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An attempt at a 5e Warlord
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<blockquote data-quote="Neonchameleon" data-source="post: 7927392" data-attributes="member: 87792"><p>And the Archetypes:</p><p></p><p><span style="font-size: 22px"><strong>Martial Archetypes</strong></span></p><p><span style="font-size: 18px"><strong>Inspiring Warlord</strong></span></p><p>The Inspiring Warlord can keep people going, drawing deep on reserves of strength they simply didn’t know they had, normally because they don’t want to let people down but sometimes to prove that person wrong.</p><p></p><p><strong>The last ounce of strength</strong></p><p>When you choose this archetype at third level add your charisma modifier to any hit dice allies spend, both as a result of your Inspiration and during a short rest.</p><p></p><p><strong>Protected by Panache</strong></p><p>When an inspiring warlord is wearing no armour and not carrying a shield they can add their Charisma modifier to their armour class. When they are wielding a simple or improvised weapon they may use their Charisma modifier in place of their strength modifier on to hit and damage rolls.</p><p></p><p><strong>Good at what you do</strong></p><p>At 7th level gain Expertise (double your proficiency bonus) in any two skills</p><p></p><p><strong>An inspiration to all</strong></p><p>At 10th level all allies who can see you gain advantage on Wisdom saves.</p><p></p><p><strong>They shall not fall</strong></p><p>At 15th level, when you are reduced to or below 0hp your allies may, as a reaction, take a move action and a standard action. These actions must be taken to either protect or heal you or to immediately attack the foe that took you down.</p><p></p><p>If you are actually killed your allies may choose to gain advantage on attacks against the foe or foes that took you down. If they took the bonus you are revived (as, for example from Revivify) before a short rest at the minimum your allies take disadvantage to all attacks from emotional whiplash.</p><p></p><p><em>If they are expecting Revivify even dying is merely worrying rather than catastrophic.</em></p><p></p><p>At level 20 allies benefiting from Delegation may also each use [Inspiration] once per long rest on themselves.</p><p></p><p><span style="font-size: 18px"><strong>Tactical Warlord</strong></span></p><p>The tactical warlord is someone who watches the ebb and flow of battle carefully, and works out when and how to move to turn things to the advantage of their side. They spend as much time out-thinking the enemy</p><p></p><p><strong>Tactical Superiority</strong></p><p>When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. You get four superiority dice, which are d8s. You can use one after the roll to:</p><p></p><ul> <li data-xf-list-type="ul">Add to an attack roll by an ally you can interact with</li> <li data-xf-list-type="ul">Subtract from an attack roll by an enemy you have interacted with in the past two rounds</li> <li data-xf-list-type="ul">Add to a saving throw by an ally</li> <li data-xf-list-type="ul">Subtract from a saving throw by an enemy you have interacted with in the past two rounds</li> </ul><p><strong>Student of the battlefield</strong></p><p>When wearing light or no armour you may replace your strength or dex modifiers with your int modifier when calculating AC and making attack rolls.</p><p></p><p><strong>Read the environment</strong></p><p>Starting at 7th level, if you spend at least 1 minute observing or interacting with an ongoing or unfolding situation you may ask the DM two of the following questions, and the DM will reply truthfully based on what you could plausibly know:</p><ul> <li data-xf-list-type="ul">Where’s the best escape route / way in / way past I am aware of?</li> <li data-xf-list-type="ul">Which enemy is most vulnerable to us?</li> <li data-xf-list-type="ul">Which enemy is the biggest threat I am aware of?</li> <li data-xf-list-type="ul">What should I be on the lookout for?</li> <li data-xf-list-type="ul">Who’s in control here?</li> </ul><p>Note that this will provide clues but is not intended to short circuit entire adventures.</p><p></p><p><strong>Improved Tactical Superiority</strong></p><p>At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.</p><p></p><p><strong>No Battlefield Too Strange</strong></p><p>Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.</p><p></p><p>At leve 20 Allies gaining the beenfits of Delegation each also gain one Superiority Die</p><p></p><p><span style="font-size: 18px"><strong>Bravura Warlord</strong></span></p><p>The Bravura Warlord seeks refuge in audacity and a “who dares wins” approach. Frequently foes of Bravura Warlords are aware of the problems Bravura Warlords are about to exploit but think that only an idiot would try that. The Bravura approach is that if it’s stupid and it works it’s not stupid. And you always attack into the ambush - with the warlord right on the front lines.</p><p></p><p><strong>Bravura Assault</strong></p><p>When making an attack a Bravura Warlord can, from third level, make a Bravura Assault, seemingly offering a gap in their defenses. It’s a trap but the gap is real or it wouldn’t work so well. When the Bravura Warlord makes a melee attack they can declare it a Bravura Assault and after they make their attack the enemy may make an attack back against them (they must use their reaction if they have it but if they don’t the Bravura Warlord can be even more obvious).</p><p></p><ul> <li data-xf-list-type="ul">If they accept then the target gets an attack - but the Bravura Warlord gets to Set Up one ally for free.</li> <li data-xf-list-type="ul">If they don’t take obvious gaps in the Warlord’s defenses then they get disadvantage on attacks against the Warlord until the start of the Warlord’s next turn, and the Warlord gets advantage on saving throws against them.</li> </ul><p><strong>Sheer Panache</strong></p><p>The Warlord may use Charisma rather than Dexterity for their armour class.</p><p></p><p><strong>Turn the Ambush</strong></p><p>Many foes have been caught by surprise by a Bravura Warlord’s quick and decisive approach to ambushes and even more by having their own ambushes turned back with an unexpected speed and ferocity that leaves people wondering who ambushed whom. From level 7:</p><p></p><ul> <li data-xf-list-type="ul">If the party containing the Bravura Warlord is ambushed the warlord may still roll for initiative on the surprise round. Enemies who roll lower than the warlord do not get the surprise round as the ambush is turned. The warlord does get to act and must move towards the enemy (as long as they are not in melee) and make an attack.</li> <li data-xf-list-type="ul">If the party containing the warlord is not ambushed then the warlord and allies get advantage on attack rolls against foes with lower initiative than the warlord who haven’t acted so far in this combat.</li> </ul><p><strong>Chieftain's Warcry</strong></p><p></p><p>Whenever the warlord or an ally they are directly interacting with makes an attack they may choose to gain Advantage on the attack roll. If they do all attacks made against them until the start of their next turn gain Advantage.</p><p></p><p><strong>????? Level 15</strong></p><p></p><p>At level 20 Chieftain's Warcry is a permanent option for allies of the warlord.</p><p></p><p><span style="font-size: 18px"><strong>Skald </strong></span></p><p></p><p>The Skald is the spellcaster among the Warlords , and when they reach level 3 they augment their martial prowess with the ability to cast spells off the Bard spell list (at the same pace as the Arcane Trickster and Eldritch Knight). The spells learned at 8th, 14th, and 20th levels can come from any spell list.</p><p></p><p><strong>Rough Audience</strong></p><p></p><p>At level 3 the Skald is proficient with improvised weapons and fists. Fists and thrown or finesse weapons do d4 damage, one handed improvised weapons d6, and two handed d8. They may also use anything vaguely appropriate as a shield. Any enemy reduced to 0hp by these weapons may, at the Skald's option, be knocked out rather than killed.</p><p></p><p><strong>Tales from a far away land</strong></p><p></p><p>At level 7 the Skald gains proficiency in two languages. They also gain proficiency in pidgins and creoles and are generally able to make themselves understood to people they don't share languages with.</p><p></p><p><strong>Flyting</strong></p><p></p><p>At level 10 the Skald learns Vicious Mockery or any other Bard cantrip if they already knew it. If they use a Set-Up as part of their main action they may use Vicious Mockery as a bonus action.</p><p></p><p><strong>No Foul Sorceries</strong></p><p></p><p>At level 15 the Skald has stories of foul magics - and stories of how they were countered. They may use any level slot to Counterspell or Dispel Magic and add the slot's level to their spellcasting ability modifier and gain advantage on the roll, but they may only do this once. They also add Remove Curse to their spells known.</p><p></p><p>??? level 20 buff to Delegation</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7927392, member: 87792"] And the Archetypes: [SIZE=6][B]Martial Archetypes[/B][/SIZE] [SIZE=5][B]Inspiring Warlord[/B][/SIZE] The Inspiring Warlord can keep people going, drawing deep on reserves of strength they simply didn’t know they had, normally because they don’t want to let people down but sometimes to prove that person wrong. [B]The last ounce of strength[/B] When you choose this archetype at third level add your charisma modifier to any hit dice allies spend, both as a result of your Inspiration and during a short rest. [B]Protected by Panache[/B] When an inspiring warlord is wearing no armour and not carrying a shield they can add their Charisma modifier to their armour class. When they are wielding a simple or improvised weapon they may use their Charisma modifier in place of their strength modifier on to hit and damage rolls. [B]Good at what you do[/B] At 7th level gain Expertise (double your proficiency bonus) in any two skills [B]An inspiration to all[/B] At 10th level all allies who can see you gain advantage on Wisdom saves. [B]They shall not fall[/B] At 15th level, when you are reduced to or below 0hp your allies may, as a reaction, take a move action and a standard action. These actions must be taken to either protect or heal you or to immediately attack the foe that took you down. If you are actually killed your allies may choose to gain advantage on attacks against the foe or foes that took you down. If they took the bonus you are revived (as, for example from Revivify) before a short rest at the minimum your allies take disadvantage to all attacks from emotional whiplash. [I]If they are expecting Revivify even dying is merely worrying rather than catastrophic.[/I] At level 20 allies benefiting from Delegation may also each use [Inspiration] once per long rest on themselves. [SIZE=5][B]Tactical Warlord[/B][/SIZE] The tactical warlord is someone who watches the ebb and flow of battle carefully, and works out when and how to move to turn things to the advantage of their side. They spend as much time out-thinking the enemy [B]Tactical Superiority[/B] When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. You get four superiority dice, which are d8s. You can use one after the roll to: [LIST] [*]Add to an attack roll by an ally you can interact with [*]Subtract from an attack roll by an enemy you have interacted with in the past two rounds [*]Add to a saving throw by an ally [*]Subtract from a saving throw by an enemy you have interacted with in the past two rounds [/LIST] [B]Student of the battlefield[/B] When wearing light or no armour you may replace your strength or dex modifiers with your int modifier when calculating AC and making attack rolls. [B]Read the environment[/B] Starting at 7th level, if you spend at least 1 minute observing or interacting with an ongoing or unfolding situation you may ask the DM two of the following questions, and the DM will reply truthfully based on what you could plausibly know: [LIST] [*]Where’s the best escape route / way in / way past I am aware of? [*]Which enemy is most vulnerable to us? [*]Which enemy is the biggest threat I am aware of? [*]What should I be on the lookout for? [*]Who’s in control here? [/LIST] Note that this will provide clues but is not intended to short circuit entire adventures. [B]Improved Tactical Superiority[/B] At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. [B]No Battlefield Too Strange[/B] Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. At leve 20 Allies gaining the beenfits of Delegation each also gain one Superiority Die [SIZE=5][B]Bravura Warlord[/B][/SIZE] The Bravura Warlord seeks refuge in audacity and a “who dares wins” approach. Frequently foes of Bravura Warlords are aware of the problems Bravura Warlords are about to exploit but think that only an idiot would try that. The Bravura approach is that if it’s stupid and it works it’s not stupid. And you always attack into the ambush - with the warlord right on the front lines. [B]Bravura Assault[/B] When making an attack a Bravura Warlord can, from third level, make a Bravura Assault, seemingly offering a gap in their defenses. It’s a trap but the gap is real or it wouldn’t work so well. When the Bravura Warlord makes a melee attack they can declare it a Bravura Assault and after they make their attack the enemy may make an attack back against them (they must use their reaction if they have it but if they don’t the Bravura Warlord can be even more obvious). [LIST] [*]If they accept then the target gets an attack - but the Bravura Warlord gets to Set Up one ally for free. [*]If they don’t take obvious gaps in the Warlord’s defenses then they get disadvantage on attacks against the Warlord until the start of the Warlord’s next turn, and the Warlord gets advantage on saving throws against them. [/LIST] [B]Sheer Panache[/B] The Warlord may use Charisma rather than Dexterity for their armour class. [B]Turn the Ambush[/B] Many foes have been caught by surprise by a Bravura Warlord’s quick and decisive approach to ambushes and even more by having their own ambushes turned back with an unexpected speed and ferocity that leaves people wondering who ambushed whom. From level 7: [LIST] [*]If the party containing the Bravura Warlord is ambushed the warlord may still roll for initiative on the surprise round. Enemies who roll lower than the warlord do not get the surprise round as the ambush is turned. The warlord does get to act and must move towards the enemy (as long as they are not in melee) and make an attack. [*]If the party containing the warlord is not ambushed then the warlord and allies get advantage on attack rolls against foes with lower initiative than the warlord who haven’t acted so far in this combat. [/LIST] [B]Chieftain's Warcry[/B] Whenever the warlord or an ally they are directly interacting with makes an attack they may choose to gain Advantage on the attack roll. If they do all attacks made against them until the start of their next turn gain Advantage. [B]????? Level 15[/B] At level 20 Chieftain's Warcry is a permanent option for allies of the warlord. [SIZE=5][B]Skald [/B][/SIZE] The Skald is the spellcaster among the Warlords , and when they reach level 3 they augment their martial prowess with the ability to cast spells off the Bard spell list (at the same pace as the Arcane Trickster and Eldritch Knight). The spells learned at 8th, 14th, and 20th levels can come from any spell list. [B]Rough Audience[/B] At level 3 the Skald is proficient with improvised weapons and fists. Fists and thrown or finesse weapons do d4 damage, one handed improvised weapons d6, and two handed d8. They may also use anything vaguely appropriate as a shield. Any enemy reduced to 0hp by these weapons may, at the Skald's option, be knocked out rather than killed. [B]Tales from a far away land[/B] At level 7 the Skald gains proficiency in two languages. They also gain proficiency in pidgins and creoles and are generally able to make themselves understood to people they don't share languages with. [B]Flyting[/B] At level 10 the Skald learns Vicious Mockery or any other Bard cantrip if they already knew it. If they use a Set-Up as part of their main action they may use Vicious Mockery as a bonus action. [B]No Foul Sorceries[/B] At level 15 the Skald has stories of foul magics - and stories of how they were countered. They may use any level slot to Counterspell or Dispel Magic and add the slot's level to their spellcasting ability modifier and gain advantage on the roll, but they may only do this once. They also add Remove Curse to their spells known. ??? level 20 buff to Delegation [/QUOTE]
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