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"Warlord" build for D&Dnext
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<blockquote data-quote="Draffyr" data-source="post: 6145095" data-attributes="member: 6747169"><p>After reading the original thread, I've been thinking about this as well. I was considering an idea of having granted movement as part of the base class, then have one subclass that focuses on offense and another subclass that is defensive. It could be possible to have a third that mixes both to an extent, but I wouldn't know how to balance the mix. Something akin to the fighter's expertise dice that can only be recovered after a short or extended rest would keep the abilities from being used too often. Also, to try to keep things balanced since the character could heal more often (albeit for less), I was thinking of keeping the strongest abilities at touch range. The granted movement could be range, of course, but granting an attack (seeing the ally is well enough to perform the action) and non-magical healing (it's hard to hear in a fight, and you can only bandage up close if that's what you imagine the character is doing) make more sense as being closer range.</p><p></p><p>Here's what I was thinking:</p><p></p><p>Base class: 1d4 or 2d4 Inspiration die/dice (just to throw out a name) which would scale in size (d6 at level 5, d8 at level 10, etc), number of dice, or likely both, and can only use one die per turn unless otherwise specified (scaling number of dice would support using more than one at once). To grant movement, the character uses an action on their turn, rolls an Inspiration die, and someone/party members in range can move a distance equal to the die result times 5, with a maximum of their movement speed.</p><p></p><p>Offense subclass: As a reaction when an ally attacks an opponent, can roll an Inspiration die to grant a bonus to the attack equal to the die result (to keep it from being too strong, could make it half die result, minimum 1). As an action, can grant an ally an attack against an adjacent opponent (possibly uses the ally's reaction, maybe not); roll an Inspiration die and add it to the damage of the ally's attack. (I'm not sure on the math for how powerful an extra d6 or whatever damage would be, so it may be something more like "expend a die without rolling it to grant a bonus attack.")</p><p></p><p>Defense subclass: As a reaction when an ally is attacked, can roll an Inspiration die to grant a bonus to the ally's AC equal to (full or half) die result. As an action, can restore the HP of an adjacent ally; roll an Inspiration die, and the ally recovers HP equal to die result. (Maybe add a static bonus to the amount healed to keep it in line with Cure Wounds spell.)</p><p></p><p>This is just the first kind of thing that popped into my head. It would allow for movement, healing, extra attack, and buffs. You might also be able to add something to the base class that uses the Warlord's reaction to help with an ally's saving throw, but that's not something I've seen anyone mention in the original discussion thread, so I didn't include it in case it would put people off. All of these could (and should, aside from granting an attack since that wouldn't make sense) also be made to work on the Warlord as well as a "lead by example" thing--if you can't push yourself, your allies won't be as willing to push themselves just because you told them to.</p><p></p><p>Edit: The reason I separate the healing into a specific subclass is the same reason Cure Wounds isn't a spell every Cleric is required to take: The class should have the ability to heal, but healing shouldn't be the core of the class.</p><p></p><p>Edit 2: I switched it to d6 to d4 for the initial ability given how often the character would be able to use the bonus each day as compared to a Cleric using Cure Wounds. I also think the inspiration mechanic being linked to Charisma would make the class better at the interaction pillar, but I'm not sure how to do that and make it balanced. I was thinking adding it to the bonuses of the active uses of the inspiration dice, but I don't know if that would be too powerful. I'm thinking being required to either be in melee range of the baddies or having to run back and forth to heal different allies would be a good risk/reward balance with Cure Wounds' longer range, but as I said, I'm not sure how to balance it.</p></blockquote><p></p>
[QUOTE="Draffyr, post: 6145095, member: 6747169"] After reading the original thread, I've been thinking about this as well. I was considering an idea of having granted movement as part of the base class, then have one subclass that focuses on offense and another subclass that is defensive. It could be possible to have a third that mixes both to an extent, but I wouldn't know how to balance the mix. Something akin to the fighter's expertise dice that can only be recovered after a short or extended rest would keep the abilities from being used too often. Also, to try to keep things balanced since the character could heal more often (albeit for less), I was thinking of keeping the strongest abilities at touch range. The granted movement could be range, of course, but granting an attack (seeing the ally is well enough to perform the action) and non-magical healing (it's hard to hear in a fight, and you can only bandage up close if that's what you imagine the character is doing) make more sense as being closer range. Here's what I was thinking: Base class: 1d4 or 2d4 Inspiration die/dice (just to throw out a name) which would scale in size (d6 at level 5, d8 at level 10, etc), number of dice, or likely both, and can only use one die per turn unless otherwise specified (scaling number of dice would support using more than one at once). To grant movement, the character uses an action on their turn, rolls an Inspiration die, and someone/party members in range can move a distance equal to the die result times 5, with a maximum of their movement speed. Offense subclass: As a reaction when an ally attacks an opponent, can roll an Inspiration die to grant a bonus to the attack equal to the die result (to keep it from being too strong, could make it half die result, minimum 1). As an action, can grant an ally an attack against an adjacent opponent (possibly uses the ally's reaction, maybe not); roll an Inspiration die and add it to the damage of the ally's attack. (I'm not sure on the math for how powerful an extra d6 or whatever damage would be, so it may be something more like "expend a die without rolling it to grant a bonus attack.") Defense subclass: As a reaction when an ally is attacked, can roll an Inspiration die to grant a bonus to the ally's AC equal to (full or half) die result. As an action, can restore the HP of an adjacent ally; roll an Inspiration die, and the ally recovers HP equal to die result. (Maybe add a static bonus to the amount healed to keep it in line with Cure Wounds spell.) This is just the first kind of thing that popped into my head. It would allow for movement, healing, extra attack, and buffs. You might also be able to add something to the base class that uses the Warlord's reaction to help with an ally's saving throw, but that's not something I've seen anyone mention in the original discussion thread, so I didn't include it in case it would put people off. All of these could (and should, aside from granting an attack since that wouldn't make sense) also be made to work on the Warlord as well as a "lead by example" thing--if you can't push yourself, your allies won't be as willing to push themselves just because you told them to. Edit: The reason I separate the healing into a specific subclass is the same reason Cure Wounds isn't a spell every Cleric is required to take: The class should have the ability to heal, but healing shouldn't be the core of the class. Edit 2: I switched it to d6 to d4 for the initial ability given how often the character would be able to use the bonus each day as compared to a Cleric using Cure Wounds. I also think the inspiration mechanic being linked to Charisma would make the class better at the interaction pillar, but I'm not sure how to do that and make it balanced. I was thinking adding it to the bonuses of the active uses of the inspiration dice, but I don't know if that would be too powerful. I'm thinking being required to either be in melee range of the baddies or having to run back and forth to heal different allies would be a good risk/reward balance with Cure Wounds' longer range, but as I said, I'm not sure how to balance it. [/QUOTE]
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