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D&D 5E Open Interpretation Inspirational Healing Compromise.

What do you think of an open interpretation compromise.

  • Yes, let each table/player decide if it's magical or not.

    Votes: 41 51.3%
  • No, inspirational healing must explicit be non-magical.

    Votes: 12 15.0%
  • No, all healing must explicit be magical.

    Votes: 12 15.0%
  • Something else. Possibly taco or a citric curry.

    Votes: 15 18.8%

Who says "Equal to a cleric but without magic"?

The job of a cleric is to allow the party to keep going and survive spike hit point attrition. Wind Walk, for example, is probably not wanted on a Warlord. But some recovery and some spike damage mitigation is absolutely necessary.

Well, Tony takes credit for it, but its a common thread among many ardent proponents. A warlord can't merely heal, he must have healing as powerful and prevalent as a cleric. He must have support abilities equal to spells like Bless. In short, while it might not have a 1:1 ratio of spells to powers, it must be able to replace a cleric (like a druid or bard can) in the realm of healing and support.

I question if it really needs to (since there are other ways to do support than having massive hp replacement).

And the "without magic" is a can of worms of its own. The warlord (barring an archetype) can not be a spellcaster. A classic AD&D fighter by about 3rd level on a decent number of hit points is impossible to kill in a minute by a brawny orc with a greataxe in a minute in which the orc gets extremely lucky. Is that magic? Because it certainly isn't mundane.

Magic =/= Spells. A bard's inspiration dice isn't a spell, but its "magical". The same is true for some warlock invocations, paladin lay on hands, monk "ki" abilities, or even barbarian Rage abilities. The text often suggests such things come from otherworldly origins (or at least allows for that possiblity) and the compromise Tony and I came to a bit father up opened up a "We don't know, maybe its magic" option in the flavor text of the warlord as well.

The warlord needs to be in the same bracket for magic as the fighter, rogue, and barbarian. I.e. not a caster. But all D&D classes are larger than life.

I can easily argue barbarians have some "magical" element to them; the PHB outright suggests one origin of Rage is "from a communion with fierce animal spirits." which seems to imply some magical element to it. Warlords, which often times skirt the difference between magical and mundane, need at the bare minimum the same consideration.

Neonchameleon;6729915I said:
t's also why I find the implied setting of the 5e universe boring. Spells are specifically controlled manifestations of magic to the point of being technology. They are also interchangeable in a way hard earned skill or genuinely magical effects shouldn't be.

Sorry you're bored, but if your talking a "Default D&D" warlord, it has to mesh with the "Default D&D" universe. Else, you're just designing some 3PP d20 variant class. (Which is fine, but color me disinterested).

Having a dragonborn's breath weapon recharge on a short rest is exactly how it worked in 4e. Encounter powers were explicitly in the rules powers that recharged on a short rest.

Not quite. A 4e dragonborn gets his breath weapon for EVERY fight he's in; a 5e dragonborn may go 2-3 fights before short resting. The 4e encounter powers says "you get your toys every time you roll initiative" while the 5e short-rest powers say "you may not start every fight with this ability, but you'll get to use it a few times per day."

A sticky spell. Being serious, vicious mockery as an at will is actually something 4e brought to the table and that influenced gameplay. Thunderwave is just another spell and its 5e version is very different from its 4e one as is its place within what makes 4e.

And why am I highlighting this? Because if you're putting the 5e Vicious Mockery alongside the 5e Thunderwave as things introduced then it's clear that you simply don't get how things fitted together in 4e. Which makes you unqualified to talk about them. There's a difference between a decent translation (Vicious Mockery) and something looking vaguely the same with a nametag (Thunderwave).

They were simply spells that owe their life to 4e because they didn't exist prior to it. Much like the warlord class didn't really exist before 4e.

It does highlight something that people do forget when discussing the warlord; we might get a class with that name and general concept, but it might not match the 4e depiction.

The claim was that all classes in any core PHB would be in the 5e PHB. It didn't happen. And Mearls chose to follow one of the least honest edition warrior points about shouting hands back on.

They opted for the path of least resistance on several classes: assassin, illusionist, wild mage, etc. by going with a subclass. They double-diluted the warlord by making him a subclass (battlemaster) and removing his direct healing. It might not be the warlord you WANTED, nor necessarily the best version, but they did try something. In the end, they opted for an options which made few (but ardent opponents) happy.

And your lack of understanding of what was important and why things were important needs to go. I've put in another thread why the warlord is a class that vastly opens up the worldbuilding and playstyle of 5e. A warlord allows you to play recognisable D&D with no spellcasters in your party. The warlord more than any other option meant that I could play a good Lord of the Rings game in 4e that would have not worked in any other edition. It opens up Dark Sun and pre-DL1 (and early DL1) Dragonlance to be viable settings without needing specialist classes and piles of rules like the Obscure Death Rule.

The warlord's job is NOT to be a nonmagical variant class; its job is to be a viable class in a game surrounded by magic. It takes a LOT more than a warlord class to make nonmagical viable in 5e, an entire supplement full of variant rules would probably be needed. Moreover, I want a warlord who can bring something unique to my table when I HAVE wizards, clerics, and other casters. Being a "nonmagical cleric" is the least interesting thing a warlord class should be.

Cry me a river. "I don't like the names they call things." In terms of complaints that's trivial.

"I don't want a warlord whose abilities are supernatural" is equally as trivial.

Try "The setting, the party, and the campaign I want to run won't even come close to working in the new D&D". Because that is what a loss of Warlords means in practice. It means that every setting needs to be covered in magic with spellcasters that make Gandalf look like a beginner.

It really sounds less like "I want a warlord" and more like "I want a variant of D&D that isn't magic-heavy". Which is fine, but you do understand the two things are separate issues, right?

Neonchameleon;6729915I said:
t depends how they are mechanically defining magic. If the warlord goes through their spellbook picking spells each morning to remember the mystic words and they vanish from your mind that would be ridiculous. If on the other hand it was just a single line of text and the words themselves weren't even affected by an anti-magic sphere that would be perfect.

THAT HAS BEEN MY POINT ALL ALONG. Sheesh!

And yet my 4e Retroclone has the archivist mage, which is a genuine vancian caster.

With 0-9 spells, spell slots and spells per day? Impressive. Too bad WotC never made those variants; we might have kept trucking in 4e.

Neonchameleon;6729915I said:
f it can be ignored at the table, of course.

It can be ignored as much as "words of creation" or "primal spirits" can be for bards and barbarians.
 

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Well, Tony takes credit for it, but its a common thread among many ardent proponents. A warlord can't merely heal, he must have healing as powerful and prevalent as a cleric. He must have support abilities equal to spells like Bless. In short, while it might not have a 1:1 ratio of spells to powers, it must be able to replace a cleric (like a druid or bard can) in the realm of healing and support.
Most people seem fine with mitigation (bonus AC, bonus saves, DR, THP) as a supplemental or even primary method of "healing". Though they want something they can use on an unconscious ally.

Some, including me would go 70% mitigation / 30% healing.
Other's voted for 50/50.
I don't think i've seen anyone want more then 50%.

I suppose i can make a poll. I felt like there was too much warlord spam before, but not it's got it's own forum it's easier to go with.

Being a "nonmagical cleric" is the least interesting thing a warlord class should be.
Strongly Agreed.

It really sounds less like "I want a warlord" and more like "I want a variant of D&D that isn't magic-heavy". Which is fine, but you do understand the two things are separate issues, right?
But they are also related.
Currently, there is no support class that you can take in a low magic campaign.
 

Most people seem fine with mitigation (bonus AC, bonus saves, DR, THP) as a supplemental or even primary method of "healing". Though they want something they can use on an unconscious ally.

Some, including me would go 70% mitigation / 30% healing.
Other's voted for 50/50.
I don't think i've seen anyone want more then 50%.

Personally, my ideal warlord is probably a little closer to "paladin" than "cleric" levels in terms of healing per day. Giving them some pool of hp replenishment is acceptable, but I'm not looking at something akin to "mass heal" in the warlord's list.

I suppose i can make a poll. I felt like there was too much warlord spam before, but not it's got it's own forum it's easier to go with.

Nah, there won't even remotely be a consensus.

But they are also related.
Currently, there is no support class that you can take in a low magic campaign.

Mildly. The warlord class doesn't make nonmagical viable alone. You need lots of additional rules and variants to do that. Moreover, the warlord's primary design goal should always be "how does he fit in a world of magic" rather than "how does he allow me to remove magic". So to me, this is very much NOT a point in the warlord's favor; I don't want a class whose aim is allow for a specific variant of playstyle, I want a class who I can drop into my bog-standard D&D game next session. How the DM wants to use it for his specific playstyle is irrelevant to the discussion.
 

I don't want a class whose aim is allow for a specific variant of playstyle, I want a class who I can drop into my bog-standard D&D game next session. How the DM wants to use it for his specific playstyle is irrelevant to the discussion.
I don't see them as conflicting.

Just make it non (or minimal) magic, and balance it against the other classes and you get both.
 

Well, Tony takes credit for it, but its a common thread among many ardent proponents. A warlord can't merely heal, he must have healing as powerful and prevalent as a cleric. He must have support abilities equal to spells like Bless. In short, while it might not have a 1:1 ratio of spells to powers, it must be able to replace a cleric (like a druid or bard can) in the realm of healing and support.
That's an approximation of the need for it to be viable in it's primary role, yes. The alternative is a Warlord that is un-playable. No exact equality is required, the Warlord's hp-restoration will probably stack up adequately compared to that of Druid or Bard rather than Life Cleric, for instance, while, OTOH, it's buffing would probably be better, and action-granting more prevalent.

There are already 5 or 6 spell-casting support classes, and they're adequate replacements for eachother, without being identical, even if they do re-use many of eachothers spells.

The Warlord won't be re-using spells, since it's concept is not supernatural, at all, so it should be trivially easy to differentiate it.

A 4e dragonborn gets his breath weapon for EVERY fight he's in; a 5e dragonborn may go 2-3 fights before short resting. The 4e encounter powers says "you get your toys every time you roll initiative"
Not true. 4e and 5e both require short rests. 4e short rests were just, well, short, at 5 minutes. I've run 4e scenarios where there was such intense time pressure the party had to face two or even three combats without a short rest.

They were simply spells that owe their life to 4e because they didn't exist prior to it. Much like the warlord class didn't really exist before 4e.

It does highlight something that people do forget when discussing the warlord; we might get a class with that name and general concept, but it might not match the 4e depiction.
5e is a good enough system to do a worthy version of a Warlord. It should cleave closer to the concept than the mechanics, because that's the 5e philosphy. No AEDU, for instance, no minimizing concept-appropriate abilities for fear of stepping on a 'Controllers' toes.

They opted for the path of least resistance on several classes: assassin, illusionist, wild mage, etc. by going with a subclass.
What resistance?

They double-diluted the warlord by making him a subclass (battlemaster) and removing his direct healing. It might not be the warlord you WANTED, nor necessarily the best version, but they did try something. In the end, they opted for an options which made few (but ardent opponents) happy.
And created the unfortunate appearance of catering to those opponents of 4e & the Warlord, and trying to exclude fans of 4e from the new edition. All the more reason a /good/ Warlord needs to make it into 5e. One that's worth the wait and delights those fans who have waited longer and endured more meaningful sleights than those that started the edition war had as provocation.

Personally, my ideal warlord is probably a little closer to "paladin" than "cleric" levels in terms of healing per day. Giving them some pool of hp replenishment is acceptable, but I'm not looking at something akin to "mass heal" in the warlord's list.
Those should certainly both be within the range of how an individual Warlord might be built, sure. The Warlord needs a certain amount of flexibility just to be viable in 5e, and that can be used as customizability. If the Warlord has Stand the Fallen (and it should), that triggers HD for ever ally in his Command Radius, available he should have several alternatives, so a given warlord could focus more on offensive buffing, defensive damage mitigation, or personal combat prowess, instead of hp restoration, if he wanted to.

Moreover, the warlord's primary design goal should always be "how does he fit in a world of magic" rather than "how does he allow me to remove magic".
Both need to be secondary to concept, but both need to be considered, and, incidentally, both lead to very much the same conclusions. A Warlord that is viable in a world with Bards, Clerics, &c, is also one that keeps D&D viable in the absence of such classes.

I want a class who I can drop into my bog-standard D&D game next session. How the DM wants to use it for his specific playstyle is irrelevant to the discussion.
Actually, it's /very/ relevant, because one of 5e's many seemingly-impossible goals was to expand the range of playstyles supported by D&D.


The warlord's job is NOT to be a nonmagical variant class; its job is to be a viable class in a game surrounded by magic.
It's both. A non-magical class that must be viable, even in a high-magic game.
It takes a LOT more than a warlord class to make nonmagical viable in 5e, an entire supplement full of variant rules would probably be needed.
The only critical thing missing from 5e to make an all-non-magical party or low-/non-magical campaign viable is a class like the Warlord, that can take on those all-important support duties, and maybe cover a little control into the bargain. In a non-magic game, the magical threats that might need a little magic (a protection scroll here, an NPC to remove a curse there) to keep from derailing the game are gone, anyway.

Moreover, I want a warlord who can bring something unique to my table when I HAVE wizards, clerics, and other casters. Being a "nonmagical cleric" is the least interesting thing a warlord class should be.
Non-magical primary support is hardly 'non-magical cleric' the Warlord won't be praying to a non-magical god to non-magically turn non-magical undead or casting non-magical spells from non-magical slots.
That's a silly, pointless exaggeration. The Warlord would be non-magical alternative to the existing all-magical support classes - Cleric, Druid, Bard, Paladin, Ranger - but not a non-magical 'version' of any of them. It has it's own range of character concepts, strongly present in genre (more broadly present than any of the existing support classes, in fact).

It would most certainly be unique since there's no viable non-magical support class in the PH.

"I don't want a warlord whose abilities are supernatural" is equally as trivial. It really sounds less like "I want a warlord" and more like "I want a variant of D&D that isn't magic-heavy". Which is fine, but you do understand the two things are separate issues, right?
They're linked. Before the Warlord, it was a major undertaking to re-tool the game even just to function without the Cleric, let alone without magic, at all. In 4e, running such a campaign was seamless, you flicked the 'inherent bonuses' switch, had all 4 martial classes in your party, and it worked fine. Adding a 5e Warlord - if it's good enough, and not restricted to a 4e-style 'Leader' role, but, like other support classes in 5e, can have the flexibility to make other strong contributions, as well - could get 5e to that same place. Maybe other options and module to season to taste would be nice to have, but they wouldn't be vital.


It can be ignored as much as "words of creation" or "primal spirits" can be for bards and barbarians.
That's pretty tough to ignore.




I can easily argue barbarians have some "magical" element to them; the PHB outright suggests one origin of Rage is "from a communion with fierce animal spirits."
The Totem Barbarian is explicitly magical, that passage is speaking of the source of his rage, the Berserker is not, the PHB also addresses rage that is more literal, and doesn't imply magic.

There's always room to believe what you want, of course. A character could conclude, after fighting a Berserker, that the crazy barbarian /must/ have been possessed by some sort of demon, for instance, and remain unshakable in that belief, regardless of any other evidence. A skeptic seeing a Totem Barbarian 'calling on the spirits' to 'communicate with animals' could conclude he's just eccentric and any information claimed to be from the conversation is actually based on other sources, like intimate knowledge of the wilderness, or just a lucky guess.

Obviously, rationalizing fireballs and the like is a little harder. ;P

Warlords, which often times skirt the difference between magical and mundane, need at the bare minimum the same consideration.
Warlords do no such thing, their concept has always been non-magical. Fantastic, Extraordinary (in the 3.5 'EX' sense) even super-human, but not supernatural.

if your talking a "Default D&D" warlord, it has to mesh with the "Default D&D" universe.
Nothing about the Default D&D universe suggests that anything the Warlord has ever done is magical. Sure, edition warriors in the past, fans still obsessing over the implications of hps, so-called caster-supremacists, and other of our fellow over-invested-in-our-hobby fans might have theoretical issues with with some Warlord mechanics. But the system in general and even the Standard Game as it stands would have no problems with the addition of one.

If we're all willing to be reasonable, though, there's no need to make Warlord maneuvers into spells, actually give them any sort of supernatural ability, or place the same kinds of limiting factors on their already-less-versatile-than-magic range of abilities that magic faces (ie, like not working in an anti-magic shell or 'world where there is no magic' or whatever). Rather, just as people IRL will attribute a success, sports team victory, close escape, or extraordinary accomplishment to divine favor, a lucky piece, a psychic, guardian angel, or other supernatural agency, there can be a genuine belief out there in the setting that some exceptional martial characters, like Warlords, are tapping into some sort of subtle, un-provable/un-disprovable source of supernatural power.

Yeah, get that out of the sidebar and put it in the main box and I'm there with bells on.
Say, right towards the end of the intro...

Warlord
...blah blah blah... colorful descriptions of possible warlords... blah blah blah....

Some attribute the extraordinary abilities of famous Warlords to a divine heritage or blessing, or some supernatural connection to primal forces of conflict, or even simply to luck or fate. Some say that there must be more than just charismatic leadership or tactical brilliance - perhaps the mystic secrets of some militant cabal left over from some forgotten empire, or a subtle magic of word & deed that doesn't follow the same laws as the mighty magic of wizards and their ilk - behind a Warlord's string of improbable victories. Most Warlords would agree. There is something greater than themselves that deserves the credit for those victories: their allies.

Whatever the source of their extraordinary accomplishments, Warlords are an asset to any party seeking victory in battle... blah, blah, blah...

....and *insert an awesome 5e class here*
 
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To be completely fair, the Major Aura Hardy Soldiers does provide Hit Point loss mitigation.

In other words, while it doesn't give you HP, it keeps you from losing some in the first place.
To be completely fair, that means THPs are a far more appropriate mechanic, rather than real HP recovery.
 

To be completely fair, that means THPs are a far more appropriate mechanic, rather than real HP recovery.

Yes. And they ought to get some other ability that trades an action to get someone up at 1 or more HP from zero and on their feet/not prone.

These don't have to be the same abilities. Grant THP & pull someone up from zero. 2 diff abilities at 2 diff levels.
 

I don't see them as conflicting.

Just make it non (or minimal) magic, and balance it against the other classes and you get both.

Here is my point...

Ok, we decide we are going to make a warlord that can act as support in a nonmagical game (aka, no spellcasting classes). We decide we are going to allow him some form of healing ability because clerics can restore hp so warlord's should. But a cleric can also heal conditions (poisoned, blinded, deafened, diseased) as well; there is no way to remove those conditions in the game without magic, so now the warlord needs some mechanic that can remove or negate those conditions (or the first time you fight some poisonous snakes or diseased dire rats, the game is going to fall apart). Also, a cleric can grant all manner of bonuses, such as Bless, Warding Bond, or Guiding Bolt (all of which grant bonuses to attack or defense) so a warlord needs to be able to grant bonuses like that too somehow if he's to be the nonmagical support class. He also should probably be able to remove Fear or Charm effects as well, since he's our only support...

Rather than keep saying "a warlord should do X nonmagically because he's the support class in a nonmagic game", I'd rather the focus be on "Well, clerics, bards and druids bring good support in the form of spells, what should a warlord bring that's unique?" Why do I want to be a warlord rather than a cleric (assuming the two are both options) other than "I can do everything the other can do, nonmagically?"


It's both. A non-magical class that must be viable, even in a high-magic game.
The only critical thing missing from 5e to make an all-non-magical party or low-/non-magical campaign viable is a class like the Warlord, that can take on those all-important support duties, and maybe cover a little control into the bargain. In a non-magic game, the magical threats that might need a little magic (a protection scroll here, an NPC to remove a curse there) to keep from derailing the game are gone, anyway.

Which is actually part of my point: you can't assume that a fighter, a warlord, a rogue, and a barbarian could play through Rise of Tiamat just because you now have a "nonmagical" support class. It requires far more than a warlord to make nonmagical campaigns work. Additionally, I think its a very low point on the design scale since most D&D DOES use magic and doesn't deviate much from that norm.


They're linked. Before the Warlord, it was a major undertaking to re-tool the game even just to function without the Cleric, let alone without magic, at all. In 4e, running such a campaign was seamless, you flicked the 'inherent bonuses' switch, had all 4 martial classes in your party, and it worked fine. Adding a 5e Warlord - if it's good enough, and not restricted to a 4e-style 'Leader' role, but, like other support classes in 5e, can have the flexibility to make other strong contributions, as well - could get 5e to that same place. Maybe other options and module to season to taste would be nice to have, but they wouldn't be vital.

I'm not convinced that just adding a warlord class would give 5e the same flick, but I'm repeating myself...

That's pretty tough to ignore.

Yet you have to if you want to count Barbarian among the nonmagical list; or even your own warlord fluff below now.

The Totem Barbarian is explicitly magical, that passage is speaking of the source of his rage, the Berserker is not, the PHB also addresses rage that is more literal, and doesn't imply magic.

The line I quoted was from the DEFAULT Barbarian fluff. (Last paragraph, before "Primal Instinct") and it clearly shows two examples of sources for Rage, a magical one and a nonmagical one. I'm just quoting the PHB. If you want to house rule all Rage comes from "pain", then go ahead.

Warlords do no such thing, their concept has always been non-magical. Fantastic, Extraordinary (in the 3.5 'EX' sense) even super-human, but not supernatural.

Nothing about the Default D&D universe suggests that anything the Warlord has ever done is magical. Sure, edition warriors in the past, fans still obsessing over the implications of hps, so-called caster-supremacists, and other of our fellow over-invested-in-our-hobby fans might have theoretical issues with with some Warlord mechanics. But the system in general and even the Standard Game as it stands would have no problems with the addition of one.

Man, I REALLY thought we were behind all the "Warlords are 110% nonmagical, suggesting otherwise is edition warring, but if it helps you sleep at night, you can pretend its magical" line of crap. I thought we came to a "warlords do their thing and we don't know exactly why; might be magical, or something else" compromise. I guess that was wishful thinking on my part.
 
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Well, Tony takes credit for it, but its a common thread among many ardent proponents. A warlord can't merely heal, he must have healing as powerful and prevalent as a cleric.

[Citation Needed]

The 4e Warlord doesn't come close to having healing as powerful and prevalent as a cleric. The 4e Warlord has spike hit point recovery - with the strongest inspiring warlords having about as much healing as fairly healing-light clerics.

So as you are claiming that what's being demanded is something that's never happened in the past I'm going to assume you have misunderstood.

Magic =/= Spells. A bard's inspiration dice isn't a spell, but its "magical". The same is true for some warlock invocations, paladin lay on hands, monk "ki" abilities, or even barbarian Rage abilities.

Indeed. One of the things I find most aggravating about 5e worldbuilding is how spells seem to be the base unit of most magic. It's the spells part that drives people up the wall because spells are an explicit form of magic, and if there is magic involved they are completely the wrong one.

I've yet to see the warlord fan argue against the larger-than-life borderline magic interpretation (such as the one you reached with Tony Vargas). Just against spellcasting.


Sorry you're bored, but if your talking a "Default D&D" warlord, it has to mesh with the "Default D&D" universe. Else, you're just designing some 3PP d20 variant class. (Which is fine, but color me disinterested).

Not quite. A 4e dragonborn gets his breath weapon for EVERY fight he's in; a 5e dragonborn may go 2-3 fights before short resting. The 4e encounter powers says "you get your toys every time you roll initiative" while the 5e short-rest powers say "you may not start every fight with this ability, but you'll get to use it a few times per day."

[Citation Needed]

I have the 4e PHB in front of me. And it says precisely the opposite. Short rests are explicitly what recharge encounter powers. Page 15 says "... you have to rest a few minutes between each use". Page 54 says "You need to take a short rest (page 263) before you can use one again." Those are the only two references in the index to encounter powers. Page 263 is the page on rests and is very explicit that a short or extended rest is what allows you to renew encounter powers.

There is nothing in the PHB on encounter powers that means that they have anything at all to do with initiative (with a few rare exceptions that are triggered by rolling initiative). You recharge them by taking a short rest of about five minutes to catch your breath and bandage wounds. And if you are denied that short rest (as I occasionally do when DMing) you don't get to recharge your powers.

You apparently misunderstand the 4e power system at a fundamental level.

They were simply spells that owe their life to 4e because they didn't exist prior to it. Much like the warlord class didn't really exist before 4e.

Which doesn't mean either that they are remotely equal in terms of weight or that their translation is equal.

Vicious Mockery practically defined many 4e bards. The ability to insult enemies out of the fight, and the ability to be witty and annoying and have it mechanically relevant. That it was an at will was important. And the 5e version of Vicious Mockery gets just about everything right.

Thunderwave was mostly something wizards did. An uncontrolled burst of energy to throw enemies away that was the fallback when they had nothing better to use. Focus your energy-boom-throw. The movement and the thunder were more important than the damage - and the fact it was so simple that you didn't have to concentrate much (so it was at will) was important too. But it was far from character defining. And was translated, rather than as a cantrip, as a first level spell. Meaning it isn't approached at all the same way now. It's a bad translation of a minor trinket rather than a good translation of something that literally allowed certain types of character to work.

The warlord's job is NOT to be a nonmagical variant class; its job is to be a viable class in a game surrounded by magic. It takes a LOT more than a warlord class to make nonmagical viable in 5e, an entire supplement full of variant rules would probably be needed. Moreover, I want a warlord who can bring something unique to my table when I HAVE wizards, clerics, and other casters. Being a "nonmagical cleric" is the least interesting thing a warlord class should be.

1: It actually doesn't take that much if we assume that the other non-magical classes are viable.

2: Non-magical cleric is far from the only thing a Warlord would bring. Warlords have never done things the same way as clerics and there's no reason they should start. They just need a couple of abilities that overlap with the cleric set enough you don't need a cleric.

It really sounds less like "I want a warlord" and more like "I want a variant of D&D that isn't magic-heavy". Which is fine, but you do understand the two things are separate issues, right?

But it does both. There's low magic - and there's games that are actually inspired by D&D's source material where almost all the spellcasters are the BBEGs. The warlord opens up the latter to work in D&D.

With 0-9 spells, spell slots and spells per day? Impressive. Too bad WotC never made those variants; we might have kept trucking in 4e.

Not 0-9, partly because I haven't gone beyond heroic tier. And 9th level spells are basically plot devices.

It can be ignored as much as "words of creation" or "primal spirits" can be for bards and barbarians.

I.e. frequently. Which is good. There's a difference between magic and spells and D&D is very bad for confusing the two.
 

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