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Homebrewed Warlord on a Rogue chassis
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<blockquote data-quote="Undrave" data-source="post: 7907727" data-attributes="member: 7015698"><p><strong>Steel Protector :</strong> I designed this subclass to be as straight forward as possible. Basically you could just totally ignore Shouts and Signals and still be effective as a support class with it, thanks to the basic support of Insight Dice and the added healing. I, obviously, based the Healer Training feature off of the Healer Feat, which is a good feat for non-magical support. I could have simply worded it as 'You gain the Healer Feat' but I don't like this sort of outside reference design. Plus, I added a 'Song of Rest' type fonction where you can boost the effectiveness of an ally's Hit Dice expenditure. I do think, however, that I should make it cost a healer's kit charge as well, just because they're too easy to come by.</p><p></p><p>I granted it Heavy Armor because I envison a Steel Protector as favoring Versatle Weapons, since you need a free hand to use Healer's Training to patch up an ally, and thus would not be using a shield. The extra armor of Heavy Armor compensate for losing that. Plus, I figue a Steel Protector would rather be up close to help allies. I also granted it a third attack as a capstone to fit in with the simple mandate so you can just hack away at enemies if you want. It's essentially the 'Fighter-like' subclass.</p><p></p><p>Note that, aside from one part of Healer's Training, this subclass doesn't have any mental stat requirement so you can gp with any of the three Precense you prefer without trouble, adding to the whole customizability idea. The subclss is simple but not without variety.</p><p></p><p>Panacea Maker is, I think, a bit off in its wording, but I didn't want the Steel Protector to just spend their time collecting a ton of ingredients and then making a ton of potions. I tried to balance it so you can't make more than 1 Potion a day until much later in level where they're not as good. The real bonus here is making additional Healer's Kit charges when you can't just buy them in a shop.</p><p></p><p>I'm considering limiting Protector's Revenge to once per short rest, as it might be too powerful as it is and make a regular Fighter seem pretty lacklustre. It does not, mind you, protect from opportunity attack so if you're in melee with someone else they could punish you for your distracting.</p><p></p><p><strong>White Raven </strong>: Inspired by the Tactical Warlord of old I decided to have this subclass to be the one focused on Shouts and INT modifier. Maybe I could make the Bandit Leader more focused on silent signals, something useful to stealthy endeavors?</p><p></p><p>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.</p><p></p><p>Analyze Enemy is basically stolen from the Battlemaster, with a different way to use it (including a rare use of the Alternate Skill Attribute variant, keying Insight off of Intelligence) and a few different element it can tell. I'm not super satisfied with it, I feel like I should have included something less battle centric into this build so the White Raven Tactician has more things to do than be good at combat. I do hope the base class helps in that respect.</p><p></p><p>Improved Presence was a no brainer for me. Being able to grant allies further away your INT bonus to initiative and even let them move is pretty great. Note that this still doesn't clash with the idea of using a different Presence, even if it doesn't rely on INT. I made sure not to call out any of the Presence on purpose.</p><p></p><p>Potent Analysis is pretty straight forward, it just makes bonus damage you grant more reliable. If you max out your INT is basically makes all your bonus D8 do their average damage or more. This would probably make the White Raven subclass a Char. Op favorite?</p><p></p><p><strong>Ardent Soul</strong> : Or maybe the Ardent Soul would be the favorite one? I wanted to come up witha more CHA based subclass and this idea dawned on me. I like the idea of using Temp HP to fuel effects, another facet of the idea of generating your support ressource as the battle goes on. In this case, you would very much want the Inspiring Presence to throw some added Temp HP on your allies at initiative, then use your Radiating Confidence feature to grant some Temp HP to yourself.</p><p></p><p>In a way, this class is also inspired by the risk taking Bravura Warlord since taking away your protective layer of temp HP for extra damage is risky.</p><p></p><p>Do note that Burning Heart doesn't care where the Temp HP come from, simply that they exist. I could see this subclass pairing well with a Bladelock who got the Invocation for free False Life or a Battlemaster with Rally. Heck, I can see this class taking a level dip into Fighter to use the new maneuver granting Fighting Style to get Rally and then spending a feat on Martial Adept for an additional superiority dice.</p><p></p><p>Strong Personality is the feature I like the least of the Ardent. I still feel like it's a bit weaksauce. I do like the flavor of raising your maximum Charisma score though.</p><p></p><p>Improved Burning Heart felt like a no brainer, considering Fire is often resisted. I'm not sure if the Psychic damage is that good an idea and if it might be TOO good? I'm also toying with the idea of 'cold fury' and letting you pick Cold damage. I've also considered making the damage type a thing you choose after a rest instead of a dynamic versatile feature you can change on the fly. I might still do those changes if I clean up the class a do a V2.</p><p></p><p>Ardent Mantle feel like something I could develop into more features instead but I feel like it would ge repetitive.</p><p></p><p>Note that the Ardent only affects allies when within 30 feet, which is what I consider 'close range'. They're basically always one move action away from being attacked by an enemy, but they don't get any extra armor, weapons or extra attacks like the Steel Protector, further hinting at the Bravura side of it. Their own Temp HP probably spend mproving their damage for than protecting them. It's a fun balancing act to imagine.</p><p></p><p>It's also the one subclass that feels the most locked into its corresponding presence because you really want those Temp HP from Inspiring Presence. In a way it's very straight forward to build.</p></blockquote><p></p>
[QUOTE="Undrave, post: 7907727, member: 7015698"] [B]Steel Protector :[/B] I designed this subclass to be as straight forward as possible. Basically you could just totally ignore Shouts and Signals and still be effective as a support class with it, thanks to the basic support of Insight Dice and the added healing. I, obviously, based the Healer Training feature off of the Healer Feat, which is a good feat for non-magical support. I could have simply worded it as 'You gain the Healer Feat' but I don't like this sort of outside reference design. Plus, I added a 'Song of Rest' type fonction where you can boost the effectiveness of an ally's Hit Dice expenditure. I do think, however, that I should make it cost a healer's kit charge as well, just because they're too easy to come by. I granted it Heavy Armor because I envison a Steel Protector as favoring Versatle Weapons, since you need a free hand to use Healer's Training to patch up an ally, and thus would not be using a shield. The extra armor of Heavy Armor compensate for losing that. Plus, I figue a Steel Protector would rather be up close to help allies. I also granted it a third attack as a capstone to fit in with the simple mandate so you can just hack away at enemies if you want. It's essentially the 'Fighter-like' subclass. Note that, aside from one part of Healer's Training, this subclass doesn't have any mental stat requirement so you can gp with any of the three Precense you prefer without trouble, adding to the whole customizability idea. The subclss is simple but not without variety. Panacea Maker is, I think, a bit off in its wording, but I didn't want the Steel Protector to just spend their time collecting a ton of ingredients and then making a ton of potions. I tried to balance it so you can't make more than 1 Potion a day until much later in level where they're not as good. The real bonus here is making additional Healer's Kit charges when you can't just buy them in a shop. I'm considering limiting Protector's Revenge to once per short rest, as it might be too powerful as it is and make a regular Fighter seem pretty lacklustre. It does not, mind you, protect from opportunity attack so if you're in melee with someone else they could punish you for your distracting. [B]White Raven [/B]: Inspired by the Tactical Warlord of old I decided to have this subclass to be the one focused on Shouts and INT modifier. Maybe 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. Analyze Enemy is basically stolen from the Battlemaster, with a different way to use it (including a rare use of the Alternate Skill Attribute variant, keying Insight off of Intelligence) and a few different element it can tell. I'm not super satisfied with it, I feel like I should have included something less battle centric into this build so the White Raven Tactician has more things to do than be good at combat. I do hope the base class helps in that respect. Improved Presence was a no brainer for me. Being able to grant allies further away your INT bonus to initiative and even let them move is pretty great. Note that this still doesn't clash with the idea of using a different Presence, even if it doesn't rely on INT. I made sure not to call out any of the Presence on purpose. Potent Analysis is pretty straight forward, it just makes bonus damage you grant more reliable. If you max out your INT is basically makes all your bonus D8 do their average damage or more. This would probably make the White Raven subclass a Char. Op favorite? [B]Ardent Soul[/B] : Or maybe the Ardent Soul would be the favorite one? I wanted to come up witha more CHA based subclass and this idea dawned on me. I like the idea of using Temp HP to fuel effects, another facet of the idea of generating your support ressource as the battle goes on. In this case, you would very much want the Inspiring Presence to throw some added Temp HP on your allies at initiative, then use your Radiating Confidence feature to grant some Temp HP to yourself. In a way, this class is also inspired by the risk taking Bravura Warlord since taking away your protective layer of temp HP for extra damage is risky. Do note that Burning Heart doesn't care where the Temp HP come from, simply that they exist. I could see this subclass pairing well with a Bladelock who got the Invocation for free False Life or a Battlemaster with Rally. Heck, I can see this class taking a level dip into Fighter to use the new maneuver granting Fighting Style to get Rally and then spending a feat on Martial Adept for an additional superiority dice. Strong Personality is the feature I like the least of the Ardent. I still feel like it's a bit weaksauce. I do like the flavor of raising your maximum Charisma score though. Improved Burning Heart felt like a no brainer, considering Fire is often resisted. I'm not sure if the Psychic damage is that good an idea and if it might be TOO good? I'm also toying with the idea of 'cold fury' and letting you pick Cold damage. I've also considered making the damage type a thing you choose after a rest instead of a dynamic versatile feature you can change on the fly. I might still do those changes if I clean up the class a do a V2. Ardent Mantle feel like something I could develop into more features instead but I feel like it would ge repetitive. Note that the Ardent only affects allies when within 30 feet, which is what I consider 'close range'. They're basically always one move action away from being attacked by an enemy, but they don't get any extra armor, weapons or extra attacks like the Steel Protector, further hinting at the Bravura side of it. Their own Temp HP probably spend mproving their damage for than protecting them. It's a fun balancing act to imagine. It's also the one subclass that feels the most locked into its corresponding presence because you really want those Temp HP from Inspiring Presence. In a way it's very straight forward to build. [/QUOTE]
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