Jester David
Hero
Warlords could do healing adequately. Every other leader in the game was better. If the CharOp boards are to be believed. It is their focus and all.It might sound that way. But it really isn't. Temp hps nicely work for inspiring people /before/ the battle. Restoring hps, though, is critical to getting allies back into the battle, and it's something Warlords could do quite well.
And temp hp work just fine in combat. It soaks a hit and prevents you going down. Plus, it lengthens the adventuring day unlike triggering Hit Dice, as spending HD in combat is the same daily healing as spending them during a short rest. Temp hp just means less damage you need to heal with your Hit Dice after a couple combats.
Burning all your resources as a warlord trying to be a great healer is incredibly inefficient, like trying to build a wizard tank. It can work, but if you focused on healing with any other leader class you'd be better off.Depended on the build, there were 54 healing powers, so you could choose to have a lot of healing, and the Inspiring Build, in particular could heal in the same league as the cleric (not the Pacifist Cleric, of course).
A 1st level cleric or bard can cast cure wounds twice. Or something much, much more interesting.Nonsense. Every class with Cure Wounds on it's list has healing as a feature, and many, many other things, just by having a spell list. The 'cost' of adding healing ability to a class is trivial - heck, it is arguably a burden in return for which the class is given /more/ resources and other abilities.
To be balanced, a warlord can do something equal to a the divine domain power/ bardic inspiration feature, a 1st level spell one/day, and heal 1d8 once. It is literally a third of their class features.
The iconic parts of the warlord are imparting movement, granting extra attacks, boosting initiative, plus the standard leader stuff of bonuses to attack, damage, rerolled saves, etc.
Which of those are you going to give up at level one for healing?
Healing was the least interesting thing a warlord can do. It was mandatory in 4e but if it can be replaced or minimized I say do it.
Like I said, it'd be better as something you can opt into.Definitely. There's no need to rope any class into a hard 'role' in 5e. The healing abilities need to be there, and be worthy of what the Warlord could always do, but they needn't be mandatory. It'd probably be rare for a Warlord not in a party with a magic healer or two to eschew them, but choice is better than no choice, even if it means every party TPK'd at first level until you learn to make a different one.