Anyone feel ready to get more concrete than the general ideas presented so far? To sum up the thread and perhaps make a stub of a class of it?
For what its worth, I did this one back in mid-March and it is pretty close to lockstep with much of what pemerton outlines in the initial post. Results in the poll were mixed. The Warlord players that voted were 8 in favor and 2 thought it was rubbish. If I'm marketing a class to scratch a specific itch, a 20 % fail rate to the players it is catering to is well wide of the target. Other votes in the poll were about immersion, etc. I was basically testing folks' metagame threshold and how well the 5e action economy and intra-class build potency could replicate the 4e Warlord thematically and tactically (crudely using the Cleric chassis and re-engineering...not remotely refluffing or even reskinning for that matter). Overall it would have to be categorized as a failure. KM had a good iteration, basically a mundane bard, in the same thread.
Warlord (Field Marshal)
Ability Adjustment: +1 to your Strength, Intelligence, or Charisma score.
Starting Hit Points: 8 + Constitution modifier
Armor and Weapon Proficiencies: Light armor, medium armor, and shields
Weapon Proficiencies: All simple and martial weapons
Hit Dice: 1d8 per warlord level
Hit Points: 1d8 (or 5) + your Constitution modifier per warlord level gained
[TABLE="class: cms_table_cms_table, width: 500"] [TR] [TD]Level[/TD] [TD]Weapon Attack[/TD] [TD]That's an Order[/TD] [TD]MDDice[/TD] [TD]MDB[/TD] [TD]Class Features (* See below*)[/TD] [/TR] [TR] [TD]1[/TD] [TD]+1[/TD] [TD]1/day[/TD] [TD]NA[/TD] [TD]NA[/TD] [TD]BCT, TaO, VoaTT[/TD] [/TR] [TR] [TD]2[/TD] [TD]+1[/TD] [TD]2/day[/TD] [TD]NA[/TD] [TD]NA[/TD] [TD]
[/TD] [/TR] [TR] [TD]3[/TD] [TD]+1[/TD] [TD]2/day[/TD] [TD]NA[/TD] [TD]NA[/TD] [TD]SS[/TD] [/TR] [TR] [TD]4[/TD] [TD]+2[/TD] [TD]2/day[/TD] [TD]NA[/TD] [TD]NA[/TD] [TD]KTE[/TD] [/TR] [TR] [TD]5[/TD] [TD]+2[/TD] [TD]3/day[/TD] [TD]NA[/TD] [TD]NA[/TD] [TD]
[/TD] [/TR] [TR] [TD]6[/TD] [TD]+2[/TD] [TD]3/day[/TD] [TD]1d6[/TD] [TD]NA[/TD] [TD]Combat Expertise[/TD] [/TR] [TR] [TD]7[/TD] [TD]+2[/TD] [TD]3/day[/TD] [TD]1d6[/TD] [TD]NA[/TD] [TD]AAO[/TD] [/TR] [TR] [TD]8[/TD] [TD]+2[/TD] [TD]4/day[/TD] [TD]1d6[/TD] [TD]NA[/TD] [TD]
[/TD] [/TR] [TR] [TD]9[/TD] [TD]+3[/TD] [TD]4/day[/TD] [TD]1d6[/TD] [TD]NA[/TD] [TD]DDoM[/TD] [/TR] [TR] [TD]10[/TD] [TD]+3[/TD] [TD]4/day[/TD] [TD]2d6[/TD] [TD]NA[/TD] [TD]MoI[/TD] [/TR] [/TABLE]
1 -
(BCT) Battle Captain's Tactics - As an action, you can use any of the below 3 Tactics:
Better Part of Valor - As an action, you can make a melee or ranged attack. One ally can then use their reaction to move up to 10 feet. This movement does not provoke opportunity attacks.
Direct the Strike - As an action, one ally attacks or casts an at-will spell with advantage against an enemy of your (their) choice. Your Martial Damage Dice, if any, is added to their damage.
Phalanx Formation - As an action, you make an attack. On its next turn, if the enemy attacks an ally while you are adjacent to it, your ally can use a reaction to impose disadvantage on the attack roll.
1 -
(TaO) That's an Order - A number of times per day, you can issue one of the below Orders:
Fortune Favors the Bold - As an action, you can expend a use of your TaO to give a number of allies equal to your Intelligence modifier an action that they must use immediately. If you are at least 11th level, the number of allies improves to your Intelligence modifier + 1.
Shake It Off - When an ally takes damage, you can expend a use of your TaO as a reaction. When you do so, reduce the damage the ally takes by 10. If you are at least 11th level, reduce the damage by 20 instead.
1 -
(VoaTT) Veteran of a Thousand Treaties - You are trained in Knowledge Warfare and Persuade.
3 -
(SS) Stirring Speech - Once per day, when your allies spend a Hit Die during a short rest, you can give them a bonus to their Hit Points gained equal to your Charisma modifier.
4 -
(KTE) Know Thy Enemy - You and your allies have advantage on Sense Motive and Initative checks.
7 -
(AAO) Against All Odds - You are immune to fear effects. As a reaction, when an ally makes a saving throw against a fear effect, you can provide that ally advantage on their saving throw.
9 -
(DDoM) Don't Die on Me - If an attack or other effect drops an ally to 0 hit points or fewer and it fails to kill them outright, you can spend a reaction to allow them a DC 10 Constitution saving throw to drop to 1 hit point instead. Each time they succeed on this saving throw before taking a short rest, the DC increases by 5.
10 -
(MoI) Master of Intel - You have advantage on any Intelligence of Charisma check used to gather information on an enemy's infrastructure, position, and means.