FrogReaver
The most respectful and polite poster ever
I have no issue with a magical subclass of the warlord being able to do all that, but in my expectation of the non-magical warlord it will not have tools to deal with lost limbs, lycanthropy, curses or petrification. I could see them having tools for helping with poison and (to a lesser extent) disease, but those would not be the immediate curing kind of tools that magical characters like clerics would have. I can also see a warlord having tools to help with certain status effects and with drained stats.
And that's all perfectly fine, for one very good reason: the warlord is a combat-focused support character. They should be able to heal and help with some of the things you'd generally want a cleric for, but that kind of support should have a built-in cut-off for kinds of things it can't do. That's part of what makes it okay for the warlord to perform other support actions, like enabling off-turn actions, without doing too much.
There's like a whole 10d6 swing between the best single off turn attack and the worst single off turn attack. Nothing that swingy will ever be balanced for at will.
Either it will be way to strong or way to weak.
That said you can grant a few off turn attacks and that swinginess won't be a great deal. You just can't do a ton of them. Also, most of that extreme swinginess won't hit till way later level. So a level 1-10 game will only have a 5d6 swinginess at most. That's getting a lot closer to manageable.
It's really high level characters and high level rogues in particular that mess up off turn attack granting for everyone. We could probably live with a 2d6-3d6 difference in most parties most of the time for the attack granting.
Last edited: