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Lets design a Warlord for 5th edition

Tony Vargas

Legend
, when a quarter of the powers that a warlord has to choose from grant some form of action - a movement, an attack, something like that- and frequently grant actions to the entire party at the same time, THAT'S iconic to the warlord.
Lazy: ....
Suggested Tactics: Grant attack, defense boost, initiative boost, damage boost.

Another thing I think is important to consider on the topic of LazyLords/Princess-builds is the distinction between attack-granting or action-granting that's on top of a warlord's action or a consequence of an action of their own and that which simply passes the warlord's action to the ally, more or less entirely (perhaps with a buff). Both kinds existed in the original warlord. You had things like Hammer & Anvil in which the Warlord took an action and, if he succeeded, the ally was granted a free-action attack out of turn. If they went well, they were a net gain in the action economy, and they put the spotlight on both the warlord and the ally he was teaming up with. But you also had things like Command the Strike or Knight's Move where the warlord gave up his action to grant a limited form of that action to the ally, a slight net loss in action-economy, and tending to pass the spotlight as well as the action to the ally rather than put the warlord in the spotlight. Guileful Switch even passed the Warlord's whole turn to an ally.

Those are very different things and the concerns over 'balance' (remembering that 5e is mainly spot-light balanced, and that not as a top priority) should be more with the first sort, where the warlord takes an action, takes the stage, and also brings an ally into it, than with the latter sort, in which the warlord passes and action & the spotlight to an ally, prettymuch entirely.
 

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FrogReaver

As long as i get to be the frog
Another thing I think is important to consider on the topic of LazyLords/Princess-builds is the distinction between attack-granting or action-granting that's on top of a warlord's action or a consequence of an action of their own and that which simply passes the warlord's action to the ally, more or less entirely (perhaps with a buff). Both kinds existed in the original warlord. You had things like Hammer & Anvil in which the Warlord took an action and, if he succeeded, the ally was granted a free-action attack out of turn. If they went well, they were a net gain in the action economy, and they put the spotlight on both the warlord and the ally he was teaming up with. But you also had things like Command the Strike or Knight's Move where the warlord gave up his action to grant a limited form of that action to the ally, a slight net loss in action-economy, and tending to pass the spotlight as well as the action to the ally rather than put the warlord in the spotlight. Guileful Switch even passed the Warlord's whole turn to an ally.

Those are very different things and the concerns over 'balance' (remembering that 5e is mainly spot-light balanced, and that not as a top priority) should be more with the first sort, where the warlord takes an action, takes the stage, and also brings an ally into it, than with the latter sort, in which the warlord passes and action & the spotlight to an ally, prettymuch entirely.

Which doesn't really matter when you realize that community created content has to be balanced around raw mechanical ability or it will be outright rejected by to many to make the exercise worth doing.
 

mellored

Legend
After some quick playtesting. The at-will points idea, in general, is working really well. I rarely end up being spamming the same ability, they are all "at-will" in theory, but not practice.
But i had too many different ways to gain and use points, so it's a bit finicky to track them all.
And taking time to build-up points while everyone nova's feels a bit bad. This was most apparent after the third time the fighter action-surged nova'd, and I didn't have points to help.

So this mostly simplifies points scaling, simplifying command style, and a few number tweaks.

Warlord revision #366
Changes in green.


Tactician:
Intelligence is your primary stat, as it allows you to hold more plans in your head at once. Charisma is also important as it allows you to better trick enemies and encourages allies. Some tacticians also like to use weapons, so some strength or dexterity would be useful.

Hit Dice: 1d8
Weapons: All simple and martial weapons.
Armor: Light and medium armor. Shields.
Saves: Int, Wis, Cha

Level 1: Tactical Awareness: You survey the battlefield and enemies looking for tactical opportunities and openings to exploit. You can hold a number of tactical points according to the level chart (2-10). This pool is reset to 2 every time you move into a new area, with most areas are big enough to encompass a single battle.

Assess the Situation: As an action, you gain 2 tactical points.

Tactics: At the end of a short rest, you can prepare a number of tactics equal to twice our Int modifier (minimum 1). You must be able to clearly see and communicate with the target to have an effect. In a battle, creatures can usually hear you at 60'. Using a tactic does not require an action, but you can only use 1 per triggering event. The save DC for any Tactician ability is 8 + your Charisma modifier.
In addition, you and your allies can come up with your own plan. Your DM determines the point cost and should use the current ones as guidelines.

Level 2: Bolt of Insight: You can instantly use Assess the Situation, no action required. Once you use this feature, you cannot use it again until you take a short or long rest.
You gain an additional use at levels ????

Precision Tactics: You can precisely analyze the way a creature moves, it's armor, it's weapons, the size of its legs and arms, how it carries itself, ect... in order to just exactly how much is needed to overcome it. When you use a Tactic, you can use your reaction to know a creature's relevant scores, such as their exact AC, remaining hit points, saving throw modifier, or to-hit roll for the triggering attack.


Level 3: Command Style: Select a command style. Your choice gives you additional features at levels ???
  • Bravado: Your lead from the front style brings you close to the action, allowing you to analyze foes up close and personal while cutting them up. Whenever you use Assess the Situation, you can use a bonus action to make a weapon attack
  • Guerilla: Hit and run is the name of your game. Whenever you use Assess the Situation, you can hide as a bonus action.
  • Crier: You like to stand back to get a larger overview of the battlefield, shouting your commands in a booming voice. Rarely drawing your weapon you focus on adapting to the situation. When you use Assess the Situation, you can use it again as a bonus action.. In addition, you can project your voice twice as far as normal.
  • Rascal: Your style revolves around tricking the enemy. You gain the minor illusion cantrip. You can cast Silent Image, once you do you cannot cast it again until you take a short rest. Intelligence is your casting modifier.When you use Assess the siutation, cast an illusion spell, as a bonus action.
  • Bastion: A favored of dwarves, your style is to draw a hard line in the sand, and defend it from all invaders. When you use Assess the Situation, you can use your use bonus action to select a 10x10 cube on the ground. Allies in that zone gain +1d4 to AC and saves. Enemies in that zone take -1d4 to all attacks and DC's.
  • Vanguard: <defender flavor> When you use Assess the Situation, you can use your bonus action to take the dodge action. In addition, you have advantage on any opportunity attacks you make.



Level 4, 8, 12, 16, 19: ABI

Level 5: Improved Assessment: Increase the number of points gained from Assess the Situation and Tactical Awareness to 3.

Tactics
  • Fight On!: (1 point) When an ally takes damage, you can spend a tactical point to let them spend a hit die and add your Charisma modifier. The creature does not regain hit points but instead reduces the incoming damage by the result. If the damage is reduced to 0, the attack is a miss and they gain the remainder as temporary hit points.
  • Cunning Strike: (1 point) When you make a weapon attack, instead of rolling an attack roll, the target makes an Intelligence saving throw. If they fail, you hit.
  • First Aid: (1+ point) You can use your action to allow a creature to spend a hit die for each tactical point spent. They maximize the hit die roll and gain hit points as normal. Once a creature benefits from this, they cannot benefit again until they take a short rest.
  • First Strike: (1+ points) When a creature rolls initiative, you can give a bonus equal to their roll equal to the number of points spent.
  • Sacrificial Opportunity: (1+ points) When a creature would make a melee attack against you, you can be automatically be hit in order to have it provoke an opportunity attack from one creature adjacent to it, excluding yourself. Reduce the damage you take by a 1d8 for each point spent.
  • Exploit Weakness: (1+ points) When a creature hits another creature with an attack, it deals 1d6 extra damage per point spent. If you delt the damage, increase it to 1d8 damage for each point spent.
  • Drive the Point: (1+ points) When a creature makes with an attack, you can spend a tactical point to increase the roll of the d20 by 1 for each point spent, up to a maximum of 20. Potentially turn a miss into a hit or a hit into a crit.
  • Hold your Ground: (1+ points): When a creature would be pushed or pulled, reduce the distance by 5'.
  • Direct the Strike: (2 points): When an ally takes an attack action, they can make 1 additional attack against the same target. You can use this once per attack roll.
  • Skirmish: (2 points) When a creature would provoke an opportunity attack, they do not provoke an opportunity attack.
  • Provoke Opportunity (2 points) As an action, you can trick a creature within melee range into revealing his weakness to your allies. The target makes a Intelligence saving throw, and if they fail, they provoke an opportunity attack from each ally adjacent to it.
  • Reinforce Mind: (2+ points) When a creature makes an Intelligence, Wisdom, or Charisma saving throw, they gain a bonus to the save equal to half the number of points spent.
  • No Spell Wasted: (2+ points) You can see a when a spell will fail, and stop your ally from wasting their effort. When a creature cast a spell, and fails to have any effect against any target, you can spend a number of points equal to twice the spell level to let them keep their spell slot.
  • No Gambit Wasted: (2+ points) <still working on it>
  • Trigger the Trap: (5 points): One creature can use their reaction to take an action.




Multi-classing: 13 Int, 13 Cha. You gain proficiency in either Intelligence of Charisma saving throws.
 
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Given warlords can inspire allies with words, restoring hit points by boosting morale, could they do the opposite to enemies? Shout a few demoralizing words causing enemies to take damage?
 

Tony Vargas

Legend
Which doesn't really matter when you realize that community created content has to be balanced around raw mechanical ability or it will be outright rejected by to many to make the exercise worth doing.
Community content is unlikely to get broad acceptance, if the folks working on it like it & use it, that'd be success enough, I think.
 
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mellored

Legend
Given warlords can inspire allies with words, restoring hit points by boosting morale, could they do the opposite to enemies? Shout a few demoralizing words causing enemies to take damage?
You mean like Vicious Mockery? Wis save for xd4 psychic damage and disadvantage on their attack.

I don't see why not.
 

Tony Vargas

Legend
You mean like Vicious Mockery? Wis save for xd4 psychic damage and disadvantage on their attack.

I don't see why not.
Breaking enemy morale, whether through just Hectoring away with words, or by seizing a tactical advantage and making their position seem hopeless, would have been stomping hard on the Controller role in 4e, especially if it targeted many enemies as might reasonably be the case. But, in 5e, there's no sacrosanct formal Roles or niche protection, so no need to refrain from going there. A gambit (like the daily-recharge gambits of the MMHFH fighter sub-class, but higher level, presumably) that forces will saves from the enemy, inflicting some psychic damage or the frightened condition or whatever would be very appropriate, and reasonable enough as long as it was balanced.
 

mellored

Legend
Breaking enemy morale, whether through just Hectoring away with words, or by seizing a tactical advantage and making their position seem hopeless, would have been stomping hard on the Controller role in 4e, especially if it targeted many enemies as might reasonably be the case. But, in 5e, there's no sacrosanct formal Roles or niche protection, so no need to refrain from going there. A gambit (like the daily-recharge gambits of the MMHFH fighter sub-class, but higher level, presumably) that forces will saves from the enemy, inflicting some psychic damage or the frightened condition or whatever would be very appropriate, and reasonable enough as long as it was balanced.
I've had a few variations of "when you score a critical hit, the enemy is afraid of you for a turn".

I should probably add that to my point version.
 

Garthanos

Arcadian Knight
Given warlords can inspire allies with words, restoring hit points by boosting morale, could they do the opposite to enemies? Shout a few demoralizing words causing enemies to take damage?

Yes that concept has potential ... it is one of the factors of Controller/Hector Warlords they operate on intimidating and inducing fear in enemies with the aid of allies. As well as the classic creating openings and inducing friendly fire and other enemy harming effects. Suckering enemies to move into compromised locations and the like are in there as well.
 

FrogReaver

As long as i get to be the frog
Given warlords can inspire allies with words, restoring hit points by boosting morale, could they do the opposite to enemies? Shout a few demoralizing words causing enemies to take damage?

Maybe, though if such abilities were so prominent you would expect nearly anyone to be able to do it some and you would expect other enemies to be able to shout their allies hp back in such a situation. So ultimately I think demoralizing enemies has better mechanical expressions than simple hp loss.
 

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