Lets design a Warlord for 5th edition

FrogReaver

As long as i get to be the frog
Level 1

Second wind = 5.5+1 * 3 = 19.5

Healing word = 2.5+3+3 *2 = 17

A level 1 regular fighter can already heal herself more than a life cleric. So I'm not really worried about it.

Maybe try cure wounds???
Maybe factor in the THP from the superiority dice you are giving said fighter???
 
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TwoSix

Dirty, realism-hating munchkin powergamer
Maybe try cure wounds???
Maybe factor in the THP from the superiority dice you are giving said fighter???
I can't extract a hypothesis from your latest posts. Do you think [MENTION=6801209]mellored[/MENTION]'s latest iteration has too much healing, or too little?
 

mellored

Legend
Maybe try cure wounds???
Maybe factor in the THP from the superiority dice you are giving said fighter???
Cure wounds takes an action. Doesn't seem fair to compare it to a bonus action heal.
Also, I've been assuming 14 Cha on a fighter, which isn't free.
But sure. Your still focused on Level 1 I assume?

Second wind = 5.5+1 * 3 = 19.5

Cure Wounds = 4.5+3+3 *2 = 21


Level 2:

Second wind = 5.5+1 * 3 = 19.5

Cure Wounds = 4.5+3+3 *3 = 31.5
Preserve Life = 10 * 3 = 30



Level 3:
Second wind = 5.5+3 * 3 = 25.5
Rally = 3.5+2 * 6 battles = 33 THP.
= 58.5

Healing word = 2.5+3+3 * 4 = 34
Preserve Life = 15 * 3 = 45
Prayer of Healing = 9+3+4 * 5 targets * 2 uses = 160
= 239


I switched it to only give THP if you give up an attack at level 1. So the only way to "out heal" a life cleric, is to let the life cleric "out damage" you.
Or a better idea, since there should be a pacifist cleric option.

New Cleric Cantrip:
Words of Faith: You say a little prayer, giving a creature some minor protection from harm.
Casting Time: 1 Action
One creature within 60' who can hear you gains 1d6 + your casting modifier THP.
Higher level: Increase to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.
 

FrogReaver

As long as i get to be the frog
I can't extract a hypothesis from your latest posts. Do you think [MENTION=6801209]mellored[/MENTION]'s latest iteration has too much healing, or too little?

Mellored Proposal was to give fighter 2 (1d4) superiority dice per short rest at level 1 and let second wind affect allies.

At level 1 this is far to much hp generation since it way overshadows what a life cleric can heal at level 1.
 

mellored

Legend
Mellored Proposal was to give fighter 2 (1d4) superiority dice per short rest at level 1 and let second wind affect allies.

At level 1 this is far to much hp generation since it way overshadows what a life cleric can heal at level 1.
I already agreed that was too much, and switched the level 1 and level 3 features around.


Level 1 gives you the ability to trade attacks for dice. And a 1/short-rest heal. (slightly worse than healing word).
Level 2 gives action surge (which can be traded for extra dice).
Level 3 gives you the bonus short rest dice.
Level 4 ABI
Level 5 gives you extra attack, which can be traded for extra dice.
 

FrogReaver

As long as i get to be the frog
I already agreed that was too much, and switched the level 1 and level 3 features around.


Level 1 gives you the ability to trade attacks for dice. And a 1/short-rest heal. (slightly worse than healing word).
Level 2 gives action surge (which can be traded for extra dice).
Level 3 gives you the bonus short rest dice.
Level 4 ABI
Level 5 gives you extra attack, which can be traded for extra dice.

The ability to trade an attack for a dice is fine in the general sense. However, the ability to trade an attack now for a dice that can be used in the future just feels weird for a non-magical mechanic. The fiction of what is taking place doesn't readily flow from that mechanic. If anything it would have to be forced upon it because there's not a lot of explanation that can explain what's going on with that in game. So I really dislike that mechanic. If it's more immediate it makes a lot more sense, but you can't have it be so immediate with only a single attack.
 

Tony Vargas

Legend
The ability to trade an attack for a dice is fine in the general sense. However, the ability to trade an attack now for a dice that can be used in the future just feels weird for a non-magical mechanic.
Why would it make sense to have a magical ability that you trade a weapon attack now for an extra die later?

The fiction of what is taking place doesn't readily flow from that mechanic.
The fiction is feeling out enemies (making 'probing attacks' if in melee, for instance) and observing the battle to gain tactical insight, obviously. It could also represent 'conditioning' tactics, in which you make a repeated pattern of attacks that the enemy can easily counter, then vary one part of it when they've gotten used to your 'predictability,' creating an opening.
 

FrogReaver

As long as i get to be the frog
Why would it make sense to have a magical ability that you trade a weapon attack now for an extra die later?

The fiction is feeling out enemies (making 'probing attacks' if in melee, for instance) and observing the battle to gain tactical insight, obviously. It could also represent 'conditioning' tactics, in which you make a repeated pattern of attacks that the enemy can easily counter, then vary one part of it when they've gotten used to your 'predictability,' creating an opening.

That might be a lot more satisfying of an explanation if the character in question didn't also get uses of the same abilities without having to feel out enemies by making probing attacks etc.
 

Level 1 gives you the ability to trade attacks for dice. And a 1/short-rest heal. (slightly worse than healing word).
Level 2 gives action surge (which can be traded for extra dice).
Level 3 gives you the bonus short rest dice.
Level 4 ABI
Level 5 gives you extra attack, which can be traded for extra dice.
When you trade action/attack for extra dice, are these dice just added to your short-rest dice pool, or do they have to be used in the same round as the action/attack they were traded for?
 

mellored

Legend
When you trade action/attack for extra dice, are these dice just added to your short-rest dice pool, or do they have to be used in the same round as the action/attack they were traded for?
I found a pre-battle pool to work best. It also fits the flavor of studing the enemy, so your tricks only works against those enemies, and let's you "pre-buff" if you scout.

But, I'm not sure what the best wording would be if your trying to squeeze it in with the current battlemaster. Suggestions?
 

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