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D&D 5E Homebewed Warlord take 3

doctorbadwolf

Heretic of The Seventh Circle
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?

Sure, bonus equal to wis on insight dice sounds good. Using wis as a limiter makes sense. Those are exactly the sorts of things I'd suggest.
 

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FrogReaver

As long as i get to be the frog
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.

IMO. Stat based effect riders are more a 4e thing. 5e has relatively few and the ones it does have are generally linked to your main stat.
 

FrogReaver

As long as i get to be the frog
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.

I read the shouts. They gave the tactical timing vibe. Maybe it's more your flavor texts than what they actually do.

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.

I want to see a base warlord that can be solely inspiring with no tactical ineptness. That's not present in your designs. Suggestion would be to make your class level abilities themselves less focused on tactical ability - possibly leave their source of inspiration or tactical cunning to be a bit ambiguous. Include more power options that are clearly about inspiration.
 

Undrave

Hero
I want to see a base warlord that can be solely inspiring with no tactical ineptness. That's not present in your designs. Suggestion would be to make your class level abilities themselves less focused on tactical ability - possibly leave their source of inspiration or tactical cunning to be a bit ambiguous.

Alright, but what would that look like exactly?
 

Undrave

Hero
IMO. Stat based effect riders are more a 4e thing. 5e has relatively few and the ones it does have are generally linked to your main stat.

Unless you're a Monk (Wisdom is the basis of the DC for your Stunning Strike), a Battlemaster with Rally, or a Caster that's also expected to battle with weapons?

Plus, if I didn't give any riders based on abilities, why would anyone invest into any of the mental stats? Just put all your points in DEX and CON and dump the other stats. Skills aren't enough to convince someone to invest in INT to the point I'd expect a Warlord too.
 

Undrave

Hero
I like it.
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, "

Okay, so how about this as a new version of 'Dashing Ambusher'? I'll come up with a new level 17 feature later.

Dashing Ambusher

When it comes to combat, the best way to even the odds is to strike first, strike fast, strike hard and then get out of there. You're a master of pressing the advantage at the start of a brawl but also at quick egress from combat. Starting at 3rd level, any allies that gains the benefit of your Warlord Presence gains a bonus to their damage rolls against surprised creatures equal to your Charisma modifier and 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. Furthermore, when you use the MOVE! shout, you may select an additional number of allies equal to your Charisma modifier (minimum +1). One of those additional ally can be yourself.

This cuts out the 'disengage as a bonus action' and the second presence but adds the ability to use MOVE! on multiple allies, granting them defence equal to your CHA mod while they move including yourself. It's not as good as disengage but it's less copying from the Rogue.
 

Garthanos

Arcadian Knight
Okay, so how about this as a new version of 'Dashing Ambusher'? I'll come up with a new level 17 feature later.

Dashing Ambusher

When it comes to combat, the best way to even the odds is to strike first, strike fast, strike hard and then get out of there. You're a master of pressing the advantage at the start of a brawl but also at quick egress from combat. Starting at 3rd level, any allies that gains the benefit of your Warlord Presence gains a bonus to their damage rolls against surprised creatures equal to your Charisma modifier and 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. Furthermore, when you use the MOVE! shout, you may select an additional number of allies equal to your Charisma modifier (minimum +1). One of those additional ally can be yourself.

This cuts out the 'disengage as a bonus action' and the second presence but adds the ability to use MOVE! on multiple allies, granting them defence equal to your CHA mod while they move including yourself. It's not as good as disengage but it's less copying from the Rogue.
That makes it more central to the concept I like it...
 

doctorbadwolf

Heretic of The Seventh Circle
Okay, so how about this as a new version of 'Dashing Ambusher'? I'll come up with a new level 17 feature later.

Dashing Ambusher

When it comes to combat, the best way to even the odds is to strike first, strike fast, strike hard and then get out of there. You're a master of pressing the advantage at the start of a brawl but also at quick egress from combat. Starting at 3rd level, any allies that gains the benefit of your Warlord Presence gains a bonus to their damage rolls against surprised creatures equal to your Charisma modifier and 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. Furthermore, when you use the MOVE! shout, you may select an additional number of allies equal to your Charisma modifier (minimum +1). One of those additional ally can be yourself.

This cuts out the 'disengage as a bonus action' and the second presence but adds the ability to use MOVE! on multiple allies, granting them defence equal to your CHA mod while they move including yourself. It's not as good as disengage but it's less copying from the Rogue.
Now that, I really like. I wanna play that.
 

FrogReaver

As long as i get to be the frog
Unless you're a Monk (Wisdom is the basis of the DC for your Stunning Strike), a Battlemaster with Rally, or a Caster that's also expected to battle with weapons?

Plus, if I didn't give any riders based on abilities, why would anyone invest into any of the mental stats? Just put all your points in DEX and CON and dump the other stats. Skills aren't enough to convince someone to invest in INT to the point I'd expect a Warlord too.
Thanks for mentioning about half of the relatively few...
 

Garthanos

Arcadian Knight
Plus, if I didn't give any riders based on abilities, why would anyone invest into any of the mental stats? Just put all your points in DEX and CON and dump the other stats. Skills aren't enough to convince someone to invest in INT to the point I'd expect a Warlord too.
If you're not casting spells you know its obligatorily a dump stat you have to be a old school stereotype what you mean a smart fighter pshah -- that just means "inferior" fighter its all about brawn you know and brute force.
 
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Undrave

Hero
Alright, @doctorbadwolf , @Garthanos , @FrogReaver , take 2 on the Rabble Rouser! I'm actually wondering if its TOO strong compared to my other subclasss.... so I've cut off a few odd ends to sort of lower the bar just a notch. I'm also debating if the CHA damage to surprised enemy might not scale that well and that it would be better to just hand out a second Warlord Presence instead? Also, I made the adjustments to the Borderlands Marshal I mentionned previously.

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, or 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, strike hard and then get out of there. You're a master of pressing the advantage at the start of a brawl but also at quick egress from combat. Starting at 3rd level, any allies that gains the benefit of your Warlord Presence gains a bonus to their damage rolls against surprised creatures equal to your Charisma modifier and whenever you use a Shout, you may choose to use your Charisma modifier in place of your Intelligence or Wisdom Modifier. Furthermore, when you use the MOVE! shout, you may select an additional number of allies equal to your Charisma modifier (minimum +1). One of those additional ally can be yourself.

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.

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.

Inspiring Shouts

Your strength of personality reaches new height and you can motivate allies with only a few short words heard over the din of battle. Starting at 17th level, you gain the following shouts:
SIZE DOESNT MATTER! Select one ally within 30 feet. That ally can spend their reaction to make a melee weapon attack against every creature that is at least 1 size larger than them that they can reach.
WE NEED YOU! Select one ally with 0 hit points within 30 feet. That ally is automatically considered to have made a successful Death Savng Throw.
WE'RE NOT GIVING UP NOW! Select all allies within 30 feet that are not at full hit points. Those allies gain temporary hit points equal to your level.
 


Undrave

Hero
We Need You could be an automatic stabilize. It’s level 17. Those shouts feel less than epic tier.

It's an at-will ability that takes less than your full action, and if you get three success you gain 1 HP and wake up, rather than be stabilized. I could always have it remove a failiure at the same time?
 
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doctorbadwolf

Heretic of The Seventh Circle
It's an at-will ability that takes less than your full action, and if you get three success you gain 1 HP and wake up, rather than be stabilized. I could always have it remove a failiure at the same time?
The ability doesn’t saying anything about gaining 1 hp if you stabilize.

but at the same time, doing the equivalent of a non-damaging cantrip with part of an action seems fine for a capstone.

as it is written now, it’s the weakest of the three.
 

Undrave

Hero
The ability doesn’t saying anything about gaining 1 hp if you stabilize.

but at the same time, doing the equivalent of a non-damaging cantrip with part of an action seems fine for a capstone.

as it is written now, it’s the weakest of the three.

For some reason I got confused with the basic stabilize and the rolling a 20 on your death save... How aobut the Shout just makes your next Death Save a 20 or would that be too much?
 


Garthanos

Arcadian Knight
There was an ability in epic tier of 4e that allowed one to shore up the entire team in a very dramatic way. Just a minute I will find it.
 


Garthanos

Arcadian Knight
My favorite epic Destiny for a Warlord
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Garthanos

Arcadian Knight
Here a rough translation of an Epic Destiny from 4e to 5e.
The first lets the ally spend SOME HD when you use a second wind 5e level 15
The second one basically gives an ally your action surge. 16
One allows a bit of instant rest benefit shenanigans. 5e level 18
And the other allows allies to remain in the fight as long as you are Standing. 5e level 20
 
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