El Mahdi
Muad'Dib of the Anauroch
How about this as a compromise on healing...
Level 2: Inspiring word: As a bonus action, an ally can spend a hit die.
Level 3: Sub-Class
*Medic: You can cast cleric spells with a 1/3 progression.
Level 4: you can pick up the healer feat.
The problems I see are thus:
1. Linking Hit Point recovery to Hit Dice extremely limits the amount of hit point recovery a Warlord can inspire (making them almost useless in this regard), and simply replaces a character using their Hit Dice themselves during a short rest. The adventuring day is now limited by Hit Dice in a non-magic campaign. The only thing this adds is that you can now use Hit Dice to recover Hit Points during combat, rather than just during a Short Rest. One of the intentions of the Warlord was to be able to replace the Cleric with a non-magical source of Hit Point recovery. Not to mention that no other class that can provide Hit Points are limited in this way.
It's only a compromise if one is okay with limiting healing spells in this manner (healing spells require a character to use their Hit Dice). I doubt you'll find many that would accept that.
2. Casting Cleric spells goes against the non-magical nature of a Warlord. They would no longer be a Warlord, but narratively, conceptually, and mechanically they would be a Divine spellcaster.
3. While a player could certainly build their Warlord to be a capable physician/medic, that isn't an inherent aspect of the concept. Removing the Inspirational based Hit Point recovery in favor of the Healer Feat - or adding it to augment the Warlord's Hit Pont recovery mechanics, an augmentation that shouldn't be needed in the first place - is not a compromise; it's completely changing the narrative and concept in order to appease those that don't like it. Which by the way, wouldn't work anyways. It's more than just the inspirational hit point recovery proponents have issues with.
It's obvious your heart is in the right place, but these aren't feasible, nor are they compromises.
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