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Lets design a Warlord for 5th edition
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<blockquote data-quote="mellored" data-source="post: 7378972" data-attributes="member: 6801209"><p>The ones that need to increase in power increase in power. And the short-rest abilities stack. So you can use all of them.</p><p></p><p>If anything, it's the guy who takes all the reaction options that will be behind. Since your limited on the number of reactions you have. But, that's no worse of a "trap" than a wizard who takes only concentration spells.</p><p></p><p>Ehh... maybe. Though, another problem with reactions is they restart at the beginning of your turn. You could go though an entire round never getting a trigger.</p><p></p><p>So maybe a reaction-like pool that recharge at the end of your turn? Thus if you have any left over, you can use them to boost damage. Hmm... actually, that might be better. Since points can be more divisible than reactions.</p><p></p><p>But still, most of the features should be reaction-like bonuses.</p><p></p><p></p><p>Level 1: </p><p>Points: You gain a pool of points equal to your Int modifier + half your warlord level. This pool recharges at the end of your turn. Unless a feature says otherwise, spending points does not require an action. You spend points before you see the roll.</p><p></p><p>Default Useage of Points: When you hit a creature with a weapon attack, you can spend points to deal 1 extra damage per point spent.</p><p></p><p>Invocations.</p><ul> <li data-xf-list-type="ul">Skill Boost: When a creature within 5' makes a skill check, you can spend points to give them a bonus to their roll equal to the points spent.</li> <li data-xf-list-type="ul">Defense Boost: When a creature within 30' is hit by an attack, you can spend points to reduce the damage taken by the number of points spent. If this reduces the damage to 0, the attack is a miss.</li> <li data-xf-list-type="ul">First Aid: As a bonus action, you can let someone spend a number of hit dice equal to the number of points you spend. Their dice roll is maximized.</li> <li data-xf-list-type="ul">Inititive Boost: When a creature other than yourself rolls initiative, you can spend points to increase their roll by 1 for each point spent. (<em>Note that you will not have these points on your first turn, since your pool reacharges at the end of your turn</em>).</li> <li data-xf-list-type="ul">Save Penalty (prerequisite level 4): When a creature makes a saving throw, you can give it a penalty equal to that save equal to half the number of point spent.</li> </ul><p></p><p>Level 11: Precision Command: You can decide to use points after you see the die roll, letting you spend only as much as you need.</p><p></p><p></p><p>*All of that needs better names.</p></blockquote><p></p>
[QUOTE="mellored, post: 7378972, member: 6801209"] The ones that need to increase in power increase in power. And the short-rest abilities stack. So you can use all of them. If anything, it's the guy who takes all the reaction options that will be behind. Since your limited on the number of reactions you have. But, that's no worse of a "trap" than a wizard who takes only concentration spells. Ehh... maybe. Though, another problem with reactions is they restart at the beginning of your turn. You could go though an entire round never getting a trigger. So maybe a reaction-like pool that recharge at the end of your turn? Thus if you have any left over, you can use them to boost damage. Hmm... actually, that might be better. Since points can be more divisible than reactions. But still, most of the features should be reaction-like bonuses. Level 1: Points: You gain a pool of points equal to your Int modifier + half your warlord level. This pool recharges at the end of your turn. Unless a feature says otherwise, spending points does not require an action. You spend points before you see the roll. Default Useage of Points: When you hit a creature with a weapon attack, you can spend points to deal 1 extra damage per point spent. Invocations. [LIST] [*]Skill Boost: When a creature within 5' makes a skill check, you can spend points to give them a bonus to their roll equal to the points spent. [*]Defense Boost: When a creature within 30' is hit by an attack, you can spend points to reduce the damage taken by the number of points spent. If this reduces the damage to 0, the attack is a miss. [*]First Aid: As a bonus action, you can let someone spend a number of hit dice equal to the number of points you spend. Their dice roll is maximized. [*]Inititive Boost: When a creature other than yourself rolls initiative, you can spend points to increase their roll by 1 for each point spent. ([I]Note that you will not have these points on your first turn, since your pool reacharges at the end of your turn[/I]). [*]Save Penalty (prerequisite level 4): When a creature makes a saving throw, you can give it a penalty equal to that save equal to half the number of point spent. [/LIST] Level 11: Precision Command: You can decide to use points after you see the die roll, letting you spend only as much as you need. *All of that needs better names. [/QUOTE]
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