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Lets design a Warlord for 5th edition
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7380393" data-attributes="member: 6802951"><p>Maybe 2xProficiency bonus, or Prof bonus + 1/2 level?</p><p>The approach I took for a vaguely similar issue was to go with Prof bonus, and then apply ability bonus with the subclass. So Inspiring warlord got +Cha, Tactical got +Int, and fighty got +Con to the pool as an initial ability when chosen (at level 3).</p><p></p><p></p><p>The basis that I took with my warlord's healing, based upon almost at-will potential superiority dice generation:</p><p>Start with temporary HP. Higher level maneuver allows multiple dice (to create a larger temp HP buffer. Highest level maneuver allows temp HP to be applied as a reaction, pre-emptively before an attack lands to reduce its damage.</p><p>Also: At a specific class level (7th I think), Temp HP could be applied as actual healing, but only to a limit of half of the target's max HP.</p><p></p><p>This allowed potential infinite healing for the party with a specific build, but only to bring them up to half HP, plus a small Temp HP buffer. It risks being overpowered if fighting many minor encounters, but against a more varied range it shouldn't be too bad. Only the most confident party wants to go in to a deadly-level fight on half health.</p><p></p><p>As with the rest of my design, feel free to cannibalise if there is anything that you think could be useful to apply to your version.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7380393, member: 6802951"] Maybe 2xProficiency bonus, or Prof bonus + 1/2 level? The approach I took for a vaguely similar issue was to go with Prof bonus, and then apply ability bonus with the subclass. So Inspiring warlord got +Cha, Tactical got +Int, and fighty got +Con to the pool as an initial ability when chosen (at level 3). The basis that I took with my warlord's healing, based upon almost at-will potential superiority dice generation: Start with temporary HP. Higher level maneuver allows multiple dice (to create a larger temp HP buffer. Highest level maneuver allows temp HP to be applied as a reaction, pre-emptively before an attack lands to reduce its damage. Also: At a specific class level (7th I think), Temp HP could be applied as actual healing, but only to a limit of half of the target's max HP. This allowed potential infinite healing for the party with a specific build, but only to bring them up to half HP, plus a small Temp HP buffer. It risks being overpowered if fighting many minor encounters, but against a more varied range it shouldn't be too bad. Only the most confident party wants to go in to a deadly-level fight on half health. As with the rest of my design, feel free to cannibalise if there is anything that you think could be useful to apply to your version. [/QUOTE]
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Lets design a Warlord for 5th edition
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