D&D (2024) How should the Warlord be implemented in 1DnD?

I asked chat GP AI to make a warlord subclass for 5e and it did make a fighter. Also this thing is scary advanced, I have to start it's own thread on it thought.
IT doesn't know wabout 1D&D though so it can't help with the new playtest

Commander

Fighters who follow the Commander subclass are natural leaders, inspiring their allies to fight harder and smarter. They are skilled in tactics and strategy, able to coordinate their allies and turn the tide of battle.

Level 3: Tactical Expertise

At 3rd level, you gain proficiency in the Persuasion skill and the ability to use your action to grant a tactical advantage to an ally within 30 feet of you. When you use this feature, choose one of the following options:

Rally: The ally gains temporary hit points equal to your Fighter level + your Charisma modifier.
Reorient: The ally can use their reaction to move up to their speed without provoking opportunity attacks.
Strike: The ally can use their reaction to make a weapon attack against a creature of your choice within range.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.


Level 7: Tactical Mastery

At 7th level, you can use your action to grant a more powerful tactical advantage to an ally within 30 feet of you. When you use this feature, choose one of the following options:

Reinvigorate: The ally regains hit points equal to your Fighter level + your Charisma modifier.
Hold the Line: The ally gains temporary hit points equal to your Fighter level + your Constitution modifier.
Exploit Weakness: The ally's next attack against a creature within range has advantage.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Level 10: Tactical Superiority

At 10th level, you gain proficiency in the Insight skill or expertise in it if youare already proficent and the ability to use your action to grant all allies within 30 feet of you a tactical advantage. When you use this feature, choose one of the following options:

Inspired Assault: Each ally can use their reaction to make a weapon attack against a creature of your choice within range.
Shield Wall: Each ally gains temporary hit points equal to your Fighter level + your Constitution modifier.
Coordinated Movement: Each ally can use their reaction to move up to their speed without provoking opportunity attacks.
You can use this feature once per long rest.

Level 15: Tactical Genius

At 15th level, you can use your action to grant an ally within 30 feet of you an extraordinary tactical advantage. When you use this feature, choose one of the following options:

Second Wind: The ally can use their bonus action to regain hit points equal to your fighter level + their Constitution modifier.
Perfect Strike: The ally's next attack against a creature within range scores a critical hit on a roll of 17, 18, 19 or 20.
Tactical Retreat: The ally can use their reaction to move up to their speed without provoking opportunity attacks and becomes invisible until the end of their next turn.
You can use this feature once per long rest.

Level 18: Tactical Legend

At 18th level, you become a legendary commander, able to inspire and lead your allies to greatness. You gain the ability to use your bonus action to grant an ally within 30 feet of you a tactical advantage without expending one of your uses of Tactical Expertise. Additionally, whenever you use Tactical Expertise, Tactical Mastery, or Tactical Genius, you can choose to affect one additional ally within range.
 

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mellored

Legend
most of the Warlord features will be at-will or per short rest. So the normal feel of a Martial character remains intact
Agreed. I don't want a "once per long rest, you can restore d8 per level hit points".

Really nothing should be long rest. And I would prefer it to avoid short rest too if possible.

Inspiring word: as a bonus action, you inspire someone to get temporary hit points equal to your charisma modifier + proficiency modifier. They can also spend a hit die, regaining hit points as normal.

The Warlord relies on effort and runs out with fatigue.
The new exhaustion could be a fun way to make it "at-will", but still limited.

Inspired Action: An ally can take an extra action, but gains a level of exhaustion.

Level 11: when you take a short rest, an ally can remove a level of exhaustion from an ally.
 

I asked chat GP AI to make a warlord subclass for 5e and it did make a fighter. Also this thing is scary advanced, I have to start it's own thread on it thought.
IT doesn't know wabout 1D&D though so it can't help with the new playtest

Commander

Fighters who follow the Commander subclass are natural leaders, inspiring their allies to fight harder and smarter. They are skilled in tactics and strategy, able to coordinate their allies and turn the tide of battle.

Level 3: Tactical Expertise

At 3rd level, you gain proficiency in the Persuasion skill and the ability to use your action to grant a tactical advantage to an ally within 30 feet of you. When you use this feature, choose one of the following options:

Rally: The ally gains temporary hit points equal to your Fighter level + your Charisma modifier.
Reorient: The ally can use their reaction to move up to their speed without provoking opportunity attacks.
Strike: The ally can use their reaction to make a weapon attack against a creature of your choice within range.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a short or long rest.


Level 7: Tactical Mastery

At 7th level, you can use your action to grant a more powerful tactical advantage to an ally within 30 feet of you. When you use this feature, choose one of the following options:

Reinvigorate: The ally regains hit points equal to your Fighter level + your Charisma modifier.
Hold the Line: The ally gains temporary hit points equal to your Fighter level + your Constitution modifier.
Exploit Weakness: The ally's next attack against a creature within range has advantage.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Level 10: Tactical Superiority

At 10th level, you gain proficiency in the Insight skill or expertise in it if youare already proficent and the ability to use your action to grant all allies within 30 feet of you a tactical advantage. When you use this feature, choose one of the following options:

Inspired Assault: Each ally can use their reaction to make a weapon attack against a creature of your choice within range.
Shield Wall: Each ally gains temporary hit points equal to your Fighter level + your Constitution modifier.
Coordinated Movement: Each ally can use their reaction to move up to their speed without provoking opportunity attacks.
You can use this feature once per long rest.

Level 15: Tactical Genius

At 15th level, you can use your action to grant an ally within 30 feet of you an extraordinary tactical advantage. When you use this feature, choose one of the following options:

Second Wind: The ally can use their bonus action to regain hit points equal to your fighter level + their Constitution modifier.
Perfect Strike: The ally's next attack against a creature within range scores a critical hit on a roll of 17, 18, 19 or 20.
Tactical Retreat: The ally can use their reaction to move up to their speed without provoking opportunity attacks and becomes invisible until the end of their next turn.
You can use this feature once per long rest.

Level 18: Tactical Legend

At 18th level, you become a legendary commander, able to inspire and lead your allies to greatness. You gain the ability to use your bonus action to grant an ally within 30 feet of you a tactical advantage without expending one of your uses of Tactical Expertise. Additionally, whenever you use Tactical Expertise, Tactical Mastery, or Tactical Genius, you can choose to affect one additional ally within range.
I've been playing around with ChatGPT for this kind of stuff, and I've got less impressed over time. I'm just considering it to be a tool to bounce ideas off, rather than something which can actually homebrew things properly.

As soon as I started testing it on stuff I know a lot about, I found it's actually just a master at pretending it knows things, even when it's completely wrong.
 


I've been playing around with ChatGPT for this kind of stuff, and I've got less impressed over time. I'm just considering it to be a tool to bounce ideas off, rather than something which can actually homebrew things properly.

As soon as I started testing it on stuff I know a lot about, I found it's actually just a master at pretending it knows things, even when it's completely wrong.
my friends asked me to tryy to see how close it could get to making a campaign, I may still make this it's own post soon, but I took an idea I ran back in 20017-2018 and with 3-5 prompts pretty much got it to outline 80% of my campaign and most of the difference were improvements.

in fact I copy/pasted the end result in to our discord and everyone assumed they were my original notes for a 'control' sample'
 


mellored

Legend
Only if we make mages lose an HD of hit points whenever they cast.

A death spiral for a death spiral.
They lose a die size in order to cast spells. And usually some AC as well.

But I think you missed that you could give an entire extra action, no restrictions, to each ally.

That's not something you want to be able to spam.
 


doctorbadwolf

Heretic of The Seventh Circle
do you expect a warlord to stop things with there minds or to have telepathy?

I personally want them to buff inspire bonus to attacks and damage and heal through inspiration and have some cool tactical powers. none of that requres magic I would not expect in any action movie or war movie
I was replying to a post about psions, not warlords.

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