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Warlord 4th Edition Conversion
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<blockquote data-quote="WaywardWaffle" data-source="post: 6754990" data-attributes="member: 6802518"><p>I was making some other homebrews when I started wistfully remembering the party roles of classes in 4th edition. One thing I missed was the Leader, which yes there is many build paths to do that now, but I was fond of the Warlord. So I spent a couple of days and built it from from scratch in 5e, I looked at what it's powers did in 4e and built a class that roughly did the same thing in the modern rule set.</p><p></p><p>As a Warlord, you gain the following class features.</p><p></p><p>[h=3]HIT POINTS[/h]Hit Dice: 1d10 per Warlord level</p><p>Hit Points at 1st Level: 10 + your Constitution modifier</p><p>Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warlord level after 1st</p><p></p><p>[h=3]PROFICIENCIES[/h]Armor: Light Armor, Medium Armor, Heavy Armor</p><p>Weapons: Simple Weapons, Martial Weapons</p><p>Tools: Healer’s Kit</p><p></p><p>Saving Throws: Constitution, Charisma OR Intelligence</p><p>Skills: Choose 3 from Athletics, History, Insight, Intimidate, Medicine, Persuasion, Survival, </p><p></p><p>[h=3]EQUIPMENT (or if choosing gold: 5d4 x 10 gp)[/h]You start with the following equipment, in addition to the equipment granted by your background:</p><p>- (a) 1 Martial Melee Weapon + 1 Shield</p><p>- (a) Chain Mail or (b) Scale Mail</p><p>- (a) Diplomat’s Pack or (b) a Dungeoneer's Pack</p><p>- (a) 1 Healer’s Kit or (b) 1 Ranged Weapon + 20 Ammunition</p><p></p><p>Fighting Style:</p><p>You adopt a particular style of fighting as your speciality. Choose a fighting style from the Fighter’s fighting style list. You can’t take a Fighting Style option more than once, even if you later get to choose again.</p><p></p><p>Level 1:Warlord’s Tactics: At 1st level your careful eye over the battlefield allows you to shout Orders to allies, allowing them to make greater use of their abilities. You can use this feature a number of times equal to ½ your Warlord Level (Minimum 1), and regain all uses after a short or long rest. You can use your bonus action to issue one of the following Orders to an ally you can see. You gain new orders when you choose a Military branch at 3rd level, and again at level 10 and 20.</p><p></p><ul> <li data-xf-list-type="ul">Assist: Creature can use their reaction to use the help action.</li> <li data-xf-list-type="ul">Hold: Creature can use their reaction to make a Push action. In addition, the creature cannot be forced to move until the start of your next turn.</li> </ul><p></p><p>Level 2:Rally: When an ally you can see is hit by an attack, you may choose to gain advantage on attacks you make against the creature that made the attack before the end of your next turn. You can only have Rally active against one creature at a time, choosing a new creature cancels the advantage on the previous.</p><p></p><p>Level 3: Military Branch</p><p>At 3rd level, you choose a Military Branch that you study to use on the battlefield. This archetype grants features at level 3, 8, 13, and 18. Choose Commander or Grand Master.</p><p></p><p>Level 4: Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p><p></p><p>Level 5: Extra Attack: Beginning at 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn, this increases to 3 times at level 17.</p><p></p><p>Level 6: Starting at 6th level you can consume a use of Warlord’s Tactics to end a charm or fear affect on an ally.</p><p></p><p>Level 10: Lead the Charge: Starting at 10th level when you use the Help action to aid an ally you can target a number of creatures equal to ⅓ your Warlord Level rounded down at the same time.</p><p></p><p>Level 14: Pack Awareness: Beginning at 14th level, your extraordinary battlefield alertness extends to your allies. If you are not surprised at the start of combat, conscious creatures of your choice within 30 feet of you are also not surprised. In addition, when you get a surprise round you can give one other creature within 30 feet a surprise round as well.</p><p></p><p>Level 18: Unyielding General: If you roll Initiative and have no uses of Warlord’s Tactics remaining, you regain 2 uses.</p><p></p><p></p><p></p><p>[h=3]ARCHETYPE Commander[/h]</p><p>Level 3: When you choose the Commander Archetype at level 3 you gain two new Orders.</p><p></p><ul> <li data-xf-list-type="ul">Attack: Creature makes a weapon attack against a target as their reaction.</li> <li data-xf-list-type="ul">Fortify: Creature gains +2 to their AC or Ability Save against the next attack that targets them</li> <li data-xf-list-type="ul">Level 10: Rest: Creature can use their reaction to heal their Hit Dice value without spending one, this heal has a bonus equal to your Charisma Modifier instead of their Constitution modifier.</li> <li data-xf-list-type="ul">Level 20: Infallible Strike: Creature gains +10 to their next attack roll</li> </ul><p></p><p>Level 3: Restore Morale: When you hit with a weapon attack you can use your bonus action to give an ally within 10ft Temporary Hit Points equal to your Charisma Modifier</p><p></p><p>Level 8: Aura of Weakness: At 8th level your commanding presence gives you a 15ft Aura. Any hostile creatures that make an attack while in the aura have their damage reduced by your Charisma Modifier.</p><p></p><p>Level 13: War Bond: You can spend an action invigorating your allies. Pick a number of creatures within 30ft up to your Charisma Modifier, they gain advantage on their next action. Once you use this ability you cannot do so again until you complete a short or long rest.</p><p></p><p>Level 18: Commander’s Directive: Warlord’s Tactics can now target a number of creatures equal to your Charisma Modifier at the same time.</p><p></p><p></p><p></p><p>[h=3]ARCHETYPE Grand Master[/h]</p><p>Level 3: Spellcasting</p><p>Uses the Eldritch Knight cantrip number and spell slot progression. Draws from the Wizard table. The Grand Master, unlike the Eldritch Knight, has no limit on what schools of spells it can learn.</p><p></p><p>Level 3: Bonus Spells: As the Grand Master you gain access to bonus spells when you reach certain levels. These spells are always prepared and do not count towards your number of spells known.</p><p>Level 3: Compelled Duel</p><p>Level 7: Enhance Ability</p><p>Level 13: Elemental Weapon</p><p>Level 19: Freedom of Movement</p><p></p><p>Level 3: When you choose the Grandmaster Archetype at level 3 you gain two new Orders.</p><p></p><ul> <li data-xf-list-type="ul">Maneuver: Creature can move up to half their speed without provoking OA’s as a reaction.</li> <li data-xf-list-type="ul">Destroy: Creature adds your intelligence modifier to their damage rolls until the end of their turn.</li> <li data-xf-list-type="ul">Level 10: Maiming Strike: When the creature hits with an attack roll, the target’s speed drops to 0 until the start of their next turn.</li> <li data-xf-list-type="ul">Level 20: Find Weak Point: Until their next turn the creature can get a critical hit on an attack roll when the number on the d20 is greater than or equal to 20 - your Intelligence Modifier.</li> </ul><p></p><p>Level 3: Elemental Coating: When you cast a spell that deals any damage type other than Slashing Piercing or Bludgeon damage, you can choose to have your weapon attacks deal that damage type as well until the end of your next turn. In the event that the spell deals multiple damage types, you pick one. You can cancel the effect with no action any time after choosing the type and making an attack.</p><p></p><p>Level 8: Aura of Speed: You channel your magical ability into a menacing aura with a 15ft radius. For hostile creatures it counts as difficult terrain. In addition, any friendly creature has their speed increased by 10ft until the end of their turn the first time they enter the aura on their turn. </p><p></p><p>Level 13: Zone of Control: At the start of combat you choose an area with a 5ft radius that is completely within 30ft that is your zone of control. As long as you are within 30ft of the edge of your zone of control, when a creature enters the zone you can use your reaction to teleport to any unoccupied spot within the zone of control and make an attack against the creature. At the start of each of your turns you can use a bonus action to change the location of your zone of control. </p><p></p><p>Level 18: Stay in Formation: Whenever you use an action to cast a spell that would target one ally, you can consume a use of Warlord’s Tactics to target a number of creatures equal to your Intelligence modifier instead. Once you use this feature you cannot do so again until you finish a short or long rest.</p></blockquote><p></p>
[QUOTE="WaywardWaffle, post: 6754990, member: 6802518"] I was making some other homebrews when I started wistfully remembering the party roles of classes in 4th edition. One thing I missed was the Leader, which yes there is many build paths to do that now, but I was fond of the Warlord. So I spent a couple of days and built it from from scratch in 5e, I looked at what it's powers did in 4e and built a class that roughly did the same thing in the modern rule set. As a Warlord, you gain the following class features. [h=3]HIT POINTS[/h]Hit Dice: 1d10 per Warlord level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warlord level after 1st [h=3]PROFICIENCIES[/h]Armor: Light Armor, Medium Armor, Heavy Armor Weapons: Simple Weapons, Martial Weapons Tools: Healer’s Kit Saving Throws: Constitution, Charisma OR Intelligence Skills: Choose 3 from Athletics, History, Insight, Intimidate, Medicine, Persuasion, Survival, [h=3]EQUIPMENT (or if choosing gold: 5d4 x 10 gp)[/h]You start with the following equipment, in addition to the equipment granted by your background: - (a) 1 Martial Melee Weapon + 1 Shield - (a) Chain Mail or (b) Scale Mail - (a) Diplomat’s Pack or (b) a Dungeoneer's Pack - (a) 1 Healer’s Kit or (b) 1 Ranged Weapon + 20 Ammunition Fighting Style: You adopt a particular style of fighting as your speciality. Choose a fighting style from the Fighter’s fighting style list. You can’t take a Fighting Style option more than once, even if you later get to choose again. Level 1:Warlord’s Tactics: At 1st level your careful eye over the battlefield allows you to shout Orders to allies, allowing them to make greater use of their abilities. You can use this feature a number of times equal to ½ your Warlord Level (Minimum 1), and regain all uses after a short or long rest. You can use your bonus action to issue one of the following Orders to an ally you can see. You gain new orders when you choose a Military branch at 3rd level, and again at level 10 and 20. [LIST] [*]Assist: Creature can use their reaction to use the help action. [*]Hold: Creature can use their reaction to make a Push action. In addition, the creature cannot be forced to move until the start of your next turn. [/LIST] Level 2:Rally: When an ally you can see is hit by an attack, you may choose to gain advantage on attacks you make against the creature that made the attack before the end of your next turn. You can only have Rally active against one creature at a time, choosing a new creature cancels the advantage on the previous. Level 3: Military Branch At 3rd level, you choose a Military Branch that you study to use on the battlefield. This archetype grants features at level 3, 8, 13, and 18. Choose Commander or Grand Master. Level 4: Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Level 5: Extra Attack: Beginning at 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn, this increases to 3 times at level 17. Level 6: Starting at 6th level you can consume a use of Warlord’s Tactics to end a charm or fear affect on an ally. Level 10: Lead the Charge: Starting at 10th level when you use the Help action to aid an ally you can target a number of creatures equal to ⅓ your Warlord Level rounded down at the same time. Level 14: Pack Awareness: Beginning at 14th level, your extraordinary battlefield alertness extends to your allies. If you are not surprised at the start of combat, conscious creatures of your choice within 30 feet of you are also not surprised. In addition, when you get a surprise round you can give one other creature within 30 feet a surprise round as well. Level 18: Unyielding General: If you roll Initiative and have no uses of Warlord’s Tactics remaining, you regain 2 uses. [h=3]ARCHETYPE Commander[/h] Level 3: When you choose the Commander Archetype at level 3 you gain two new Orders. [LIST] [*]Attack: Creature makes a weapon attack against a target as their reaction. [*]Fortify: Creature gains +2 to their AC or Ability Save against the next attack that targets them [*]Level 10: Rest: Creature can use their reaction to heal their Hit Dice value without spending one, this heal has a bonus equal to your Charisma Modifier instead of their Constitution modifier. [*]Level 20: Infallible Strike: Creature gains +10 to their next attack roll [/LIST] Level 3: Restore Morale: When you hit with a weapon attack you can use your bonus action to give an ally within 10ft Temporary Hit Points equal to your Charisma Modifier Level 8: Aura of Weakness: At 8th level your commanding presence gives you a 15ft Aura. Any hostile creatures that make an attack while in the aura have their damage reduced by your Charisma Modifier. Level 13: War Bond: You can spend an action invigorating your allies. Pick a number of creatures within 30ft up to your Charisma Modifier, they gain advantage on their next action. Once you use this ability you cannot do so again until you complete a short or long rest. Level 18: Commander’s Directive: Warlord’s Tactics can now target a number of creatures equal to your Charisma Modifier at the same time. [h=3]ARCHETYPE Grand Master[/h] Level 3: Spellcasting Uses the Eldritch Knight cantrip number and spell slot progression. Draws from the Wizard table. The Grand Master, unlike the Eldritch Knight, has no limit on what schools of spells it can learn. Level 3: Bonus Spells: As the Grand Master you gain access to bonus spells when you reach certain levels. These spells are always prepared and do not count towards your number of spells known. Level 3: Compelled Duel Level 7: Enhance Ability Level 13: Elemental Weapon Level 19: Freedom of Movement Level 3: When you choose the Grandmaster Archetype at level 3 you gain two new Orders. [LIST] [*]Maneuver: Creature can move up to half their speed without provoking OA’s as a reaction. [*]Destroy: Creature adds your intelligence modifier to their damage rolls until the end of their turn. [*]Level 10: Maiming Strike: When the creature hits with an attack roll, the target’s speed drops to 0 until the start of their next turn. [*]Level 20: Find Weak Point: Until their next turn the creature can get a critical hit on an attack roll when the number on the d20 is greater than or equal to 20 - your Intelligence Modifier. [/LIST] Level 3: Elemental Coating: When you cast a spell that deals any damage type other than Slashing Piercing or Bludgeon damage, you can choose to have your weapon attacks deal that damage type as well until the end of your next turn. In the event that the spell deals multiple damage types, you pick one. You can cancel the effect with no action any time after choosing the type and making an attack. Level 8: Aura of Speed: You channel your magical ability into a menacing aura with a 15ft radius. For hostile creatures it counts as difficult terrain. In addition, any friendly creature has their speed increased by 10ft until the end of their turn the first time they enter the aura on their turn. Level 13: Zone of Control: At the start of combat you choose an area with a 5ft radius that is completely within 30ft that is your zone of control. As long as you are within 30ft of the edge of your zone of control, when a creature enters the zone you can use your reaction to teleport to any unoccupied spot within the zone of control and make an attack against the creature. At the start of each of your turns you can use a bonus action to change the location of your zone of control. Level 18: Stay in Formation: Whenever you use an action to cast a spell that would target one ally, you can consume a use of Warlord’s Tactics to target a number of creatures equal to your Intelligence modifier instead. Once you use this feature you cannot do so again until you finish a short or long rest. [/QUOTE]
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