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Frogreaver's Warlord 2
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<blockquote data-quote="FrogReaver" data-source="post: 7365274" data-attributes="member: 6795602"><p>So I'm going to begin only going up through level 5. There's no point in trying to design level 6-20 features if the first part of the class doesn't click. Besides I forsee most of the level 6-20 abilities being improvements on the level 1-3 abilities. They will mostly give more uses, bigger dice etc.</p><p></p><p>Frogreaver's Warlord (attempt 2)</p><p></p><p>Level 1: Inspiring Strike: Once per short rest as a bonus action you may grant an ally 5 + warlord level temp hp. That ally can then immediately make an attack.</p><p></p><p>Level 2: (Subclass feature would go here)</p><p></p><p>Level 3: Warlord's Rally: Choose 3 Rallys from the list below. You may use this ability once per short rest choosing 1 of the Rallies you have chosen. Each Rally lasts 1 minute. Allies must be able to see or hear you to get any benefit.</p><p></p><p>Example Rallys <em>(these may still need balanced a little but are listed to give an idea of what is possible with this mechanic)</em></p><p></p><p>Tacticians Plan: You may use this abilitiy for free when initiative is rolled. All allies gain a +3 bonus to initiative and an additional 15ft of movement on their first turn. You may also designtate 1 enemy as a focus target. Every attack on the first turn against that enemy deals an extra 2 damage.</p><p></p><p>Inspiring Assault: You may use this ability as a reaction whenever you attack an enemy. The attack you use this on does 1/2 your warlord level in extra damage. If this attack hits you may designate one ally as inspired and he gains advantage on all attacks his next turn. In addition, once per turn when you hit an enemy you may restore 5 hp to an ally of your choice that can see and hear you. This increases to 10 hp at 11th level. </p><p></p><p>Brave Leader: You may use this ability as a reaction when an ability is used that causes an ally to make a saving through. All saving throws against the effect are made at advantage and if the save is failed and the effect is ongoing those saves have advantage as well. In addition, all allies that save or eventually save against the effect get a +2 bonus to damage against the creature that caused the effect.</p><p></p><p>Try Again: When an ally misses an attack you may use this Rally as a reaction. That ally may make an additional attack immediately after the miss. He may do this once a turn while the Rally is in effect.</p><p></p><p>Level 4: ASI</p><p></p><p>Level 5: Extra Attack</p><p>Level 5: Improved Warlord's Rally: When you use the Attack Action and while your Warlord's Rally is in effect you may forgo the use of your extra attack to instead give an ally an additional attack on their next turn. This attack is in addition to any attacks that are granted by an allies Extra Attack feature.</p><p></p><p></p><p>Thoughts? Opinions? Is the overall design good and flexible enough even if some of the abilities effects are a little out of whack?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7365274, member: 6795602"] So I'm going to begin only going up through level 5. There's no point in trying to design level 6-20 features if the first part of the class doesn't click. Besides I forsee most of the level 6-20 abilities being improvements on the level 1-3 abilities. They will mostly give more uses, bigger dice etc. Frogreaver's Warlord (attempt 2) Level 1: Inspiring Strike: Once per short rest as a bonus action you may grant an ally 5 + warlord level temp hp. That ally can then immediately make an attack. Level 2: (Subclass feature would go here) Level 3: Warlord's Rally: Choose 3 Rallys from the list below. You may use this ability once per short rest choosing 1 of the Rallies you have chosen. Each Rally lasts 1 minute. Allies must be able to see or hear you to get any benefit. Example Rallys [I](these may still need balanced a little but are listed to give an idea of what is possible with this mechanic)[/I] Tacticians Plan: You may use this abilitiy for free when initiative is rolled. All allies gain a +3 bonus to initiative and an additional 15ft of movement on their first turn. You may also designtate 1 enemy as a focus target. Every attack on the first turn against that enemy deals an extra 2 damage. Inspiring Assault: You may use this ability as a reaction whenever you attack an enemy. The attack you use this on does 1/2 your warlord level in extra damage. If this attack hits you may designate one ally as inspired and he gains advantage on all attacks his next turn. In addition, once per turn when you hit an enemy you may restore 5 hp to an ally of your choice that can see and hear you. This increases to 10 hp at 11th level. Brave Leader: You may use this ability as a reaction when an ability is used that causes an ally to make a saving through. All saving throws against the effect are made at advantage and if the save is failed and the effect is ongoing those saves have advantage as well. In addition, all allies that save or eventually save against the effect get a +2 bonus to damage against the creature that caused the effect. Try Again: When an ally misses an attack you may use this Rally as a reaction. That ally may make an additional attack immediately after the miss. He may do this once a turn while the Rally is in effect. Level 4: ASI Level 5: Extra Attack Level 5: Improved Warlord's Rally: When you use the Attack Action and while your Warlord's Rally is in effect you may forgo the use of your extra attack to instead give an ally an additional attack on their next turn. This attack is in addition to any attacks that are granted by an allies Extra Attack feature. Thoughts? Opinions? Is the overall design good and flexible enough even if some of the abilities effects are a little out of whack? [/QUOTE]
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