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D&D 5E Here's a Warlord, Discuss

Yunru

Banned
Banned
Not a finished one, true, but still.

Tactician Class:


Class Features:
Hit Die: 1d6 per level
Hit Points: 6 + Your constitution modifier
Hit Point Advancement: 1d6 + Your constitution modifier




Proficiencies:
Weapons: Simple weapons, martial weapons
Armor: Light armor, medium armor, shields
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Pick two from: Deception, Insight, Perception, Persuasion, Stealth and Survival




Equipment:
Tacticians start with the following equipment in addition to the equipment granted by their background. Alternatively, characters can start with 5d4x10gp to buy equipment.



  • Leather armor
  • A martial weapon and a shield
  • A diplomat's pack or an explorer's pack





Level Proficiency Bonus Features
1st 2 Rallying Word, Strategic Tactics
2nd 2 Create Opening
3rd 2 Assist Ally
4th 2 ASI
5th 3 Coordinated Attack
6th 3 Tactics feature, Body Reader
7th 3 Lend Hand, Rallying Word
8th 3 ASI
9th 4 Tactics feature
10th 4 Improved Create Opening
11th 4 Lend Hand
12th 4 ASI
13th 5 Tactics feature
14th 5 Improved Body Reader
15th 5 Lend Hand
16th 5 ASI
17th 6 Superior Create Opening
18th 6 Tactics feature
19th 6 ASI
20th 6








Strategic Tactics: You Strategic Tactics defines what kind of Tactician you are. You can choose between Assault Coordination, Intel Manipulation, and Psychological Battle.Your Strategic Tactics give you access to unique abilities and characteristics.




Rallying Word: At 1st level, you can use a bonus action to make an ally within 30 feet of you gain temporary hit points. The amount gained is equal to 1d8 + your Tactician level. After using this abilities, you must take a short or long rest before using it again. Starting at 7th level, you can use this ability twice before having to take a short or long rest.




Create Opening: Beginning at 2nd level, once per long or short rest make openings for your allies. A single ally that can see or hear you can use their reaction to make an attack or cast a cantrip. Starting at 10th ]level you can use this feature twice before needing a short or long rest. At 17th level, that ally can instead choose to use their reaction to take the Attack or Cast a spell action.




Assist Ally: Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature,the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.




Coordinated Attack: Starting at 5th level, when you use your action to take the Attack action, a single ally within 30 feet can use their reaction to make a single weapon attack.




Body Reader: Starting at 6th level, you gain proficiency in Insight, Perception, and Persuasion. At 14th level, you gain expertise in those skills.




Lend Hand: Beginning at 7th level, you use your reaction to allow an ally to re-roll a failed saving throw or ability check. You can only use this feature once between long rests. Starting at 11th level, you may use this feature twice between long rests. At 15th level, you gain an addition use of Lend Hand between long rests.




Capstone Feature:








Assault Coordination:




Charge Leader: When you choose these Tactics at 1st level, your hit dice become d10s, your maximum Hit Points increases by 2, and you gain proficiency in heavy armor.




Fighting Style: Starting at 6th level, you adopt a style of fighting as your speciality. Choose one of the options available to the Fighter. You can't take a Fighting Style option more than once, even if you later get to choose again.




Flank Coordination: Beginning at 9th level, whenever you and an ally are within 5 feet of a creature, your allies have advantage on attack rolls against that creature.




Intel Manipulation:




Plan of Action: After choosing these Tactics at 1st level, after you roll initiative, you may swap your result with that of a willing ally.




Quick Analysis: Starting at 6th level, you may add you Intelligence modifier to your initiative rolls.




Precise Timing: Beginning at 9th level, you can use your reaction to add +2 to an ally's attack roll. You may use this feature a number of times equal to your Intelligence modifier. Once you do you can't use this feature again until you take a short or long rest.




Psychological Battle:




Unarmored Defense: Starting when you choose these Tactics at 1st level, while you are wearing no armor and not wielding a shield, your armor class equals 10 + your Dexterity modifier + Charisma modifier.




Unnerve Opposition: Starting at 6th level, you may use a bonus action to unnerve an opponent. A hostile of your choice that can see or hear you must make a Wisdom saving throw against a DC of 10 + your proficiency + your Charisma modifier or suffer disadvantage on attack rolls until your next turn. Once you use this feature, you can't use it again until you take a short or long rest.




Motivate Ally: Beginning at 9th level, you may spend your action to add your Charisma modifier to the next attack and damage roll of an ally that can see or hear you.




13th




18th
 
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Yunru

Banned
Banned
Yes, yes it is. It lacks the homebrew tag and has had more participation in single day than the other ever did.
 

Satyrn

First Post
Psychological Battle:

Unarmored Defense: Starting when you choose these Tactics at 1st level, while you are wearing no armor and not wielding a shield, your armor class equals 10 + your Charisma modifier.
But the other Unarmored Defenses in the game (Barbarian and monk) are 10 + Dex + Another Ability. Did you just forget to tack the Dex onto it?
 


Satyrn

First Post
Also, this rubs me the wrong way:

Charge Leader: When you choose these Tactics at 1st level, your hit dice become d10s, your maximum Hit Points increases by 2, and you gain proficiency in heavy armor.
The Draconic Sorcerer and dwarf gain +1 hp per level instead of changing the Hit Dice. I get that you're probably changing the hit die to improve short rest healing but it just feels off to use this instead of the pre-existing mechanic.

And I think the base warlord ought to have a d8 hit die like the rogue anyway.
 

Create Opening need an action?

I think he will lack attacking punch. At best he need Coordinated Attack to be effective. If allies are not available or have use their reaction he wont be very effective.
A rogue or a two-handed weapon ally will be great, otherwise at level 11, the feature will be very meeh.

Create Opening is nice. Eldritch blaster will have fun. But again bottle necking on reaction can be a deception. You got very few of them. So it is not your main ability.

In 5ed the Warlord play wont be easy. You dont get 'Free action' to let your ally move or attack, Reaction will be a bottle neck.
There is no predetermined role in the party. You cant assume the presence of one or more 'striker' that a Warlord will make good use.
The class rely a lot on party composition to be effective. A monk, druid, most cleric and bard, wizard will make bad allies for you.
Surprisingly Rogue is better ally than a fighter or a paladin. Because you are making it's sneak attack work again.
 
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Yunru

Banned
Banned
Create Opening is actionless, akin to the Fighter's Action Surge.

You're, he lacks an 11th level feature akin to a third attack or Improved Divine Smite.
 


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