D&D 5E Different types of Warlords

Is the ability to heal someone with a shout that they cannot hear something that the warlord should be able to do?
Should they get an ability like the Healer feat that allows them to bring round unconscious allies 'medically' so they can start using their 'morale' healing on them?

Give them proficiency with the Healer's Kit, maybe? And something similar to the Healer feat? Obviously you don't want to overshadow that feat. I wonder ... can a class feature just give you a feat? I know they don't have any classes doing that right now, but some class features are about as good as a feat. So why not have a class feature.

Field Medic - Gain the Healer feat. This does not count as an Ability Score Improvement or feat choice, if your game allows them.
 

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I think we should try to separate the 4e warlord from what we want of the 5e warlord. I'm okay that in 4e, the warlord was a healer, but what if, maybe, in 5e he was to do something else? Some people also argue that having a warLORD at level 1 makes no sense, like having a lvl 1 mage called an archmage. So I think the class should have a name that reflect this power progression (lets say Marshal, with the capstone being called Warlord), and have archetypes based on being better prepared for battle.

I can see the last rogue ua's scout as being an archetype for the stealthy ''marshall'' (help you party land an ambush).
I can see an archetype of battle field healer, loosely inspired by the master healer from AIME.
I can see an archetype with shouts that works as auras with different effects.
 

Is the ability to heal someone with a shout that they cannot hear something that the warlord should be able to do?
Should they get an ability like the Healer feat that allows them to bring round unconscious allies 'medically' so they can start using their 'morale' healing on them?
There's two options. Either they have a rules exception that allows unconscious creatures to hear them. Or they could be able to restore unconscious creatures through other methods, likely a a range of 5 feet.
 

Some people also argue that having a warLORD at level 1 makes no sense, like having a lvl 1 mage called an archmage.
In 1e, a Warlord was a fighter, around 8th level, IIRC. Also in 1e, a Wizard was a magic-user of 11th level. Wizard denotes a level of experience and mastery far in excess of what '1st level' implies, but it's a class name. So, for that matter, do sub-class names like Knight and Champion. Rogue, which was something like a 3rd or 5th level Thief in the olden days, is about the lowest-level modern class name. ;)

So I think the class should have a name that reflect this power progression (lets say Marshal, with the capstone being called Warlord), and have archetypes based on being better prepared for battle.
Marshal suffers from the phenomenon much worse than Warlord, which, at least, isn't a formal military rank and doesn't carry legitimac, while a Marshal is a high-ranking field officer - or an old west law-enforcement official, which is worse.

Plus, the Marshal was a terrible class from the nominally-3.0-compatible battlesystem.

I think we should try to separate the 4e warlord from what we want of the 5e warlord. I'm okay that in 4e, the warlord was a healer, but what if, maybe, in 5e he was to do something else?
5e class design isn't constrained by formal Roles like 4e's was. In particularly, there's no 'controller' role in 5e, classes like the Cleric that in 4e were leaders get plenty of 'controller' powers and blasting in 5e. There were a few really nice Warlord exploits that shaded into controller functions, influencing enemies though tactical manipulation or intimidation, for instance - the 5e Warlord could delve further into those, as well as covering the inspiration- and tactics- based support contributions the 4e Warlord was specialized in.
 

In particularly, there's no 'controller' role in 5e, classes like the Cleric that in 4e were leaders get plenty of 'controller' powers and blasting in 5e. There were a few really nice Warlord exploits that shaded into controller functions, influencing enemies though tactical manipulation or intimidation, for instance - the 5e Warlord could delve further into those, as well as covering the inspiration- and tactics- based support contributions the 4e Warlord was specialized in.

I think that would be a very interesting way to go for a 5e Warlord. There is lots of interesting unused design space there.
 

I think that would be a very interesting way to go for a 5e Warlord. There is lots of interesting unused design space there.
That's the least interesting part of class design to me.

There's an infinite amount of potential mechanical designs they could do for the class: the warlord could have "auras", they could have battle cries/orders, be the master of reactions and off turn actions, be the "full maneuver" class, memorise and prepare tactics each morning, and so many other options.
The design space is not what needs to be filled.

There's 57 classes for 3e that all have variant mechanics. And when you bring in Pathfinder (just the ones that don't have 3.5e counterparts), that can add another 18. Plus the core classes.
So just looking at one overarching edition of the D&D game, you can design 90 mechanically distinct classes. Plus the myriad secondary books, such as those in Dragon or 3rd Party books. Just thinking about what I have handy, I could add another half-dozen classes to that list...

Having a mechanical space is meaningless. Because you can always find a new unique mechanic to bring in.
 

I think that would be a very interesting way to go for a 5e Warlord. There is lots of interesting unused design space there.
Yes, the conceptual and mechanical space for martial characters is still pretty wide-open. Currently they just have DPR, if your concept isn't centered around hitting hard (Barbarian) or often (fighter) or precisely (rogue), 5e doesn't have much for you unless you're using magic.

While it's fun and interesting to think about just 'exploring' the potentials of all that mechanical space, it's really enabling the concepts that you just can't do well right now that's exciting. Both in terms of finally being able to reprise things we could do in 4e with a Warlord (or 3.x with a Fighter-based build, for that matter), and in terms of the potential, freed as 5e is from Role restraints, to finally do /more/ non-magic-using genre concepts, as well.
 
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Well, as we have discussed before, 5e "addresses" this by turning everyone into a (censored) spellcaster.
;)

Seriously. 12 classes. 8 spellcasters. Of the four non-spellcasters, two have spell-casting archetypes that cast spells in a typical manner (Fighter-EK, Rogue-AT).
One (monk) has a subclass that re-purposes ki for spellcasting.
So, really, 10 spellcasters and one spell-user that's not technically 'casting.'

Which leaves Barbarians. And hey, there's always feats!
The totem barbarian uses spells as rituals.

Magic, magic, everywhere.
Well, it is fantasy.
 


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