Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll.
Survivor. The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.
Multiattack. The warlord makes two weapon attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:12 (2d6 + 5) slashing damage.
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit:6 (1d6 + 3) piercing damage.
Weapon Attack. The warlord makes a weapon attack.
Command Ally. The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord's next turn.
Warlords are legendary battlefield commanders whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for his or her banner.