ZombieRoboNinja
First Post
EDIT: See this post a few pages in for a bit of a redesign.
I was thinking about the warlord and how it might work in 5e. There are some big hurdles to consider:
1. A lot of people don't buy into "nonmagical healing."
2. Warlord is the only class from the 4e PHB1 not carried over from an earlier edition, so there's no real guidance how its mechanics might work outisde of AEDU.
3. Since the warlord schtick of inspiring allies could fit well with any class, it's a prime candidate for being demoted to a specialty. (The "leader" specialty they mentioned in the PA podcast sounded sweet!)
4. Healing in 5e is a daily resource, so whatever the warlord's new mechanics, he'd need to have a pool of daily powers to pull healing from.
Despite these hurdles, the class is a very cool concept, and it fills a niche that few other classes would: the non-Vancian healer.
So what would a 5e warlord look like? To my mind, it's a class that is tactically-minded above all else. That is to say, however his abilities are apportioned, they must be designed to be optimized for each skirmish the warlord faces. He's adept at fighting "with the army he has, not the army he wishes he had."
Oddly enough, I like the idea of the warlord's mechanics as a combination between the 5e warlock and sorcerer: the warlord can learn a fixed number of "tactics" (like a wizard learning spells), but can only prep himself and his part for a limited number of them at a time (let's say 2-3 at first level). Whenever he has a short rest with the party, he can brief the team on their tactics for next time - in other words, "encounter" powers are his primary forte. I've designed the sample maneuvers here to be semi-passive, so that you don't have to worry about "spamming" them.
He would also need at-will abilities, for those combats that last longer than 2 rounds. I think these could be called maneuvers, like a fighter's, but I'd also think they don't need a fancy expertise dice mechanic. Like a cleric, he should know a couple useful maneuvers at first level and learn a new one every few levels.
Finally, that daily resource pool. I'd call it "Morale points" and start it at 2 points/day. The trick is that certain maneuvers cost morale points. Everyone starts with a healing maneuver, but you can learn other "utility" maneuvers that might also cost Morale. (For example, "forced march" might let the party move double speed over long distances.)
With no further ado, the basic Warlord:
So would this class be fun to play?
I was thinking about the warlord and how it might work in 5e. There are some big hurdles to consider:
1. A lot of people don't buy into "nonmagical healing."
2. Warlord is the only class from the 4e PHB1 not carried over from an earlier edition, so there's no real guidance how its mechanics might work outisde of AEDU.
3. Since the warlord schtick of inspiring allies could fit well with any class, it's a prime candidate for being demoted to a specialty. (The "leader" specialty they mentioned in the PA podcast sounded sweet!)
4. Healing in 5e is a daily resource, so whatever the warlord's new mechanics, he'd need to have a pool of daily powers to pull healing from.
Despite these hurdles, the class is a very cool concept, and it fills a niche that few other classes would: the non-Vancian healer.
So what would a 5e warlord look like? To my mind, it's a class that is tactically-minded above all else. That is to say, however his abilities are apportioned, they must be designed to be optimized for each skirmish the warlord faces. He's adept at fighting "with the army he has, not the army he wishes he had."
Oddly enough, I like the idea of the warlord's mechanics as a combination between the 5e warlock and sorcerer: the warlord can learn a fixed number of "tactics" (like a wizard learning spells), but can only prep himself and his part for a limited number of them at a time (let's say 2-3 at first level). Whenever he has a short rest with the party, he can brief the team on their tactics for next time - in other words, "encounter" powers are his primary forte. I've designed the sample maneuvers here to be semi-passive, so that you don't have to worry about "spamming" them.
He would also need at-will abilities, for those combats that last longer than 2 rounds. I think these could be called maneuvers, like a fighter's, but I'd also think they don't need a fancy expertise dice mechanic. Like a cleric, he should know a couple useful maneuvers at first level and learn a new one every few levels.
Finally, that daily resource pool. I'd call it "Morale points" and start it at 2 points/day. The trick is that certain maneuvers cost morale points. Everyone starts with a healing maneuver, but you can learn other "utility" maneuvers that might also cost Morale. (For example, "forced march" might let the party move double speed over long distances.)
With no further ado, the basic Warlord:
Warlord
HD/HD: d8
Armor Proficiencies: Medium
Weapon Proficiencies: All
Code:Lvl Atk Morale Tactics Class Features 1 +3 2/day 2+Int Drills, Combat Tactics 2 +3 2/day 3+Int 3 +3 3/day 4+Int New drill 4 +3 3/day 5+Int 5 +3 4/day 6+Int
Drills:
The warlord has drilled tirelessly in a number of maneuvers that aid his allies in combat and help fuse them into a deadly fighting force. These drills can be repeated as often as desired. Unless noted otherwise, drills are actions.
At first level, the warlord knows Triage and two other drills; he learns an additional drill of his choice every third level (3, 6, 9).
Combat Tactics:
The warlord has studied numerous clever tactics designed to enhance the effectiveness of his unit in combat. These tactics must be carefully plotted out and discussed with the party before the fighting starts. This means that however many tactics the warlord knows, he must choose only two of them to prepare for each combat. When he has a short rest, he can use the downtime to plot out new maneuvers for the next combat with his party. Any member of the party not present and conscious for the short rest will not be able to participate in or receive benefits from the warlord's tactics in the following battle.
In his detailed knowledge of the ways of combat, the warlord recognizes that morale is often the key to victory. An "inspiration" is a type of tactic typically used out of combat, which generally takes some time to perform but does not need to be prepared in advance. These inspirations cost "Morale." Morale represents the limit of the warlord's ability to inspire confidence and teamwork in his unit, and can only be recharged with a long rest. A warlord has 2 Morale Points per day at first level, increasing by 1 at each odd level (3 at 3rd, 4 at 5th, etc).
Every warlord knows the Inspiration Dig Deep and at least 1 other tactic of his choice. If his Int modifier is positive, he adds it to the number of tactics he knows. The warlord learns a new tactic every level.
List of Drills:
Triage
His vast experience on the battlefield allows the warlord to apply poultices and salves with military efficiency. When you use this ability on an adjacent ally, he may spend one of his Hit Dice to recharge hit points as if you were using a Healer's Kit outside of combat. At third level, he may spend up to 2 HD this way, increasing by an additional HD every 3 levels.
Distracting Strike
You make a melee or ranged attack against an enemy; if you hit, you deal half damage, but the enemy receives Disadvantage on their next attack before the beginning of your next turn.
Aid Ally
You grant an adjacent ally advantage on one roll of their choice before the beginning of your next turn.
List of Tactics:
Dig Deep (Inspiration)
You inspire an ally to channel reserved they didn't even know they had, granting them one extra Hit Die. This Hit Die disappears if it isn't spent by the time the warlord takes a long rest. You may target two allies at 3rd level and an additional ally every 3 levels after that; however, you can't inspire yourself with this ability.
Forced March (Inspiration)
Your military discipline encourages your party to move more efficiently, covering long overland distances twice as quickly as normal.
Group Presence (Inspiration)
With your guidance and careful rehearsal, the party acts in careful accord even in social situations. All members of your party gain advantage on Diplomacy, Intimidate, Barter, Bluff, and Insight checks for the next 10 minutes.
Slippery Movement
Instead of getting advantage on attacks of opportunity against your party, enemies receive disadvantage instead.
Nova Strike
As an action, the warlord may designate a single target to his allies; all allies deal +1d6 damage against that target. (This damage increases to +2d6 at level 5 and +3d6 at level 8.) The warlord may not designate another target until the party takes another short rest.
Back to Back
Enemies cannot receive advantage on attacks against a party member who is adjacent to at least one other party member.
Phalanx
Allies adjacent to the warlord (or adjacent to an ally who is) receive advantage on all saving throws and deal +1d6 damage on melee attacks. (Damage increases to +2d6 at 3rd level, +3d6 at 6th, and +4d6 at 9th.)
Devotion
The party is immune to fear and charm effects as long as the warlord is conscious and within 50 feet.
Strike as One
The warlord may call for an orchestrated attack against a single target. As a reaction, every member of the party can make an immediate melee or ranged attack against that target (if they are in range). The warlord can call for this attack at any time, not only on his turn, but only once per short rest.
So would this class be fun to play?
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