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Lets design a Warlord for 5th edition
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<blockquote data-quote="Zardnaar" data-source="post: 7374902" data-attributes="member: 6716779"><p>5E Math (roughly)</p><p></p><p>Sustained damage is about half of front loaded damage (eg fireball vs zone spell)</p><p>Single target short rest abilities (eg bard and BM fighter dice) are roughly comparable to 1st level spell slots. You get them at level 3 though and can't upcast them or change them though.</p><p>At will damage (single target) is about half a boom spell eg 8d6 fireball vs 1d8+3d6+3 or 4 sneak attack or fighter with 2 attacks. Assuming a a decent option is chosen for at will attack.</p><p>Strikers can get an extra dice or 2 of damage. Such dice are usually situational or require a daily resource.</p><p>An extra 1d6 damage at low levels is worth a spell slot (eg hex/hunters quarry)</p><p>At low levels extra damage buffs are generally rerolls or +2 (ie a combat style). At mid levels this can be an extra dice perhaps a d8. At best is ability score to damage usually on a "striker"</p><p></p><p> Suggested warlord healing lvl 1 1d8+1 level bonus action. His needs to scale hence the +1 per level.</p><p></p><p>Level 1. Healing word, sub class ability (minor)</p><p>Level 2. 1st exploit/gambit/power</p><p>Level 3 subclass ability</p><p>Level 4 ASI</p><p>Level 5. Healing word 2/short rest</p><p></p><p> I wold also chuck in a group heal perhaps level 2. 2d8+1 per level refreshes on short rest standard action (comparable to light cleric radiance of dawn ability but heals instead of damage dealing. </p><p></p><p>Attack granting goes to specific subclasses and some gambits/exploits/powers that all of them can chose. Gambits can be similar to warlock invocations and can do 5E things or update 4E powers etc or grant additional healing. Perhaps another minor thing at level 1 but you do not want to front load them to much (compare with clerics, 2 spells, and an ability).The bonus action heal thing is your spell equivalent at level 1 (better than holy word and refreshes on a short rest). </p><p></p><p> you need some additional healing on top of the healing word ability (whatever you end up calling it). This is to make up for te fact 5E PCs do not have healing surges which was kind of key ability in 4E. The extra healing could be additional second winds or bonus HD as 5E does not have enough HD to build a class feature around although spending HD would benefit from something like an inspiring WL lvl 1 ability to gain more HP.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7374902, member: 6716779"] 5E Math (roughly) Sustained damage is about half of front loaded damage (eg fireball vs zone spell) Single target short rest abilities (eg bard and BM fighter dice) are roughly comparable to 1st level spell slots. You get them at level 3 though and can't upcast them or change them though. At will damage (single target) is about half a boom spell eg 8d6 fireball vs 1d8+3d6+3 or 4 sneak attack or fighter with 2 attacks. Assuming a a decent option is chosen for at will attack. Strikers can get an extra dice or 2 of damage. Such dice are usually situational or require a daily resource. An extra 1d6 damage at low levels is worth a spell slot (eg hex/hunters quarry) At low levels extra damage buffs are generally rerolls or +2 (ie a combat style). At mid levels this can be an extra dice perhaps a d8. At best is ability score to damage usually on a "striker" Suggested warlord healing lvl 1 1d8+1 level bonus action. His needs to scale hence the +1 per level. Level 1. Healing word, sub class ability (minor) Level 2. 1st exploit/gambit/power Level 3 subclass ability Level 4 ASI Level 5. Healing word 2/short rest I wold also chuck in a group heal perhaps level 2. 2d8+1 per level refreshes on short rest standard action (comparable to light cleric radiance of dawn ability but heals instead of damage dealing. Attack granting goes to specific subclasses and some gambits/exploits/powers that all of them can chose. Gambits can be similar to warlock invocations and can do 5E things or update 4E powers etc or grant additional healing. Perhaps another minor thing at level 1 but you do not want to front load them to much (compare with clerics, 2 spells, and an ability).The bonus action heal thing is your spell equivalent at level 1 (better than holy word and refreshes on a short rest). you need some additional healing on top of the healing word ability (whatever you end up calling it). This is to make up for te fact 5E PCs do not have healing surges which was kind of key ability in 4E. The extra healing could be additional second winds or bonus HD as 5E does not have enough HD to build a class feature around although spending HD would benefit from something like an inspiring WL lvl 1 ability to gain more HP. [/QUOTE]
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