D&D 5E Working on a Warlord Full Class


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Garthanos

Arcadian Knight
Well, the problem with that is that not all battlemasters have anything like a warlord ability- without checking my PH, I think only Commander's Strike
I am pretty sure that is an underestimate but one of the things I have been considered was altering most abilities to affect allies ie as a battlemaster you can parry but now you can make a warning shout to enable an ally to parry.
 

NotAYakk

Legend
Here is what happens when I apply Garth's ideas and yours together.

Warlord

HD: 1d8 per Warlord level
HP at 1st level: 8 + your Constitution modifier
HP at higher levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES
Armor:
Light and Medium armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: 1 Artisan's Tools of your choice
Saving Throws: Intelligence, Wisdom

Skills: Choose two skills from Animal Handling, Athletics, History, Intimdation, Medicne and Persuasion

EQUIPMENT:
You start with the following equipement, in addition to the equipment graned by your background:

* (a) Scale mail or (b) studded leather armor
* (a) A martial weapon and a shield or (b) two martial weapons
* (a) A light crossbow and 20 bolts or (b) two javelins
* (a) A diplomat's pack or (b) an explorer's pack

Combat Superiority:
At level 1 you gain a Warlord Superiority die - 1d6. At the end of your turn if you have expended it, it refreshes. At level 3 you instead have 1d8, at level 5 you have 2d10, at level 7 you have 2d12 and at level 9 you have 3d12 Warlord Superiority dice.

You cannot use Maneuvers when you are unable to freely choose your action (if on your turn), or unable to perform reactions (if not on your turn).

Maneuvers: You know your intelligence bonus (min 1) plus 1/2 of your Warlord class level (round up) maneuvers from the Warlord combat maneuver list.

Saving Throws: DC 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

Command Points: Starting at level 2 you gain a pool of command points equal to 1/2 of your Warlord class level. You can regain command points equal to your wisdom or charisma modifier (your choice) by spending an action, up to your limit.

Initially you can spend command points on:
  • For 1 command point, you can regain one Warlord Superioriy die. You can do this at most once per turn.
  • As a reaction, you can grant a creature who can see or hear you a bonus on a saving throw or attack roll equal to the number of command points you expend. You can do this after the roll is made, but before the results are applied.
  • As a bonus action you can attempt to bring a unconscious creature with 0 HP within 5' back into the fight. They can immediately make a death saving throw with a bonus equal to your warlord class level, and you can expend any number of command points to give them a bonus on the roll equal to 1d6 per command point spent after you see it. Ignore any failure from this death saving throw.

School of Leadership: At level 3 you pick your school of leadership, describing why and how you lead others. (this is subclass)

Ability Score Increase: When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can icnrease one ability score of your choice by 1, or you can increase two ability scores of your choice by 1.

Extra Command
At level 5, when you use a bonus action to do a Warlord Maneuver, you gain a 2nd bonus action you can use on your turn. This extra bonus action can be spent on another Warlord Maneuver or something else.

6th level feature

School Feature
: At 7th level you gain a school of leadership feature.

9th level feature

School Feature
: At 10th level you gain a school of leadership feature.

11th level feature

13th level feature

14th level feature

School Feature
: At 15th level you gain a school of leadership feature.

17th level feature

18th level feature

20th level feature

Warlord Maneuvers

These are superior versions of the Battle Master maneuvers. An "ally" in these maneuvers is an friendly creature who can see or hear you.

Commander's Strike (Requires level 3)
When you take the Attack action on your turn, you can use a bonus action to command an ally to strike. When you do so, choose an ally and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attacks' damage roll.

Disarming Attack
When you or an ally hits a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than the you or the triggering ally has advantage if the attack is made before the start of their next turn.

Evasive Footwork
When you or an ally moves, you can expend one superiority die, rolling the die and adding the number rolled to you or the triggering ally AC until they stop moving.

Goading Attack
When you or an ally hits a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking them. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than the attacker until the end of their next turn.

Maneuvering Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose another ally. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of the attack.

Parry
When another creature damages you or an ally with a melee attack, you can expend a supriority die to let the hit creature expend a reaction, reducing the damage done by the number rolled on the superiority die plus their dexterity modifier.

Precision Attack
When you or an ally makes a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the attacker pushes the target up to 15 feet away from them.

Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte
When a creature misses you or an ally with a melee attack, you can expend one superiority die to let the missed creature use their reaction to make a melee weapon attack against the original attacker. If the granted attack hits, add the superiority die to the attack's damage roll.

Sweeping Attack
When you or an ally hits a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within the attacker's reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the attack knocks the target prone.

---

I dropped HD down to d8s; I figure the tough version of the Warlord can grant extra HP at level 3.

Almost every maneuver I stole was modified to be "you or an ally". Off-turn this does not burn your reaction; just a superiority die.

Warlord's version of Commander's Strike doesn't burn one of your attacks (!), just a bonus action.

At level 5, instead of another attack, you get a 2nd bonus action. So you can attack, and get 2 allies to attack as well.

It is more than a bit MAD, because I like MAD. You will want Str/Dex to attack with, Charisma or Wisdom for DCs and Command Point recovery, and Intelligence for extra maneuvers known.

Your Command Points are your per-encounter superiority dice, but can be burned for other purposes. I figure the level 11+ abilities might be fueled by them.

The recovery mechanism is "burn an action, gain attribute mod back".

I could port UA maneuvers over to this framework as well.

The rapid scaling of count and size of dice makes level 1-10 exciting I think. After 10, I don't like more or bigger dice, hence the idea of a 2nd tier of abilities. We need to compete with T3/4 casters.
 
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Garthanos

Arcadian Knight
You are good at running with a ball arent you LOL
Here is what happens when I apply Garth's ideas and yours together.

Warlord

HD: 1d8 per Warlord level
HP at 1st level: 8 + your Constitution modifier
HP at higher levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES
Armor:
Light and Medium armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: 1 Artisan's Tools of your choice
Saving Throws: Intelligence, Wisdom

Skills: Choose two skills from Animal Handling, Athletics, History, Intimdation, Medicne and Persuasion

EQUIPMENT:
You start with the following equipement, in addition to the equipment graned by your background:

  • (a) Scale mail or (b) studded leather armor
  • (a) A martial weapon and a shield or (b) two martial weapons
  • (a) A light crossbow and 20 bolts or (b) two javelins
  • (a) A diplomat's pack or (b) an explorer's pack

Combat Superiority:
At level 1 you gain a Warlord Superiority die - 1d6. At the end of your turn if you have expended it, it refreshes. At level 3 you instead have 1d8, at level 5 you have 2d10, at level 7 you have 2d12 and at level 9 you have 3d12 Warlord Superiority dice.

You cannot use Maneuvers when you are unable to freely choose your action (if on your turn), or unable to perform reactions (if not on your turn).

Maneuvers: You know your intelligence bonus (min 1) plus 1/2 of your Warlord class level (round up) maneuvers from the Warlord combat maneuver list.

Saving Throws: DC 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

Command Points: Starting at level 2 you gain a pool of command points equal to 1/2 of your Warlord class level. You can regain command points equal to your wisdom or charisma modifier (your choice) by spending an action, up to your limit.

Initially you can spend command points on:
  • For 1 command point, you can regain one Warlord Superioriy die. You can do this at most once per turn.
  • As a reaction, you can grant a creature who can see or hear you a bonus on a saving throw or attack roll equal to the number of command points you expend. You can do this after the roll is made, but before the results are applied.
  • As a bonus action you can attempt to bring a unconscious creature with 0 HP within 5' back into the fight. They can immediately make a death saving throw with a bonus equal to your warlord class level, and you can expend any number of command points to give them a bonus on the roll equal to 1d6 per command point spent after you see it. Ignore any failure from this death saving throw.

School of Leadership: At level 3 you pick your school of leadership, describing why and how you lead others. (this is subclass)

Ability Score Increase: When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can icnrease one ability score of your choice by 1, or you can increase two ability scores of your choice by 1.

Extra Command
At level 5, when you use a bonus action to do a Warlord Maneuver, you gain a 2nd bonus action you can use on your turn. This extra bonus action can be spent on another Warlord Maneuver or something else.

6th level feature

School Feature
: At 7th level you gain a school of leadership feature.

9th level feature

School Feature
: At 10th level you gain a school of leadership feature.

11th level feature

13th level feature

14th level feature

School Feature
: At 15th level you gain a school of leadership feature.

17th level feature

18th level feature

20th level feature

Warlord Maneuvers

These are superior versions of the Battle Master maneuvers. An "ally" in these maneuvers is an friendly creature who can see or hear you.

Commander's Strike (Requires level 3)
When you take the Attack action on your turn, you can use a bonus action to command an ally to strike. When you do so, choose an ally and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attacks' damage roll.

Disarming Attack
When you or an ally hits a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than the you or the triggering ally has advantage if the attack is made before the start of their next turn.

Evasive Footwork
When you or an ally moves, you can expend one superiority die, rolling the die and adding the number rolled to you or the triggering ally AC until they stop moving.

Goading Attack
When you or an ally hits a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking them. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than the attacker until the end of their next turn.

Maneuvering Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose another ally. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of the attack.

Parry
When another creature damages you or an ally with a melee attack, you can expend a supriority die to let the hit creature expend a reaction, reducing the damage done by the number rolled on the superiority die plus their dexterity modifier.

Precision Attack
When you or an ally makes a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the attacker pushes the target up to 15 feet away from them.

Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte
When a creature misses you or an ally with a melee attack, you can expend one superiority die to let the missed creature use their reaction to make a melee weapon attack against the original attacker. If the granted attack hits, add the superiority die to the attack's damage roll.

Sweeping Attack
When you or an ally hits a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within the attacker's reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the attack knocks the target prone.

---

I dropped HD down to d8s; I figure the tough version of the Warlord can grant extra HP at level 3.

Almost every maneuver I stole was modified to be "you or an ally". Off-turn this does not burn your reaction; just a superiority die.

Warlord's version of Commander's Strike doesn't burn one of your attacks (!), just a bonus action.

At level 5, instead of another attack, you get a 2nd bonus action. So you can attack, and get 2 allies to attack as well.

It is more than a bit MAD, because I like MAD. You will want Str/Dex to attack with, Charisma or Wisdom for DCs and Command Point recovery, and Intelligence for extra maneuvers known.

Your Command Points are your per-encounter superiority dice, but can be burned for other purposes. I figure the level 11+ abilities might be fueled by them.

The recovery mechanism is "burn an action, gain attribute mod back".

I could port UA maneuvers over to this framework as well.

The rapid scaling of count and size of dice makes level 1-10 exciting I think. After 10, I don't like more or bigger dice, hence the idea of a 2nd tier of abilities. We need to compete with T3/4 casters.
 

NotAYakk

Legend
Subclass thoughts:

School of Hard Knocks: A "Fighter" subclass of Warlord. Strength-based subclass. Gains +1 HP per Warlord level, heavy armor at level 3. You and allies can reroll HD used to regain HP during a short rest. Extra Attack at level 7 or 10 (maybe 10, to allow for a utility power at 7).
Aspiring Ruler: You want to be queen; this may or may not be "legitimate", it doesn't matter. Charisma-based subclass.
Academic Tactician: Chessmaster. Intelligence-based subclass.
Experienced Officer: Traditional "military leader" experience. Wisdom-based subclass.
Cryptic Shadow: A "Rogue" subclass of Warlord. Dex-based subclass.
 

Garthanos

Arcadian Knight
Bravura is one of the 4e Warlord types that had very interesting dynamics for me - by taking risks he inspired his allies and by showing them when and how to take risks he enhances their results when they do.
Exemplified by these :
His bravery in dashing past enemies to save an ally inspired any viewing ally in effect a boost to rally by daring behavior.
Or another example might be allowing an ally to take an extra attack at advantage by provoking an enemy attack.
 

Garthanos

Arcadian Knight
Bravura is one of the 4e Warlord types that had very interesting dynamics for me - by taking risks he inspired his allies and by showing them when and how to take risks he enhances their results when they do.
Exemplified by these :
His bravery in dashing past enemies to save an ally inspired any viewing ally in effect a boost to rally by daring behavior.
Or another example might be allowing an ally to take an extra attack at advantage by provoking an enemy attack.
Perhaps this Brash Warlord could recover his dice faster by risking opportunity attacks.
 

Garthanos

Arcadian Knight
Finally, here's the sketchiest of outlines of other potential ribbon abilities for the various subclasses that I've conceived so far:

use/enable dirty tricks and status effects
6th: Ribbon: Expertise in Deception, gain prof in disguise kit

Marshal- aura-based effects
6th: Ribbon: Aura grants bonus to Int and Cha checks within or against creatures in the aura.

White Raven- emphasis on moving allies/triggering attacks on a hit; fights
6th: Ribbon: Expend leadership die to grant expertise in one skill/tool for 10 minutes

Wolfpack Leader- gang up style; fights
6th: Ribbon: group benefits after short rest 1/day- lose exhaustion/regain spell slot/et
Like the flavor of Wolfpack and White Raven being a Schools / Archetypes of Warlord
 

Garthanos

Arcadian Knight
It is using the structure of the BM and retroactively making the BM a hybrid Fighter-Warlord to make the Warlord feel more naturally part of 5e.
There were people who thought that the CS die and maneuvers had a lot of potential... I agree. But one thing that needs buffed for a Warlord context is well whole party benefits. The aid a single ally trick is just a low hanging fruit on those maneuvers the trickier part is opening it up. "Everybody Charge","On your toes everyone" ... we are not talking about the kind of things that are "just rub some dirt in it" or similar targeted things.
 

NotAYakk

Legend
There were people who thought that the CS die and maneuvers had a lot of potential... I agree. But one thing that needs buffed for a Warlord context is well whole party benefits. The aid a single ally trick is just a low hanging fruit on those maneuvers the trickier part is opening it up. "Everybody Charge","On your toes everyone" ... we are not talking about the kind of things that are "just rub some dirt in it" or similar targeted things.
One has to be super careful with that.

A bonus or effect should be of at least a modest size to ve worth bothering, and then multiplying it by the party size makes it huge.

Bless is a top tier spell. Paladin aura is crazy good, and size limited. You can't have many things like that without being broken good.

"Everyone makes an attack" is an action-surge scale feature, for example.

---

In my sketch above, I envisioned that the schools would use command points to fuel new abilities. The basr use would be inefficient to nova with.
 

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