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D&D 5E Homebewed Warlord take 3


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Garthanos

Arcadian Knight
White Raven : Inspired by the Tactical Warlord of old I decided to have this subclass to be the one focused on Shouts and INT modifier. I'm thinking I could make the Bandit Leader more focused on silent signals, something useful to stealthy endeavors?

The point of this guy is to maneuver allies around and have them support each other better. Hence why I invented the additional Formation shouts that are focused on allies helping each other. I also thought it would be a cool power for a Warlord to be able to recharge allies' Reactions. It might not be useful all the time but if you got an ally with Sentinel they'll appreciate it a lot. Similarly I added the modification to STRIKE! that allows an ally to attack right away. It gives the feature more versatility (in the hands of the ally, mind you) and makes it useful in some corner cases where using a Reaction doesn't become a problem.
Now looking at formation shouts because formations are definitely on concept right. 4e had umm shield walls? ummmm that is about it.
 


Garthanos

Arcadian Knight
That's still a LOT of text to translate in that 5e 'natural language' thing... even if I cut the special section... You know it would have to include a Charisma or Wisdom saving throw.
The reason I brought it up is that is a very intensive and martial style charm effect. AND a bright shiney for a Charisma focused Warlord
 


FrogReaver

As long as i get to be the frog
So to me the Warlord is primarily an inspirational leader in 4e. The class certainly had or could have a lot of tactical flavor as well - but tactics didn't "heal" people - and every warlord ever created had the ability to "heal" allies.

I guess that's where I drift apart from most warlord fans - because I'm a fan of the class too - but tactical acumen was a secondary role of the class and not it's primary one.
 

Undrave

Hero
So to me the Warlord is primarily an inspirational leader in 4e. The class certainly had or could have a lot of tactical flavor as well - but tactics didn't "heal" people - and every warlord ever created had the ability to "heal" allies.

I guess that's where I drift apart from most warlord fans - because I'm a fan of the class too - but tactical acumen was a secondary role of the class and not it's primary one.

Well in the case of my version only the Steal Protector subclass really heals and that's because it has a built-in Healer feat. Otherwise, it's all temp HP.
 

FrogReaver

As long as i get to be the frog
Well in the case of my version only the Steal Protector subclass really heals and that's because it has a built-in Healer feat. Otherwise, it's all temp HP.

Maybe I'm missing the inspirational options.

I'm seeing a ton of abilities I'd classify as tactical.

Shouts - tactical
Coded Signals - tactical

I see one inspirational ability in the early levels of the primary class and it's optional. Inspiring presence.
 

Undrave

Hero
Maybe I'm missing the inspirational options.

I'm seeing a ton of abilities I'd classify as tactical.

Shouts - tactical
Coded Signals - tactical

I see one inspirational ability in the early levels of the primary class and it's optional. Inspiring presence.

Shouts could be considered inspirational too? 'SHAKE IT OFF!' is literally key'd off of Charisma. Batlefield Insight is just a re-name away from being Inspiring if you apply it when you attack.

But what more would you like to see exactly? I'm always open to suggestions. I'd like my potential 'Rabble Rouser' to be more inspiring.
 

Garthanos

Arcadian Knight
The greatest Tactical Genius historically who took over the world Alexander the great also very much used charismatics as part of it. I heard it once expressed as him running to the front of the battle endangering himself to guilt his troops into action but its also very much the hero's game. However I would say there are multiple ways of interpreting it. One element of being able to get your troops to do what you need them todo in large quantities is them feeling you are part of the team too. He is also presented as being loved by his troops because of it. So even on large scale he was very much a very best at Tactics and using charismatics for effect. The Lazylord I seen in a show who was called interestingly the Lazy General would put on his charisma like a hat he used he wasn't necessarily that way all the time but more like he used it as a gambit and consciously.

Tactical Warlords had bare minimum charismatic ability to suit the bare bones role functionally ... they got way more done other ways and Charisma was often a tertiary statistic. A fighter in 4e who took the right powers could very much become a Striker with defender side ... The Warlord who emphasized Int and took the right powers were very much an Enabler with Inspiration secondary.
 
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doctorbadwolf

Heretic of The Seventh Circle
Aside from the dscussion on Rabble Rouser, I don't think I've gotten you're opinion on my current subclasses? And the changes I made compared to the last version.
Yeah I gotta work today (😬) but I will check it out in more detail after work and let ya know what I think.
 

Undrave

Hero
Alright, @doctorbadwolf @Garthanos and @FrogReaver , what do you guys think of this subclass:

Rabble Rouser

The bandit king who eludes authority, the revolutionary who strikes back at tyrants and the strategist who succeeds while outnumbered, all those leaders embody the tradition of the Rabble Rouser. Able to inspire even the common man to overcome incredible odds, be they a natural obstacle or simply larger number, becomes even more effective when paired with season adventurers.

Your charismatic personality, your way with words and your willingness to use even underhanded tactics make you a natural fit for this role. Being the underdog is no problem for you, its practically a way of life!

Underdog Proficiency

You've learned a few tricks that some might call underhanded and dirty, but for you, they're just a way to level the playing field. Starting when you select this tradition at 3rd level, you gain your choice of proficiency between Stealth, Sleigh of Hand and Deception. Furthermore, you gain proficiency in either the Thieves' Tools or the Disguise Kit.

Dashing Ambusher

When it comes to combat, the best way to even the odds is to strike first, strike fast, and strike hard. You're a master of pressing the advantage at the start of a brawl. Starting at 3rd level, you can select a second Warlord Presence (you cannot select the same presence twice) and any allies that benefits from your Warlord Presence gains a bonus to all their damage roll made against surprised creatures equal to your Charisma modifier. Furthermore, whenever you apply the effects of your Warlord Presences or use a Shout, you may choose to use your Charisma modifier in place of your Intelligence or Wisdom Modifier.

Power of Cooperation

You know the best way to overcome great obstacles is to properly work with your allies. With a few choice words or silent signals, you can impart this lesson on all those around you. Starting at 9th level, whenever a creature that can hear or see you within 60 feet makes an ability check and receives help from another creature using the Help Action, that ally can treat any dice rolls of 7 or lower as an 8. If you are the one performing the Help Action, you can increase that minimum dice roll by your Charisma modifier (minimum +1).

Rousing Speech

When times are tough and everybody around you is feeling down, it's your duty to raise their spirit up and help them dig deep into reserves they did not know they had. Starting at 13th level, you can take ten minutes to make a speech to rouse your allies. At the end of your speech, any creature of your choice that can hear you recovers spent hit dice until they have a number of hit dice equal to your Charisma modifier, and they regain their lowest level spell slots until they have a total number of spell slots equal to your Charisma modifier. A creature cannot benefit from one of your Rousing Speech again until they have taken a long rest.

Time to Bounce

Sometimes, things turn out more dangerous than you expected and a tactical retreat is in order. You have developed a knack for coordinating such speedy egress and you are yourself incredibly slippery. Starting at 17th level, you and any allies within 60 feet of you who is not at maximum HP, may take the Disengage action as a Bonus Action. Furthermore, when you use the MOVE! shout, you can target an additional number of creatures equal to your Charisma modifier (minimum +1) and you can now target creatures up to 60 feet away from you.
 
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Garthanos

Arcadian Knight
I like the start with Warlord and make a few of these others subclasses angle so yeah you can be a full Warlord or even Lazylord/Noble build angle.
 

doctorbadwolf

Heretic of The Seventh Circle
Alright, @doctorbadwolf @Garthanos and @FrogReaver , what do you guys think of this subclass:

Rabble Rouser

The bandit king who eludes authority, the revolutionary who strikes back at tyrants and the strategist who succeeds while outnumbered, all those leaders embody the tradition of the Rabble Rouser. Able to inspire even the common man to overcome incredible odds, be they a natural obstacle or simply larger number, becomes even more effective when paired with season adventurers.

Your charismatic personality, your way with words and your willingness to use even underhanded tactics make you a natural fit for this role. Being the underdog is no problem for you, its practically a way of life!

Underdog Proficiency

You've learned a few tricks that some might call underhanded and dirty, but for you, they're just a way to level the playing field. Starting when you select this tradition at 2rd level, you gain your choice of proficiency between Stealth, Sleigh of Hand and Deception. Furthermore, you gain proficiency in either the Thieves' Tools or the Disguise Kit.

Dashing Ambusher

When it comes to combat, the best way to even the odds is to strike first, strike fast, and strike hard. You're a master of pressing the advantage at the start of a brawl. Starting at 3rd level, you can select a second Warlord Presence (you cannot select the same presence twice) and any allies that benefits from your Warlord Presence gains a bonus to all their damage roll made against surprised creatures equal to your Charisma modifier. Furthermore, whenever you apply the effects of your Warlord Presences or use a Shout, you may choose to use your Charisma modifier in place of your Intelligence or Wisdom Modifier.

Power of Cooperation

You know the best way to overcome great obstacles is to properly work with your allies. With a few choice words or silent signals, you can impart this lesson on all those around you. Starting at 9th level, whenever a creature that can hear or see you within 60 feet makes an ability check and receives help from another creature using the Help Action, that ally can treat any dice rolls of 7 or lower as an 8. If you are the one performing the Help Action, you can increase that minimum dice roll by your Charisma modifier (minimum +1).

Rousing Speech

When times are tough and everybody around you is feeling down, it's your duty to raise their spirit up and help them dig deep into reserves they did not know they had. Starting at 13th level, you can take ten minutes to make a speech to rouse your allies. At the end of your speech, any creature of your choice that can hear you recovers spent hit dice until they have a number of hit dice equal to your Charisma modifier, and they regain their lowest level spell slots until they have a total number of spell slots equal to your Charisma modifier. A creature cannot benefit from one of your Rousing Speech again until they have taken a long rest.

Time to Bounce

Sometimes, things turn out more dangerous than you expected and a tactical retreat is in order. You have developed a knack for coordinating such speedy egress and you are yourself incredibly slippery. Starting at 17th level, you and any allies within 60 feet of you who is not at maximum HP, may take the Disengage action as a Bonus Action. Furthermore, when you use the MOVE! shout, you can target an additional number of creatures equal to your Charisma modifier (minimum +1) and you can now target creatures up to 60 feet away from you.
I like it.
 

Garthanos

Arcadian Knight
Alright, @doctorbadwolf @Garthanos and @FrogReaver , what do you guys think of this subclass:


Time to Bounce

Sometimes, things turn out more dangerous than you expected and a tactical retreat is in order. You have developed a knack for coordinating such speedy egress and you are yourself incredibly slippery. Starting at 17th level, you and any allies within 60 feet of you who is not at maximum HP, may take the Disengage action as a Bonus Action. Furthermore, when you use the MOVE! shout, you can target an additional number of creatures equal to your Charisma modifier (minimum +1) and you can now target creatures up to 60 feet away from you.
I definitely like the light flavor of that.
 

Undrave

Hero
I like it.

It makes me wonder if I should add more Wisdom rider to Borderland Marshall? Rabble Rouser is more CHA focused than even the Ardent and the White Raven is more INT based but I don't know if I can say I have a WIS equivalent really? I guess Steel Protector has a few more Wisdom riders so it kinda works.
 
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doctorbadwolf

Heretic of The Seventh Circle
It makes me wonder if I should add more Wisdom rider to Borderland Marshall? Rabble Rouser is more CHA focused than even the Ardent and the White Raven is more INT based but I don't know if I can say I have a WIS equivalent really? I guess Steel Protector has a few more Wisdom riders so it kinda works.
I think leaning more into wisdom on the borderland marshal makes sense.
 

Garthanos

Arcadian Knight
Of note time to bounce... i think the least likely time your characters may need to cut and run might just be "Starting at 17th level, "
 

Undrave

Hero
I think leaning more into wisdom on the borderland marshal makes sense.

But where? Maybe Frontier Gear Specialist could give you features equal to your Wisdom modifier then? And Vicious Insight could simply add your Wisdom to every insight dice then?

Of note time to bounce... i think the least likely time your characters may need to cut and run might just be "Starting at 17th level, "

I know, I just don't have enough place to put everything I wanted into the subclass... It feels like something I should have earlier... I just don't know how to integrate it without putting too much at lower level. Let me think about it a little bit more and maybe find a way to combine the concepts (if not mechanic) of Dashing Ambusher and Time to Bounce...
 

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