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Lets design a Warlord for 5th edition

Yaarel

He-Mage
Skrimisher: Why fight a battle you can't win? And why win a battle you don't need to fight? The Skirmisher knows that victory goes not to the strongest, nor the smartest, nor even the most determined, but to the one who fights only when he can win. Discretion is the better part of valor, and he who fights another day, may yet live on until that day when can win. The Skirmisher delights in tactics that harry and drain the enemy, that draw them out of position, tempt them to over-extend themselves to finish the seeming-cowards who strike and melt away, only to find themselves surrounded, outnumbered, and doomed. Ah, yes, the valiant last stand, death with honor - a fitting end, to the Skirmisher's enemies.

Specializes in gambits that aid ally movement and stealth, especially moving allies out of danger and into position to attack. Wolf Pack Tactics and the like. Leans towards DEX over STR.

When I hear the term skirmisher, I think ‘light infantry’, and especially think of athletic warriors running, jumping, with less armor and more mobility.

Historically, the skirmisher division split off the subset of special operations. A handful of people on a covert operation. These are the tip of the spear, sotospeak, and fighting smart and sneaky. There are roguish abilities in play. But like US marines, seals, and rangers, they are strong warriors.

When you characterize the term ‘skirmisher’, I am reading ‘guerilla’. Reasonable enough.

If the term ‘skirmisher’ is being used, I want to play up the mobility aspect, with high Strength and athletic skill checks, fast speed, gymnastic grace. But it seems appropriate to also play up the high Intelligence tactics that can slip thru highly volatile scenarios.

A covert mission is minimalist. Each member represents an essential contribution. The team leader is especially important to coordinate and optimize these contributions.
 

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Tony Vargas

Legend
When I hear the term skirmisher, I think ‘light infantry’, and especially think of athletic warriors running, jumping, with less armor and more mobility.....

When you characterize the term ‘skirmisher’, I am reading ‘guerilla’. Reasonable enough.

If the term ‘skirmisher’ is being used, I want to play up the mobility aspect, with high Strength and athletic skill checks, fast speed, gymnastic grace. .
D&D draws an oddly stark line between STR & DEX, it's true, mechanically, it's hard to derive much advantage from good scores in each vs maxxing one and dumping the other - a minor, but persistent foible.

Your characterization of the skirmisher is positively inspiring (npi). I've played a Skirmishing Warlord, and I feel more could've been done with it...
 
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FrogReaver

As long as i get to be the frog
I'm not even trying to be a basher I just hate having the first page of any forum I visit flooded by the same stuff.

Give the thread creators some credit. They felt their thread was a big enough spin off from the others to create a new one for it. Who are you to say it isn't?

As long as they all contain different content why does it matter how many threads are spawned in relation to a topic?

it isn't even like you have to read them...
 

Tony Vargas

Legend
Mike Mearls has been sharing his design process using a pre-pre-preliminary fighter sub-class idea that's nominally a Warlord, so of course the topic's "trending" on here. Just like PF2 has taken over the 'older edition' boards.
But it was only a 3-part podcast, and the last part was - casted? podded? whatever - yesterday, so expect it to burn itself out reasonably soon.
 

OK. Here we go: I dug out the basic notes for one of my Warlord hacks.
Note that I only went up to 15th level: the game was not expected to get that far. I don't think that this was the final version, but it covers the basics.

I didn't note any particularly broken areas or egregious abuses when in use, but it was used in a friendly group under the auspices of both Rule 0 and Rule 7. I'm aware that its a bit patchy, so suggestions welcome.

If this is received well, I'll see if I can dig out the Maneuver list.

Warlord

D8 Hit Dice
Martial and Simple weapons
Skills: Choose 2 from Animal Handling, Athletics, History, Insight, Intimidation, Medicine, Perception, Persuasion


Level
1 Warlord mindset. Maneuvers
2 Tactical Aid
3 Warlord Archetype
4 Additional Maneuver, ASI
5 Mindset feature
6 Archetype feature
7 Lasting Impression. Additional Maneuver
8 ASI
9 Additional Maneuver.
10 Archetype feature
11 Mindset feature. Additional Maneuver.
12 ASI
13 Inspire Heroism.
14 Additional Maneuver. Archetype feature
15 Mindset feature


Maneuvers: You start off knowing 5 Warlord maneuvers that you meet the prerequisites of.

Warlord Mindset: You choose either the Opportunist mindset or the Architect mindset. This will determine how your Superiority dice behave and renew.


Tactical Aid
The warlord may use the Help action in combat at a range of 30 ft. The Warlord may also substitute the Help action in place of an attack when taking the Attack action.


Warlord Archetype
Choose either the cunning Tactician, the inspiring Leader, or the brutal Vanguard subclass. This will determine which abilities and maneuvers that you excel in. (Although you may still freely select and use any.)

Additional Maneuver: The Warlord may select a new maneuver that they meet the prerequisites for. They may also swap a maneuver that they currently know for a different maneuver that they meet the prerequisites for.

Lasting impression:
When granting temporary HP to an ally with a Warlord maneuver, you may apply them as healing rather than temporary HP, up to the amount required to bring the ally to half of their HP maximum.

Inspire Heroism. You may focus your concentration and exhortations upon a single comrade to inspire them to incredible feats.
As an action, nominate an ally. You may spend any number of your superiority dice to grant multiple maneuvers to them that they are eligible for. The effect persists as per concentration until you have no superiority dice, or when you choose to cease. While under Inspire Heroism, you may not take reactions, but may use maneuvers targeting the nominated ally that would normally require a reaction freely, and as your action may continue to grant multiple maneuvers as a single action.


Mindsets:[/B]

Opportunist Mindset
You excel in taking advantage of opportunities as they present themselves. You might not start a battle with a set of memorised contingencies, but you can always improvise on the spot to find a way to make a difference.

Your superiority dice (SD) begins as a d4. You start with a maximum of 1 SD.
Your superiority dice refresh when you roll initiative at the beginning of a combat, and at the end of your turn. You may also spend an action at any time to refresh your SD dice.
You are not considered to have a superiority dice pool.

Level
1 d4 Split-second aid.
5 d6 Max SD increases to 2
11 d6 Max SD increases to 3 Spur of the moment.
15 d8 Max SD increases to 4

Split-second aid: As a reaction, you may grant an ally within 30ft advantage on one attack, ability check, or saving throw. Alternatively, you may grant disadvantage to one attack roll targeting them. You regain the use of this ability after a Short or Long rest.

Spur of the moment: You may make use of a maneuver that you do not know, but do meet the prerequisites for selecting. You regain the use of this ability after a short or long rest.



Architect mindset:
You are methodical, taking note of your allies' capabilities and planning for many contingencies.
Your superiority dice is a d8. You have a pool of superiority dice equal to your proficiency bonus.
Your Superiority dice refresh on a short rest.

Level
1 d8
5 d10 Reliable plan 1
11 d12 Lend aid
15 2d8 Reliable plan 2

Reliable plan
When you roll any of your Superiority dice, you may treat any roll of a 1 as if you had rolled a 2. At level 15, you may treat rolls of 1 or 2 as if you had rolled a 3.

Lend Aid

You may grant an ally a maneuver that you know, and any number of your superiority dice. They may then spend those SD to use that maneuver as if they were a warlord of the same class level as yourself. These granted SD and the maneuver are lost when your ally completes a short rest, and you cannot recover the granted SD until your ally loses them.

Archetypes:

Tactician
Your mind is always active, evaluating both friends and foes. Your speciality is spotting openings that your allies can exploit and shouting warnings.

Your superiority dice pool is increased by your Intelligence modifier.

Level
3 Considered evaluation
6 Cunning maneuvers
9 Contingencies in place
13 Well-oiled machine

Considered evaluation: you gain proficiency in Insight and Perception. You may spend a superiority dice when making checks based upon these skills and add the roll to your total check. If you already have proficiency in Insight and/or Perception, choose alternatives from the class skills list.

Cunning maneuvers: When you roll superiority dice that grant a bonus to AC, attack, or an ability check, you may add your Intelligence modifier to the total.

Contingencies in place: When you grant a maneuver in the first round of combat to an ally or allies that have not taken their turn yet, they may roll a die equal to your superiority dice and add that to their initiative. This cannot bring their initiative above yours.

Well-oiled machine: Any ally currently benefitting from one of your maneuvers may take the help or aid another action as a bonus action. When doing so, they are considered to have your Tactical Aid class feature.


Leader
You inspire others to efforts greater than even they thought possible. You excel at keeping your comrades in the fight, weathering the blows and spells of your foes to emerge triumphant in the end.

Your superiority dice pool is increased by your Charisma modifier.

Level
3 Hearts and Souls
6 Inspiring Maneuvers
9
13 Improved Lasting impression

Hearts and Souls: you gain proficiency in Persuasion and Intimidation. You may spend a superiority dice when making checks based upon these skills and add the roll to your total check. If you already have proficiency in Persuasion and/or intimidation, choose alternatives from the class skills list.

Inspiring Maneuvers: When you roll superiority dice that grants temporary HP or a bonus to a saving throw or ability check, you may add your Charisma modifier to the total.

Improved Lasting impression: The limit of your ally's maximum hit points to which you can apply temporary HP as actual healing is increased to 2/3rds.



Vanguard
Not for you is standing on the sidelines, calling for others to do your dirty work. Your place is in the thick of combat, causing havoc with your opponents' battle line and creating opportunities for those fighting beside you.
Your superiority dice pool is increased by an amount equal to your Constitution modifier.

Level
3 Heavy Armour proficiency. Dangerous combatant.
6 Combined assault
9 Extra attack.
13 Demonstration


You gain Proficiency in Heavy Armour.
Dangerous combatant: When you roll superiority dice to deal damage to an opponent, you may add your proficiency bonus to the total of all the dice rolled.

Combined assault: When taking the Attack action and successfully hitting a foe, you may use a maneuver that would normally require an action to use as a bonus action. The maneuver used must either target the foe you struck, or an ally within it's reach.

Extra Attack: When taking the attack action, you may make two attacks.

Demonstration: When you use a maneuver that targets an enemy, an ally adjacent to either you, or the foe targetted by the maneuver may use the same maneuver on their turn. They use their own ability score and proficiency bonus for the maneuver and resolve it as if using one of your superiority dice.
 

Subclasses:

Inspirational madman (barbarian and warlock warlord subclass)

tough but loveable drill sergeant (fighter warlord subclass)

shaman (ranger and druid warlord subclass)

magical tutor (wizard and bard warlord subclass)

Deacon (cleric and paladin warlord subclass)

More money than brains (the lazylord subclass)

My rationale is that the warlord needs a reason for the other PC's to be inspired by them, so instead of expecting it to happen via multiclass or assuming "it just happens", better to build it into the subclasses, so all the "warlord" warlord stuff is in the base class and all the reasons someone should listen to them shout are in the subclasses.

The capstone is Fame: once a day, 6 CR worth of humanoid NPC's will show up inspired by your reputation to assist you (in some campaigns it is better not to think about where they came from).
 

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