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Fiddling with Fighters

I'm not sure how it doesn't mesh. When you become higher levels, you can use an Inspiring Word for yourself and an ally (and then two other allies at 16th) instead of you or an ally.

But above that you say it can affect CHA Mod +1 people.

The 18th level ability, I was afraid might be a bit OPed -all allies within 50' is...going to be pretty much everyone on your side all the time...But, on the other hand, it is a "capstone" ability really...and only applies for 2 levels worth of play...how much/high can that Cha. bonus be?

Would it be better if I limited it to 20'? Or, following the IW progression make it the Warlord and 3 allies of their choice within 20'? Does that suitably curb it?

EDIT: Basically, I'm not following. lol. What is the parallel/can you explain the comparison to Agonizing Blast?

You've made it cumulative with Agonising Blast. That puts +CHA mod on each of the Warlock's Eldritch Blasts, and now you're adding the Fighter's CHA mod too. And really, the Warlord shouldn't be affecting magic anyway.
 

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But above that you say it can affect CHA Mod +1 people.

Ah! I see. No. I guess I need to reword that to make it more clear. You can use Inspiring Word 1+Cha. mod. times between rests. With those uses, you can:

1. let you or an ally use a HD in combat.

AND/OR

2. grant 1 + Cha. mod. allies a HD to expend during/at the end of a short rest (when they'd normally be using their HD in most cases).

So, effectively you're giving that many [1+Cha. mod.] allies an extra/freebie HD to use on a short rest.

For using it during a combat, it's just you or 1 ally [within range that can see and hear you]. At 9th, it's you and an ally. At 16th you and 2 allies.

You've made it cumulative with Agonising Blast. That puts +CHA mod on each of the Warlock's Eldritch Blasts, and now you're adding the Fighter's CHA mod too. And really, the Warlord shouldn't be affecting magic anyway.

Again, as an 18th level ability I don't really see the issue...or really take it as a given/worry of having a warlock around to do that with...but it only working on a melee attack makes some sense...or weapon attacks...but, then, I immediately think, "Why shouldn't the warlock be able to tell his/her allied casters, 'Aim for the gap in the shoulder armor' or notice a monster's gait falter and notify everyone, "It's leg's wounded, go for the knees and ankles!'"

But I suppose there should be a way for it not to apply to area effects...
 
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Opinion: I think the 3rd level Move! ability of the warlord should require the allies to expend their reaction, in order to fit the 5E paradigm. For average troops that wouldn't matter at all, since they generally don't have anything better to do with their reaction except opportunity attacks; but it might matter for PCs. Alternately, make it like Coordinate Retreat and have it grant a bonus action to those allies on their next turn. But having them move during the warlord's turn without a reaction is kind of odd, and risks breaking things like Speed Factor initiative.
 

Opinion: I think the 3rd level Move! ability of the warlord should require the allies to expend their reaction, in order to fit the 5E paradigm. For average troops that wouldn't matter at all, since they generally don't have anything better to do with their reaction except opportunity attacks; but it might matter for PCs. Alternately, make it like Coordinate Retreat and have it grant a bonus action to those allies on their next turn. But having them move during the warlord's turn without a reaction is kind of odd, and risks breaking things like Speed Factor initiative.

Nice/good point. Thanks.

Edit made.
 
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Oh, three more comments:

First comment: Lead By Example is triggered by reducing an enemy to 0 HP or by dealing maximum weapon damage. Tying something to maximum weapon damage is kind of odd in several ways:

1.) Most 5E specials like Swords of Lifestealing trigger off of crits, not maximum damage, so it's breaking the idiom.
2.) You'd wind up being three times as inspiring with a greataxe as a greatsword, since d12 maxes out 1/12 of the time and 2d6 maxes out 1/36, unless GWF is in play and then it's slightly more often.
3.) Unarmed strikes would be inspiring every single time, since they have a fixed damage of 1.

So it's probably better to just tie it to crits or reducing an enemy to 0 HP. And in fact, since (N)PCs sometimes feign death in order to escape the real thing, it should also trigger on apparently reducing an enemy to 0 HP too--since it's a morale effect and not a physical/mystical effect, how would you troops know if the enemy is faking it?

Second comment, you can tell that this is a good class because I immediately want to roll up a goblinoid fighter with this subclass and make him one of the villains/major NPCs in my campaign. Up until now the niche has been filled by Eldritch Knights and Battlemasters. So far it looks like Battlemasters are the cunning tacticians with brains, Warlords are lead-by-example types with force of personality, and Eldritch Knights are the personal combat champions with magic a la Death Knights. (Action Surged Fireball should terrify NPCs.)

Third comment: maybe the 18th level ability should not apply to the warlord's own attacks, since how can you inspire yourself? Then again, the Oathbreaker paladin does affect himself so it might be fine. Although the Oathbreaker's aura is mystical, so the Oathbreaker isn't just believing his own rhetoric, he's actually tapping into a physical phenomenon that affects himself as well as his undead. I'm partially afraid that if a 20th level Warlord is doing 4 attacks at +5 to damage for each attack, that might overshadow the Champion and the Battlemaster. That can't happen with the Oathbreaker because he doesn't get 4 attacks. I go back and forth on this, but if I roll up any NPCs with this class I think I will not be letting him affect himself with this, any more than the Lore Bard can give himself bardic inspiration or the wild sorcerer Bend Luck on himself. It's strictly an other-person ability. Additionally, you might want to restrict the allies who can benefit somehow, by giving it specific fluff, so that DMs know whether or not Devastating Offensive should apply to skeletal archers, hordes (or swarms) of rats, and golems. Either restrict it (like Inspiring Leader) to those who can understand your language if it's intended to represent battle commands, or restrict it to those who are not immune to the charmed condition if it's supposed to be a lead-by-example thing. You could even let individual warlords pick which restriction applies, based on personal style, when they acquire the ability.
 

I don't understand why we have a three-page thread about this, you just take the tool proficiency for instruments and choose violin. Then, you either choose the fighter class or invite one to the party and you're good to go.
 

Here we are. Long time coming...but here it is. Probably not all entirely balanced, but, I think, "good enough" to play well with other, existing, classes.

Of course, all questions & comments (other than, "but if Feats..." and, "but if multiclassing..." Please and thank you. ;) ) welcomed.
 

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Some brainstorms for other potential fighter sub-classes...

Some of these might be better suited to backgrounds, as they could apply across multiple classes. Veteran definitely fits the bill, as would Monster Slayer (???) and Marauder/Reaver. Gladiator might too, unless you are just going for a Dark Sun "proficient in all weapons" vibe. Vanguard and Legionnaire could probably be rolled into another archetype along with some expansion on the maneuvers and styles. After all, what distinguished these guys was HOW they fought, not necessarily any special capabilities.



Tom
 
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Here's what I hope to be my very last and final word on the Warlord...for those that insist on a full class.

Obviously, let me know if there are glaring holes, mistakes, or "balance" problems.

Otherwise, have at it/enjoy.

5e_warlord_v2.jpg5e_warlord_v22.jpg5e_warlord_v23.jpg5e_warlord_v24.jpg5e_warlord_v25.jpg5e_warlord_v26.jpg5e_warlord_v27.jpg
 

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I'm thinking, maybe, now, the Ardent variant could/should just be done with an individual spell [psychic powers] list, like "Domain spells" or "Land spells."

Yeah, think I'll rewrite that as a Charisma "caster"...but not an actual spell progression, just When you're this level, you can do X."

Not sure if I like that, separate story/power mechanics, for the variant or the symmetry of the "Tactical Options" options...which these psionic powers would use instead...better.

What do you guys think?
 

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