Commander’s Presence Warlord – D&D 5e (2014) Subclass Optimisation Guide

Stand shoulder to shoulder with your martial allies with this melee focused and combative warlord subclass from KibblesTasty.

Commander’s are well acquainted with the battlefield. They’ve survived many a skirmish and know the ebbs and flows of battle. They are astute tactician’s and can inspire their troops to keep going in the face of overwhelming odds. They might hold military rank or simply be a combat veteran, either way, they know how to command a unit to where it needs to be.

The commander’s presence makes a capable melee warrior, which isn’t always the case for a warlord. They also have additional ways to enhance allies, can help the party make tactical movements at the beginning of battle and can even revive allies at 0HP

The warlord class and it’s subclasses will be releasing on D&D Beyond on 1st December 2026. It’s been created by 3rd party creator, KibblesTasty and is also available as a PDF from their website. It includes the full class and 8 subclasses. This article focuses on the commander’s presence subclass for which I’ve evaluated every feature, given some advice on using them and reviewed the subclass.

At a glance

  • Support martial that enhances allies
  • Better in melee than most warlords
  • Also able to tactically move allies and heal characters that have dropped to 0HP making them a decent support healer

Martial proficiency (Lv1) – 3/5

This is really useful for getting your attacks up to a standard where you might actually want to use your own attacks rather than sharing them with an ally. This is because you can now use higher damage weapons but could use a shield instead for extra durability. The heavy armor proficiency will allow you to dump dexterity and build for strength if you want. This will mean your AC will depend more on your purse than your ability scores.

There are a couple of challenges here though. One is that you’re simply making battlefield presence less useful by making your attacks better. Or you’re swapping out one good attack for another. The other is that this then leans the commander’s presence into a melee build. With a shield, there’s about enough durability there for this, but you won’t be the toughest.

I think instead I’d think of this more as having options. Martial proficiency allows your warlord to swap from being a support tactician to being a melee warrior when you need that. Perhaps if your party paladin is down or needs healing, your warlord can now step in. Or they can be used to draw some attacks while not necessarily making loads of attacks themselves.

Form up! (Lv1) – 4/5

This can be great for getting allies in the best places. You can get them behind cover, melee characters can get closer to the enemy while spellcasters might get further away. This can be really useful.

There’s a big incentive to take the alert feat so you won’t be surprised and to buff your wisdom to give allies as much movement as possible.

Keen pointer (Lv3) – 4/5

Free helpful word is going to be worth using as much as possible. You will need to be next to the enemy you’re targeting, so it’s worth building more for durability with this subclass. Combining it with rallying mark is great too. Now an ally has advantage against the target, deals more damage and gets some healing, all with just your bonus action.

On your feet (Lv7) – 4/5

Most warlords can heal, but they can’t recover a character from dropping to 0HP, but with on your feet, the commander’s presence can. You’re not a full healer, but this is still really useful and is the equivalent of healing word that can also stand someone up from being prone.

You’ll want your wisdom higher for the boosted healing, but this is already the case due to form up! anyway.

Martial advantage (Lv11) – 4/5

More damage each turn on your attacks is pretty good. It again pushes towards a melee build so I’d encourage you to build for durability. That may mean sacrificing a two handed weapons for a shield, but this helps your attacks become more worthwhile while still being worth sharing an attack each round with a harder hitting ally.

Bulwark (Lv15) – 3/5

This is decent, but situational. It relies on a multi-target saving throw, you and allies being affected by the saving throw and you passing the saving throw. Your high wisdom and proficiency in wisdom and charisma saving throws may be very useful here though. These are typically problematic for frontline warrior builds, but less so for the commander’s presence. I think the main challenge is this may not be beneficial loads of the time.

No one left behind! (Lv18) – 2/5

I think this is fun, but situational. The idea is you can now move to an ally more quickly under desperate circumstances (helping them get to their feet. You’ll still provoke attacks of opportunity, but you’ll have resistance to the damage they cause and those attacks of opportunity will enhance your healing. I’m not sure that’s a really good trade off, but that may depend on what creatures are getting attacks of opportunity against you.

I wonder how many circumstances you wouldn’t have been able to reach your ally to help with this and where no one else had a ranged healing word spell to use instead (many parties have a dedicated healer, or at least a partial healer like a bard, though it’s possible that is the commander’s job). I think it’s an interesting feature that will be fun for roleplay purposes, but it’s maybe not going to change an awful lot on the battlefield.

This is a pretty rock solid subclass. The commander’s presence can do more with their bonus action with a double dose of leadership dice abilities. They can also hold their own in melee, but you still need to build for this. Warlords are not that tough without building for resilience.

Interestingly, they make a solid backup healer now (more like a paladin or ranger in capability) as they can recover allies from 0HP, which vanilla warlords can’t do.

There’s some interesting late game features, but sadly, they’re a bit too situational to be really impactful. Everything else is pretty good though and I think there are lots of interesting ideas and flavour in this subclass.


The commander’s presence is a melee and wisdom-focused warlord. They remain a support character, but with a bit more capability to deal out attacks and survive on the frontlines.

I’d recommend building for wisdom, resilience (probably with a shield) and melee combat. I’ve covered the specific recommendations for optimising a warlord in my main class guide which you can find below.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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