steeldragons
Steeliest of the dragons
Adjustments made to Warlord. What do folks think?
There's no such thing as a "full action" in 5e. Do you mean it requires your Action for that turn?Warlord
3rd: Commanding Presence
At 3rd level you have a variety of commands at your disposal that you can use in battle. As your full action (unless otherwise specified, below), your Commanding Presence extends outward from the Warlord's position to a range of 5' per level. The number of allies within that radius that are effected by the warlord's presence can not exceed the warlord's Cha. modifier + level. The warlord uses Commanding Presence a number of times equal to 1 + Charisma modifier before requiring a short or long rest.
You choose one of the following each turn you use your Commanding Presence to effect those around you:
- Reassuring Presence: You grant advantage to a single save roll to allies within your radius who can see you.
Assuming you mean "you grant advantage to your allies' attack rolls". Again, how long? Seems too easy to me, just a blanket advantage for potentially the entire party's attacks without the warlord PC having to do any thinking to achieve it. Maybe advantage against a specific enemy the warlord PC attacks (hit or miss)?[*]Tactical Advantage: When you make an attack, you grant advantage to attack rolls within your Command radius that can see and hear you.
Solid.[*]Coordinated Retreat: Allies within your Command radius can take the Disengage action as a reaction. You, also, gain the Disengage action at the end of your turn.
Very circumstantial. There's a reason the 4e warlord gave a passive initiative bonus to the party.[*]Spur to Action: You grant advantage on the next initiative roll of allies that can see and hear you.
Wow, that's very powerful. Particularly in a game without feats where you can effectively give the entire party the benefit of one of the "bonus action attack" feats.[*]Coordinated Offense: Allies within our radius can take the Attack or Dodge action as a bonus action if they haven't already taken a bonus action.
Granting allies the ability to spend HD to renew hit points make sense for the warlord. I would recommend that allies at the least must spend a bonus action to do so. Might also be worth clarifying by that "a HD" you mean "1 HD" and 1 HD only.[*]Inspiring Word: You and allies within your radius can spend a HD to renew your hit points during combat. If not in battle and used during a short rest, the warlord's inspiring word grants an extra/additional 1 HD for any allies that can see and hear you.
Proficiency with Charisma is really vague. Most Charisma checks end up being tied to a particular skill.Charismatic Leader
The warlord, be it through valor and sacrifice to warrant devotion or cruelty and intimidation to warrant fear, is a forceful personality among [what they often consider] "their" comrades or troops. The warlord gains proficiency with Charisma in addition to their other fighter abilities (Str. & Con.). For ability rolls that would normally use Constitution, the warlord can use their Charisma score/modifier instead if it is higher.
I'm not sure you need the limit on number of times you can perform this between rests. It seems to me that it would be balanced to let this happen at-will since you've got good built-in limits: bonus action + you need to hit. I would also include a size category based limit, for example no monsters more than one size category bigger than the warlord.7th: Into the Ground
As a bonus action following a successful melee weapon attack, you force the target to make a Strength save to beat DC 8 + proficiency bonus + Str. modifer. Failure means you have successfully imposed the prone condition. The warlord may make this attempt 1 + Str. mod. before requiring a long rest.
Maximum damage is finicky to track and also screws over great axe or great sword wielders (2d6 damage). Critical hits, instead, might be more fair and more recognizable even if rarer for most other weapons.10th: Lead by Example
When you make a successful weapon attack that deals maximum damage or brings a foe to 0 or less hit points, all allies within who can see you roll their next attack roll with advantage.
Solid.15th: Inspiring Presence
When you use your Inspiring Word to spend HD during a battle now lets allies within your Commanding Presence radius who can see and hear can spend 2 HD to renew hit points.
I have a hard time balancing high-level abilities. I think this is solid, but with multi-attacks flying around, this could add up to some serious damage... Just to give you an idea of the numbers, an 18th level party of five could be looking at something like +42 damage on a nova round. And this is a pretty conservative estimate.18th: Devastating Offensive
At 18th level, all attacks made by yourself and allies who can see you add your Cha. modifier to damage rolls.
On a general note I'm wary of certain sub-classes (the Weaponmaster) being more combat oriented than, say, the Hero of Destiny which has Hero's Renown (a background feature essentially) @10th and an anti-aging ability 18th. Whereas Weaponmaster gets Combat Superiority @10th and Enhanced Weapon Mastery 18th. While I agree that it's good to accommodate different play styles, I also think it's important that there is relative parity between sub-classes in terms of offering power in combat vs. power in other areas. For example, I would probably soup up the Hero's Renown substantially. Maybe even swap out one of the Weaponmaster's features for some kind of identification/appraisal of arms & armor ability. Just two coppers.
Here are my comments on your Warlord...
There's no such thing as a "full action" in 5e. Do you mean it requires your Action for that turn?
How long does this last for? I.e. a single save within what time span? Is it *any* save the ally chooses or does the warlord PC choose one save in particular. Are they saying "everybody dodge the fireball!" or are they giving some kind of general pep-talk?
Assuming you mean "you grant advantage to your allies' attack rolls". Again, how long? Seems too easy to me, just a blanket advantage for potentially the entire party's attacks without the warlord PC having to do any thinking to achieve it. Maybe advantage against a specific enemy the warlord PC attacks (hit or miss)?
Solid.
Very circumstantial. There's a reason the 4e warlord gave a passive initiative bonus to the party.
Wow, that's very powerful. Particularly in a game without feats where you can effectively give the entire party the benefit of one of the "bonus action attack" feats.
Granting allies the ability to spend HD to renew hit points make sense for the warlord. I would recommend that allies at the least must spend a bonus action to do so. Might also be worth clarifying by that "a HD" you mean "1 HD" and 1 HD only.
Proficiency with Charisma is really vague. Most Charisma checks end up being tied to a particular skill.
Interesting that you added that bit about using CHA instead of CON...doesn't really seem like the the warlord's theme to me.
I'm not sure you need the limit on number of times you can perform this between rests. It seems to me that it would be balanced to let this happen at-will since you've got good built-in limits: bonus action + you need to hit. I would also include a size category based limit, for example no monsters more than one size category bigger than the warlord.
Maximum damage is finicky to track and also screws over great axe or great sword wielders (2d6 damage). Critical hits, instead, might be more fair and more recognizable even if rarer for most other weapons.
Solid.
I have a hard time balancing high-level abilities. I think this is solid, but with multi-attacks flying around, this could add up to some serious damage... Just to give you an idea of the numbers, an 18th level party of five could be looking at something like +42 damage on a nova round. And this is a pretty conservative estimate. -snip-
Inspiring Word
As a bonus action, the warlord lets themselves or an ally within a 20’ radius who can see and hear them use one of their HD to refresh hit points during combat. The warlord can also use Inspiring Word to grant 1 extra HD for up to 1 + Cha. modifier allies on a `short rest. The warlord may use Inspiring Word 1 + Cha. modifier times before needing a short or long rest.
At 9th level, the warlord can effect themselves and one other ally within range at the same time. At 16th the warlord can effect themselves and two allies within range with a single Inspiring Word.
18th: Devastating Offensive: At 18th level, all attacks made by yourself and allies within 50’ who are aware of your presence add your Cha. modifier to damage rolls.
LolI just posted comments on your Cavalier in the other thread.
Your Dwarven Defender does raise a conceptual question: Where do we draw the line with sub-classes being specific or having requisites?
Personally I love the concept, think it has good traction, and at first blush your conversion effort isn't broken (meaning, it's quite good!). But is there a compelling reason to include a racial and alignment requisite? Obviously, this is for your games, but I think it does raise a greater question about our expectations of professional game designers.
Does not mesh with this:
You might want to restrict that to weapon or even just melee attacks - consider Eldritch Blast already augmented by Agonising Blast.
Mind if I put up my own homebrew here instead of a new thread, or would you prefer to avoid the clutter?