master or creator.
Mechanical Companion After using this feature, you cannot use it again until you
At 10th level you can expend a Morph charge to complete a short or long rest.
cast polymorph on your armor as if it were a creature. Its level
is the same as your warclad level and uses its own hit points Construct Form
instead of the hit points granted by the spell's form, and At 18th level, your knowledge of constructs and transmuting
reverts to its default portability form if reduced to 0 hit points. your armor expands yet again, and you learn to emulate
In this form, the armor acts right after you in initiative and can constructs. When you expend a Morph charge to
take movement and the Dodge action on its own, but you must cast polymorph on your armor, you can transform it into a
use a bonus action on your turn to command it to take other construct-type creature in addition to beasts, using the same
actions available to it. It does not appear exactly as a beast, rules as your Mechanical Companion feature. The form your
but is clearly made of the same materials and components as armor takes is a replica of the original creature type but made
your armor. As is usual for your armor, it is immune to out of the same material and components as your armor.
psychic and poison damage as well as being charmed, In addition, your time studying and emulating these
exhausted, frightened, paralyzed, or poisoned. construct forms has granted you construct-like features. You
Your armor must be in portability mode to activate this can't be charmed or poisoned, and you are immune to poison
feature if you transform it into a creature of your size or damage.
smaller. If you wear the armor while transforming it into a
creature at least one size larger than you, then you end up
inside of the mechanical creature as a vehicle you are piloting, Morph Forms by Charges
granting you full cover. 1 Charge
You can designate one creature at a time who can also Racing Form (Armor Mode)
enter your armor in a similar fashion while it is in this beast Rampart (Portability Mode)
form, as long as it is at least one size smaller than the armor's
beast form.
2 Charges
The armor in this form has access to all base warclad class Aquatic Form (Armor Mode)
features that require you to wear your armor. You and your Chariot (Portability Mode)
armor share a pool for these abilities, and the armor expending Launcher (Portability Mode)
a use of a feature expends it for the both of you. 3 Charges
Skimmer (Portability Mode)
Control Constructs Subterranean Form (Armor Mode)
At 14th level, your knowledge of complex constructed 4 Charges
creatures allows you to attempt to take control of them. As an Battlewagon (Portability Mode)
action, you can cast dominate monster, requiring no spell Hulking Form (Armor Mode)
slots. Using this spell, you can only target constructs. This
feature ignores any construct's immunity to being charmed,
5 Charges
though such creatures do roll their save with advantage. Your Aerial Form (Armor Mode)
spellcasting ability for this spell is Intelligence (DC 8 + your Sloop (Portability Mode)
proficiency bonus + your Intelligence modifier). The construct 6 Charges
has advantage on the saving throw if it can see or hear its Fortress (Portability Mode)
Ornithopter (Portability Mode)
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Toa
The toa chassis is a remnant left by an ancient order of tribal
warriors who defended ancestral homes with their primal
powers. A bond with nature spirits granted them control of the
elements in their natural environment, manifesting in their
sacred armor. Toa chassis now lay scattered throughout the
world, waiting for new bearers to take up their mantle and
defend these wilds. These armors are sometimes made of
natural or organic materials, and include fearsome war masks,
which were the center of power of these lost warriors.
Toa Features
Warclad Level Feature
3rd Spellcasting, Toa Element
6th Elemental Resistance
10th Nova Blast
14th Elemental Immunity
18th Elemental Absorption
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Toa Element considered magical. You must be wearing your armor to use
this ability.
At 3rd level, you form a bond with a chosen environment,
This ability doesn't expend power dice, but you must
tuning into an element of nature. Your element is not one of
complete a long rest before using it again.
the four archetypal elements, but is rather tied to a region,
biome, or even a different plane of existence. This leads to the
many element types listed later. You gain several benefits Elemental Immunity
from your elemental choice. At 14th level, your attunement to your element is so great that
Unity with the Wilderness. Each element has a you and your armor are now immune to your elemental
geographic region and a damage type associated with it. When damage type, and you can confer this immunity to those you
you select an element at 3rd level, you gain benefits while in are defending with the Defend action. You must be wearing
this environment. You cannot be surprised while in your your armor to gain this benefit.
associated environment and can complete short and long rests
in half the amount of time that you normally would. Elemental Absorption
Duty to the Domain. As you are now a champion of
At 18th level, you draw so much power from your element
elements of nature, you also gain proficiency in either that it fuels and strengthens you. If you are wearing your
Intelligence (Nature) or Wisdom (Survival). You may instead armor and you are subjected to damage of your elemental
choose to gain proficiency in Intelligence (Religion) if you are
type, you can expend a power die to regain hit points equal to
a Toa of Light or Shadow.
the damage dealt. These hit points can be restored to both
Elemental Destiny. You learn two cantrips specific to
yourself and your armor.
your element, shown in the Elemental Spells tables. You learn
If this would restore you to your hit point maximum, and
more spells and innate talents as you gain levels in this class,
there are no more hit points to restore to your armor, the
as also shown in the Elemental Spells tables. These spells
remainder of the damage is converted into temporary hit
don't count as your prepared Mask Power spell, but you use points for you. The amount of temporary hit points gained
your mask charges to cast them (unless they are cantrips).
from this feature cannot exceed your warclad level.
Toa Elements
Toa Element Region Damage Type
Fire Hot, Volcanic Fire
Water Aquatic, Coastal Acid
Air Forest, High elevation Lightning
Earth Caverns, Underground Thunder
Stone Desert, Dry rocky Bludgeoning
Ice Arctic, Tundra Cold
Light Holy ground, Upper planes Radiant
Shadow Cursed Land, Graveyards Necrotic
Elemental Resistance
At 6th level, you gain resistance to your element's damage
type, as long as you are wearing your armor.
Nova Blast
At 10th level, the elemental power built up within you can be
released in a damaging blast of raw energy or elemental
debris. As an action, you release elemental energy in a 30 foot
radius emanating from you. All creatures within the blast
radius must make a Dexterity save against your spell save DC.
On a failed save, a creature suffers damage equal to your
current maximum power dice rolled together.
The damage is that of your elemental type. A creature
suffers half as much on a successful save. This damage is
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2nd Level
alter self
blur
darkvision
detect thoughts
enhance ability
enlarge/reduce
hold person
invisibility
levitate
locate animals or plants
locate object
misty step
silence
suggestion
summon beast
3rd Level
animate dead
blink
clairvoyance
fear
fly
haste
intellect fortress
major image
sending
slow
tongues
water breathing
4th Level
charm monster
dimension door
Mask Powers dominate beast
Cantrips (0 Level) greater invisibility
druidcraft hallucinatory terrain
friends locate creature
guidance
mage hand
mending
message
minor illusion
1st Level
animal friendship
catapult
cause fear
command
comprehend languages
disguise self
longstrider
shield
speak with animals
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Elemental Spells Toa of Stone
Toa of Fire Warclad
Warclad Level Spells/Abilities Known Level Spells/Abilities Known
3rd control flames, produce flame 3rd magic stone, mold earth
6th burning hands, searing smite catapult (stones only), hail of thorns (stone
6th shards instead of thorns)
10th Aganazzar's Scorcher, heat metal
10th knock, shatter
14th elemental weapon (fire only), fireball
meld into stone, Melf's minute
18th fire shield (warm shield only), wall of fire 14th meteors (bludgeoning damage instead of fire)
18th stoneskin, stone shape
Toa of Water
Warclad
Level Spells/Abilities Known Toa of Ice
Warclad
3rd acid splash, shape water Level Spells/Abilities Known
6th create or destroy water, cure wounds 3rd frostbite, ray of frost
lesser restoration, swim speed equal to 6th armor of Agathys, grease (ice slick)
10th walking speed (passive ability)
cloud of daggers (ice daggers), Snilloc's
14th tidal wave, wall of water 10th snowball swarm
18th control water, watery sphere 14th elemental weapon (cold only), sleet storm
18th fire shield (chill shield only), ice storm
Toa of Air
Warclad
Level Spells/Abilities Known Toa of Light
Warclad Level Spells/Abilities Known
3rd booming blade, gust
3rd light, word of radiance
6th jump, thunderwave
6th color spray, divine favor
10th gust of wind, warding wind
10th branding smite, moonbeam
14th call lightning, wind wall
14th blinding smite, daylight
elemental bane (lightning only), storm
18th sphere 18th aura of life, sickening radiance
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proficiency bonus (to a minimum of 0 damage). You must be
Vanguard wielding a shield or a simple or martial weapon to use this
The warclad vanguard is a mobile, reflexive warrior. They reaction.
hone their abilities in battle and enhance themselves using
their armor. While not always peak fighters, their armor
pushes the limits of their physical capabilities, making them
Protection
When a creature you can see attacks a target other than you
more than a match for the fiercest of foes. Unlike the heavy
that is within 5 feet of you, you can use your reaction to
bruisers they appear to be, warclad vanguards are precise,
impose disadvantage on the attack roll. You must be wielding
swift, and clever fighters.
a shield.
Vanguard Features Two-Weapon Fighting
Warclad Level Feature When you engage in two-weapon fighting, you can add your
3rd Enhanced Mobility, Fighting Style ability modifier to the damage of the second attack.
Blind Fighting
You have blindsight with a range of 10 feet. Within that
range, you can effectively see anything that isn't behind total
cover, even if you're blinded or in darkness. Moreover, you
can see an invisible creature within that range, unless the
creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Interception
When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your reaction
to reduce the damage the target takes by 1d10 + your
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Mission Training
As an adaptable warrior, at 10th level you can modify your
skillset to fit each situation you undertake. You gain
proficiency in any skill, tool, or saving throw. You can change
this proficiency to another over the course of a long rest.
Meteor Slam
Beginning at 14th level, your vanguard armor reacts and
cushions falls for you, making you immune to damage
inflicted by falling when wearing your armor. The vanguard
armor can also convert the force of a fall into offensive
damage. Upon hitting the ground after falling, you can use a
reaction to strike the ground and send out a shockwave of
damaging energy. All creatures within 10 feet of you upon
impact must make a Dexterity saving throw (DC 8 + your
proficiency bonus + your Intelligence modifier) or suffer a d6
of force damage for every 10 feet you fall, to a maximum of
20d6. Creatures suffer half damage on a successful save.
Extra Attack
At 18th level, you can attack three times instead of twice,
whenever you take the Attack action on your turn.
Wetworker
The wetworker takes a different approach to using their
warclad armor. While still able to defend allies and take hits
in combat, the wetworker modifies the armor for a more
precise purpose. A wetworker chassis is optimized for staying
undetected, tracking down targets, and eliminating them
silently. A good wetworker knows that patience is their
greatest weapon, and a good backup plan is their greatest
shield.
Wetworker Features
Warclad Level Feature
3rd Night Vision, Soft and Silent
6th Active Camouflage, Silent Takedown
10th Persistent Camouflage
14th Tracker's Sight
18th Unseen Strike
Night Vision
At 3rd level, your armor becomes modified for locating prey.
While wearing your armor, you have darkvision to a range of
60 feet. If you already have darkvision, its range increases by
60 feet.
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saving throw (DC 8 + your Intelligence modifier + your
proficiency bonus). On a failed save, the creature falls
unconscious. This does not reduce the creature to 0 hit points
automatically, but your normal damage from the triggering
attack is still inflicted. If this causes the creature to fall prone,
it does so silently.
If you successfully knock a creature unconscious with this
effect, you can use a reaction on your turn to take the Dash or
Hide action. If you still have uses of your Active Camouflage,
you can use this reaction to expend a use and
cast invisibility on yourself.
Persistent Camouflage
At 10th level, your armor perfects its invisibility. You can
expend two uses of your Active Camouflage feature to
cast greater invisibility on yourself as an action.
Tracker's Sight
At 14th level, the enhanced sight granted by your armor
becomes further optimized for seeking out your foes. While
wearing your armor, you can use an action and expend a
power die. When you do so, you gain the ability to see into
and through solid matter for 1 minute.
You also gain the option to select a more nimble frame for This vision has a radius of 30 feet. To you, solid objects
your armor, which you do so over the course of a long rest within that radius appear transparent and don't prevent light
with your smiths' tools. The base armor for your warclad set from passing through them. The vision can penetrate 1 foot of
can be Medium armor instead of Heavy. A warclad set made stone, 1 inch of common metal, or up to 3 feet of wood or dirt.
from Medium armor is called a warclad wetworker set, and Thicker substances block the vision, as does a thin sheet of
has its drawbacks and advantages. They are as follows: lead.
The wetworker set doesn't impose disadvantage on
Dexterity (Stealth) checks made while wearing the Unseen Strike
armor. At 18th level, you are a master of fighting while invisible.
You may add the entirety of your Dexterity modifier, not Once per turn, if you score a hit with a weapon attack while
just the maximum of 2, to your AC for any Medium you are invisible, you can turn that hit into a critical hit, as
armor you convert into a wetworker set. long as the target cannot see invisible creatures. This also
Your wetworker set sacrifices durability for applies to attacks that end your invisibility.
undetectability. Your wetworker armor's hit point pool is
equal to your warclad level times 3.
In order to better stalk your enemies, you also gain
proficiency in Dexterity (Stealth) checks and one of the
following skills. If you already have Stealth proficiency, you
can instead choose to gain proficiency in two of the following:
Dexterity (Acrobatics), Dexterity (Sleight of Hand),
Intelligence (Investigation), Wisdom (Perception), Wisdom
(Survival).
Active Camouflage
By the time you’ve reached 6th level, your armor has learned
to blend in with your environment, making you unseen. While
wearing your warclad armor, you can spend an action to
cast invisibility on yourself. You can do this a number of
times equal to your proficiency bonus, after which you must
complete a long rest to regain all uses.
Silent Takedown
At 6th level, you are a master at dispatching unaware foes. If
you score a hit against a creature while you are hidden from it
and deal damage, the creature must make a Constitution
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Armor Styles
Roleplaying options d6 Style
The burden of a warclad is that their greatest strength can also Appearing as any plate-bearing man-at-arms, both you
become their greatest weakness, if taken away from them. 1 and your armor are built for function and efficiency
Unlike the innate abilities of a sorcerer or the martial prowess
of a fighter, warclad can be separated from what makes them Engraved, bejeweled, with no small amount of gold
powerful. If caught off-guard without their armor, a warclad is detailing, you put the extravagance of your armor on
forced to improvise and adapt to their dangerous situation. 2 display
For a warclad, much of their adventuring is spent being
nigh-invincible. But the tables quickly turn when the armor is With a skull-like helm and black, jagged plates, you
off. What truly makes a warclad in these moments is their 3 want your enemies, and maybe even allies, to fear you
quick wit and unorthodox methods to get them through sticky
situations. Warclad are not simply fighters wearing fancy A traditional style of far-away lands, this exotic design
armor. They are sharp-minded engineers who are always on hints to the fact that you are an outlander, or at least that
the search for solutions. Because of this, it's important to ask 4 you're well-traveled
what your character is like when they take off the armor.
To help you explore this further with your own warclad, Hood up, wrapped in tabard and cloak, you'd prefer not
the sections below offer suggestions to flesh out and to reveal the pistons and whirling machinery that makes
strengthen the concept of who your warclad really is under the 5 up your armor
helm.
Armor Style Bedecked in ancient symbols and of a seemingly
impossible design, this armor is constructed of
The first thing most people will see of a warclad is their
armor. Even though it's important to distinguish who your
6 otherworldly material that befit its mysterious origin
character is outside of the armor, how your character chooses
to present their signature possession is very telling of who
they are. If your warclad doffs their jewel-encrusted plate to Armor Origin
reveal a penniless vagabond, that might raise some questions A question that befalls most warclad in their travels is "How
about who this warclad is and how they got their armor. did you come across that suit of armor?" Whether your
It could very well be that this armor was stolen, and a warclad is at liberty to answer this inquiry or not, there is an
once-pauper has since become a decorated defender. Or answer to this question somewhere in your character's past.
perhaps the other way around, as a rich noble commissions the If you were even partly responsible for the armor's
armor to have a very simple design. Maybe your warclad is creation, others might seek you out for the knowledge to make
trying to conceal the fact that they are wearing armor at all. this armor. Some organizations and individuals might even be
No matter the appearance of the armor, it should be intrinsic out to hunt you down and extract the secrets of constructing
to who this character is and how they came across this such a powerful artifact, or even to steal the armor outright.
powerful set of plate. If you were the one that stole it, it's only natural someone
would want to take it back. If it was gifted to you, by either an
individual or an order, they must have expectations for how
you will use this armor. Whatever price you paid for getting a
hold of this wondrous armor, its mere presence is enough to
warrant some interest in it from the world around you.
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Armor Origins You might develop several different power sources over
the course of your adventures, each one capable of enhancing
d6 Origin
your armor and granting you its signature abilities.
This armor is a privilege bestowed upon you by a knight
order you joined, and you must use the armor to uphold Power Sources
1 the tenets of this order d6 Power Sources
You created this armor, and as its creator, hold the Alchemy. A very specific combination of alchemical
2 secrets to its one-of-a-kind construction materials powers the armor, as the energized mixture
pumps through its systems, producing a reaction that
You traded something valuable for this armor, as it was 1 powers the suit.
3 more important to have this armor than anything else
Elemental Energy. You have harnessed the power of the
This armor doesn't belong to you, and its previous owner elements, be it fire, lightning, or some other primordial
4 is out there somewhere looking for it force. It surges through your armor and must be
You stumbled into this armor, hidden away from the 2 replenished with great care.
5 world, without knowing the secrets it holds Rune Magic. The arcane runes patterned into your armor
The armor is a family heirloom, passed down from invoke the magics that it utilizes. Some of the runes can
generation to generation, and now it's your turn to don it be destroyed with repeated use, and must be re-patterned
6 in your family's name 3 into the armor.
Steam. Your mastery in machinery has utilized the
pressure of steam to operate your armor's functions. The
Power Source maintenance of your armor's complex engines and
Your armor has an element that sets it apart from all other 4 machinery keeps it going.
armors. This element helps it perform all of the wondrous
deeds that warclad are capable of. It is represented by your Sustenance. Like a living creature, your armor must feed
power dice and other limited-use abilities. This source of to function. You might have designed it to turn
power depletes with usage and eventually needs recharging. energizing material into fuel. Or the armor has a life of
This is what you replenish when you restore power dice and 5 its own and demands to feed on something.
other abilities over the course of a rest.
This power source is typically unique to the armor set, and Trapped Being. A creature of great power (or some
often it is what you install into other armors when you convert aspect of it) has been encased in the armor, or willingly
it to a warclad set. Your knowledge of how to work this siphoned some energy to it. In either case, the armor
element of your armor determines most of your effectiveness draws on the creature's innate magical properties,
as a warclad, thus the many warclad features affected by 6 sometimes upon its very soul.
Intelligence.
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Special Thanks to
VampireBagel, NASA, and SgtBriar from The Discord
of Many Things for feedback and tweaks.
u/thedavidadams from Reddit for feedback and
collaboration.
r/UnearthedArcana for being a great community for
providing feedback and producing new ideas.
Art Credits
Warclad Class symbol made with royalty-free clipart
Royalty-free tribal mask stock image drawing
Medieval Vector: Armor & Weapons Decorative Graphic
by Eric Fritz (via Vintage Vectors)
Vintage Suits of Armor Illustration via Silver Spiral Arts
DMsGuild fair use art library
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