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Here it is! Version 5 of my hombrewed Warlord class!
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<blockquote data-quote="Undrave" data-source="post: 8294449" data-attributes="member: 7015698"><p>So here's a few comment about the subclasses. Originally, I had planned to include the Crimsom Phoenix Herald as a sort of 'Diplomat Warlord' but then I realized that 1) it would probably work better of as a type of Bard or even Rogue and 2) it meant I would have ended up with FOUR Charisma centric subclasses! The imbalance was too much so I went agaisnt it.</p><p></p><p><strong>Ardent Soul</strong> : I've lowered the ammount of Temp HP it can grants on the regular, while keeping it able to scale better. I also made the wording of Burning Heart more in line with my intent. I made your Max CHA now be 24, since I did the same for the Chosen One. </p><p></p><p><strong>Ballistarius</strong> : I've reworded a few things, I reworked Eagle Eye to be an active things with a Prof. Bonus number of usage. Maybe it's a little TOO strong as it is, but I didn't want to just copy Reliable Talent all the time either. I'm open to modulate the number. I'Ve reworked the fluff on Squadmaster so it makes a little more sense in universe. Obviously it means the player MUST come up with codenames. Legendary Archer Accuracy is a bit weird but I wanted the feeling of focus fire. I don't know if the Insight Cost is too low, however. </p><p></p><p><strong>Borderlands Marshall</strong> : I kinda wanted to give them a sort of 'Song of Rest' thing based on finding like plants and stuff during a short rest, but I think this would work much better as a Feat (I've actually got a couple ideas I might work into an associated Feat package actually!) even if it also compete with the Healer feat... It's hard to tell. In the end I stuck to changing up Relentless Hunter to be more about mobility than the ability to just track someone forever. I've made Skirmisher Evasion able to trigger on a DEX saving throw, which I think makes sense. I've completely reworked the capstone ability to be all about damage YOU can make instead of just making your Insight dice d10s. I think it work better with the fluff and gives you something else you can do. </p><p></p><p><strong>Chosen One</strong> : This one had a lot of rework going into it. I reworked Fateful Companion to work with the new paradigm of Expose Weakness, I simplified the number of uses of Divine Luck, made Magnetic Personality maybe a little TOO good? Blessed Touch used to grant 3rd level slots but I decided to downgrade to 2nd level, but also add a scaling aspect to the number of slots AND added an extra thematic spell. And I decided to not only simplify Pull of Destiny to the extreme, but also make it really funny. I just think it's a really funny concept to just keep a crit in your back pocket everyday. I can see it being really popular with Paladins. Plus, it's a level 17 capstone, it HAS to be epic!</p><p></p><p><strong>Rabble Rouser</strong> : Still in love with that name hahaha. I actually considered giving it a 'militia trainer' type of ability to temporarily grant weapon proficiency to NPCs but the wording of the rules for it felt like a NGHTMARE. I might revisit the concept as a Feat later on though. There was maybe a few clean up of wordings, but the Rabble Rouser didn't feel like it needed much work done. Only thing I did was extend the reach of Ovrcoming the Odds to be much wider. It makes it easier to trigger now. </p><p></p><p><strong>Silverblade Captain</strong> : Nothing much has changed here, only that Silverblade Riposte is now usuable a number of times based on your Proficiency Bonus. But I'm totally open to it being too strong... but then again you'll be fighting a LOT of magical enemies at that level so I feel like it's worth it. And Capstone features have a bit more leeway to being busted considering how late they come online.</p><p></p><p><strong>Steel Vanguard </strong>: Here we are! The replacement for the Steel Protector! This one, admitedly, has very tenuous fluff and is almost 100% about the mechanic... but I just think those mechanics are cool. It's very much the concept of a close combat controller using the limited moves a martial character gets (grappling and shoving) to greater effects. Like the Steel Protector before them I gave them Heavy Armor and Martial Weapon proficiency, because I think the optimal loadout for the Steel Vanguard is to use a Versatile weapon to be able to grab opponents, meaning they can't use a Shield. I tried to add uses for your INT modifier, to not along add another INT subclass, but to make it so a Steel Protector has an incentive to not be as invested in CON as a Fighter would (though this subclass is still intended to be the 'MC Fighter' subclass). I didn't now what kind of non-combat feature I could give it so I leaned into the 'smarter than they look' trope and basically recycled 'Continued Education' from V4, with some fluff about equipment maintenances and spying on enemies... I think it works well enough. Giant Toppler was originally going to be an ability letting you use grabbed creatures as human shields, but I figured that it would pigeonhole the Steel Vanguard into grappling TOO much and that it would fit better as a feat (again). Master of Steel is another feature from my old Steel Protector and more proof that this subclass is Fighter -like. </p><p></p><p>White Raven Tactician : I've reworked the class to be more focused on shoutsm, and gave them a sort of 'duel wielding' ability with Shouts. This is the bossy subclass so to speak. I gave them a fighting style that make them good second-row combatants but I was mostly at a lost as to what else to give them at 3rd level (since all subclass get 2 feature at that level). I kinda wanted another non-combat feature but I was drawing a blank at this point. I reworded Analyze Enemy a little to reward good INT and make it clear what happens if you fail the roll. I didn't know what to do with level 13 and kept the boring Presence buff (it has the benefit of being simple I guess), but I cut the part that would let your allies more for free when you roll iniative, just for the sake of simplicity. And for the Capstone I decided to make it so you can just keep luck out of your Insight Pool roll a certain number of times per day. A lot of capstones are just big chunky damage buff, it's true, but at least they all got different flavor, right?</p></blockquote><p></p>
[QUOTE="Undrave, post: 8294449, member: 7015698"] So here's a few comment about the subclasses. Originally, I had planned to include the Crimsom Phoenix Herald as a sort of 'Diplomat Warlord' but then I realized that 1) it would probably work better of as a type of Bard or even Rogue and 2) it meant I would have ended up with FOUR Charisma centric subclasses! The imbalance was too much so I went agaisnt it. [B]Ardent Soul[/B] : I've lowered the ammount of Temp HP it can grants on the regular, while keeping it able to scale better. I also made the wording of Burning Heart more in line with my intent. I made your Max CHA now be 24, since I did the same for the Chosen One. [B]Ballistarius[/B] : I've reworded a few things, I reworked Eagle Eye to be an active things with a Prof. Bonus number of usage. Maybe it's a little TOO strong as it is, but I didn't want to just copy Reliable Talent all the time either. I'm open to modulate the number. I'Ve reworked the fluff on Squadmaster so it makes a little more sense in universe. Obviously it means the player MUST come up with codenames. Legendary Archer Accuracy is a bit weird but I wanted the feeling of focus fire. I don't know if the Insight Cost is too low, however. [B]Borderlands Marshall[/B] : I kinda wanted to give them a sort of 'Song of Rest' thing based on finding like plants and stuff during a short rest, but I think this would work much better as a Feat (I've actually got a couple ideas I might work into an associated Feat package actually!) even if it also compete with the Healer feat... It's hard to tell. In the end I stuck to changing up Relentless Hunter to be more about mobility than the ability to just track someone forever. I've made Skirmisher Evasion able to trigger on a DEX saving throw, which I think makes sense. I've completely reworked the capstone ability to be all about damage YOU can make instead of just making your Insight dice d10s. I think it work better with the fluff and gives you something else you can do. [B]Chosen One[/B] : This one had a lot of rework going into it. I reworked Fateful Companion to work with the new paradigm of Expose Weakness, I simplified the number of uses of Divine Luck, made Magnetic Personality maybe a little TOO good? Blessed Touch used to grant 3rd level slots but I decided to downgrade to 2nd level, but also add a scaling aspect to the number of slots AND added an extra thematic spell. And I decided to not only simplify Pull of Destiny to the extreme, but also make it really funny. I just think it's a really funny concept to just keep a crit in your back pocket everyday. I can see it being really popular with Paladins. Plus, it's a level 17 capstone, it HAS to be epic! [B]Rabble Rouser[/B] : Still in love with that name hahaha. I actually considered giving it a 'militia trainer' type of ability to temporarily grant weapon proficiency to NPCs but the wording of the rules for it felt like a NGHTMARE. I might revisit the concept as a Feat later on though. There was maybe a few clean up of wordings, but the Rabble Rouser didn't feel like it needed much work done. Only thing I did was extend the reach of Ovrcoming the Odds to be much wider. It makes it easier to trigger now. [B]Silverblade Captain[/B] : Nothing much has changed here, only that Silverblade Riposte is now usuable a number of times based on your Proficiency Bonus. But I'm totally open to it being too strong... but then again you'll be fighting a LOT of magical enemies at that level so I feel like it's worth it. And Capstone features have a bit more leeway to being busted considering how late they come online. [B]Steel Vanguard [/B]: Here we are! The replacement for the Steel Protector! This one, admitedly, has very tenuous fluff and is almost 100% about the mechanic... but I just think those mechanics are cool. It's very much the concept of a close combat controller using the limited moves a martial character gets (grappling and shoving) to greater effects. Like the Steel Protector before them I gave them Heavy Armor and Martial Weapon proficiency, because I think the optimal loadout for the Steel Vanguard is to use a Versatile weapon to be able to grab opponents, meaning they can't use a Shield. I tried to add uses for your INT modifier, to not along add another INT subclass, but to make it so a Steel Protector has an incentive to not be as invested in CON as a Fighter would (though this subclass is still intended to be the 'MC Fighter' subclass). I didn't now what kind of non-combat feature I could give it so I leaned into the 'smarter than they look' trope and basically recycled 'Continued Education' from V4, with some fluff about equipment maintenances and spying on enemies... I think it works well enough. Giant Toppler was originally going to be an ability letting you use grabbed creatures as human shields, but I figured that it would pigeonhole the Steel Vanguard into grappling TOO much and that it would fit better as a feat (again). Master of Steel is another feature from my old Steel Protector and more proof that this subclass is Fighter -like. White Raven Tactician : I've reworked the class to be more focused on shoutsm, and gave them a sort of 'duel wielding' ability with Shouts. This is the bossy subclass so to speak. I gave them a fighting style that make them good second-row combatants but I was mostly at a lost as to what else to give them at 3rd level (since all subclass get 2 feature at that level). I kinda wanted another non-combat feature but I was drawing a blank at this point. I reworded Analyze Enemy a little to reward good INT and make it clear what happens if you fail the roll. I didn't know what to do with level 13 and kept the boring Presence buff (it has the benefit of being simple I guess), but I cut the part that would let your allies more for free when you roll iniative, just for the sake of simplicity. And for the Capstone I decided to make it so you can just keep luck out of your Insight Pool roll a certain number of times per day. A lot of capstones are just big chunky damage buff, it's true, but at least they all got different flavor, right? [/QUOTE]
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Here it is! Version 5 of my hombrewed Warlord class!
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