doctorbadwolf
Heretic of The Seventh Circle
I'd say lead the charge would hit+knock back every enemy adjacent t the captain at the end of the charge, and a damage bonus for allies who hit enemies that were knocked back. At later levels, add thp per enemies hit, with different subclasses getting different riders, perhaps. Subtract some of those extras if it's not a central feature of the class.pick what ever spell you want. eldrich knight will never match a will never match a wizard in casting.
and i have no idea what the power level of lead-the-charge is., so i can't relate it to a spell level.
3d6 of burning hands = one person charges for +1d6 damage.
8d6 of fireball = 5 allies charge for +2d6 damage
20d6 of meteor swarm = an army charges for +3d6 damage.
balance also depends on how often it can be used. again, it's all in the numbers, if +1d6 is too much, it might be 1d4, or +1d8.
Who says you are adventuring, rather than leading armies, ruling lands, or whatever else?Just because I can't refuse saying it: you and whose army? Seriously, even at 20th level, who takes an army to adventure?
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