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General Tabletop Discussion
*Dungeons & Dragons
How should the Warlord be implemented in 1DnD?
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<blockquote data-quote="Sacrosanct" data-source="post: 9000568" data-attributes="member: 15700"><p>What I would want out of the archetype is easy because last year I gave this a lot of though when I came up with the Commander Class for Chromatic Dungeons. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (I had to put a limit on parry because during our campaign, the PC using parry and not a 1 was ruining my day as a DM <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> Seriously though, it was pretty OP).</p><p></p><p>Minimum Scores: INT 9, CHA 10 </p><p>Ability Bonus: +1 to either INT or CHA </p><p>Armor Prof: All </p><p>Weapon Prof: All</p><p></p><p>[ATTACH=full]282779[/ATTACH]</p><p></p><p></p><p>NOTE: Commands and stances are not stackable with the same command or stance from another commander at the same time. Only one command or stance of the same name can be in effect at any given time.</p><p></p><p><strong>Class Features</strong></p><p></p><p><em>Commands </em>(1st level): At first level, the commander learns one command from the command list. The commander can invoke 1 command in total per long rest. Additional commands and uses are granted as the commander levels as described in the table above. Unless otherwise noted, all commands require the commander’s action to invoke. Reactions will still use up one of the commander’s uses per day, and if the commander has none remaining, they cannot use the command, even if it’s a reaction.</p><p></p><p><em>Alter Morale</em> (1st level): Modify the morale results by 1 point up or down for every odd commander level.</p><p></p><p><em>Leadership </em>(1st level): +2 bonus to all persuasion or intimidation ability checks.</p><p></p><p><em>Stances </em>(1st level): Choose one stance from the stance list. Stances are passive abilties that do not require uses of commands to invoke. These are inherent abilities, or abilities gained via motivation throughout the day that do not require actions to use unless specifically noted. </p><p></p><p><em>Improved Initiative</em> (2nd level): +1 bonus to initiative rolls for every even level you have in Commander.</p><p></p><p><em>Rear Guard</em> (4th level): Negates opponent to-hit bonuses upon you when being attacked from the rear, flanked, or surprised.</p><p></p><p><em>Extra Attack</em> (6th level): At 6th level, gain extra attack when you use your action to make a weapon or unarmed attack. The attacks may be split up between moving, but must be made on your turn.</p><p></p><p><em>No One Left Behind</em> (8th level): As a reaction to an ally falling to 0 or fewer hp from physical attack (weapon or magic), you can move up to your movement rate for free, and if applicable, apply bandage to stabilize target. </p><p></p><p><em>Iron Mind</em> (10th level): Immune to fear and charm.</p><p></p><p><strong>Stance List</strong></p><p></p><p><em>Ambush </em>If you have surprise, gain additional +1 point of damage for every odd commander level to each attack in first round. All allies in the encounter area gain this bonus.</p><p></p><p><em>Commander’s Luck</em> You and all allies within 10ft of you gain a +2 bonus to saving throws.</p><p></p><p><em>Defending Command</em> You and all allies within 10ft of you gain a +1 bonus to AC.</p><p></p><p><em>Drill Sergeant</em> You and all allies in sight or earshot gain an increased carrying capacity of 5 lbs per commander level you have.</p><p></p><p><em>Push On</em> +5 bonus to your movement rate. Spend an action to increase the movement of all allies within 50ft by 10ft until the end of your next turn.</p><p></p><p><em>Tactical Master</em> Replace STR and DEX modifiers to hit with INT as if INT score was the same as STR (for melee) and DEX (for ranged). That is, if your intelligence is 15, you gain a +2 modifier to hit with melee and ranged attack rolls as if your strength and dexterity were 15 respectively. </p><p></p><p><em>Tactical Retreat</em> Allies within 10ft of the commander do not need to disengage from battle to avoid any opportunity attacks. </p><p></p><p><em>We are Legion</em> Commander and all allies within 10ft gain +1 damage reduction. +2 at level 5, +3 at 9, and +4 at 13.</p><p></p><p></p><p><strong>Command List</strong></p><p></p><p><em>Battle Speech</em> Target alley gains 1 temp hp per commander level and +1 bonus to all saving throws. One target can be selected for every odd level of the commander. Lasts until end of combat encounter.</p><p></p><p><em>Combat Planning</em> (reaction to initiative roll) Swap the initiative order of any two combat encounter participants. One of these can be you. At 12th level, swap up to 3 participants in the order you choose. At 20th level, you determine the initiative order of combat. </p><p></p><p><em>Commander’s Strike</em> Give an ally within 50ft a +4 bonus to hit, and +1 dmg per commander level to their next attack as long as it resolves before the end of your next turn.</p><p></p><p><em>Distracted Enemy</em> Mark one creature within 60ft that you can see. All attacks against targeted creature gain +1 bonus to hit for every odd commander level until the start of your next turn.</p><p></p><p><em>Heroic Motivation</em> (reaction) Target any ally within 50ft who failed a saving throw. Allow that ally to reroll, taking the new roll. </p><p></p><p><em>Not a 1!</em> (as a reaction to a natural 1 being rolled on any d20 roll) Allow target ally (or yourself) within 50ft to reroll that die, taking the new result, even if it’s a 1.</p><p></p><p><em>Parry </em>(reaction to being attacked with melee or ranged attack) Turn a successful hit upon yourself into a miss. You may do this a number of times per long rest equal to your proficiency modifier.</p><p></p><p><em>Rally </em>Target ally within 50ft recovers 2 hp per commander level.</p><p></p><p><em>Rejuvenating Speech </em> Remove one negative status (such as fear, charm, paralysis, etc) from target ally within 30ft.</p><p></p><p><em>Sacrificial Move</em> (as a reaction to an ally suffering a physical attack) You can move that damage to yourself, reducing it by half.</p><p></p><p><em>Set Up </em> Sacrifice your action this round. An ally within 10ft can make a free attack instantly that doesn’t count against their action on their turn. </p><p></p><p><em>Shield Protection</em> Grant a +4 bonus to AC, and 1 point of damage reduction per odd level of commander you have to an ally within 5ft of you until the end of your next turn.</p><p></p><p><em>Skirmisher </em>(reaction to being attacked) Move up to your movement rate without provoking any opportunity attacks.</p><p></p><p><em>Study Enemy</em> Learn an aspect of an enemy. All further attacks against that enemy will bypass any one identified resistance for the remainder of combat. Thus, by spending an action to study a creature resistant to non-magical weapons, all attacks for the remainder of the encounter after your turn resolves will bypass this resistance. </p><p></p><p><em>Tactical Advantage</em> Switch places with willing creature within 10ft. This does not provoke any opportunity attacks. If you have multiple attacks, you can attempt one attack after swapping places.</p><p></p><p><em>You Can Do It</em> Grant an ally within 50ft a +1 bonus for every odd commander level you have to their next ability check if it is taken within the next 1 minute.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 9000568, member: 15700"] What I would want out of the archetype is easy because last year I gave this a lot of though when I came up with the Commander Class for Chromatic Dungeons. ;) (I had to put a limit on parry because during our campaign, the PC using parry and not a 1 was ruining my day as a DM :P Seriously though, it was pretty OP). Minimum Scores: INT 9, CHA 10 Ability Bonus: +1 to either INT or CHA Armor Prof: All Weapon Prof: All [ATTACH type="full" width="339px"]282779[/ATTACH] NOTE: Commands and stances are not stackable with the same command or stance from another commander at the same time. Only one command or stance of the same name can be in effect at any given time. [B]Class Features[/B] [I]Commands [/I](1st level): At first level, the commander learns one command from the command list. The commander can invoke 1 command in total per long rest. Additional commands and uses are granted as the commander levels as described in the table above. Unless otherwise noted, all commands require the commander’s action to invoke. Reactions will still use up one of the commander’s uses per day, and if the commander has none remaining, they cannot use the command, even if it’s a reaction. [I]Alter Morale[/I] (1st level): Modify the morale results by 1 point up or down for every odd commander level. [I]Leadership [/I](1st level): +2 bonus to all persuasion or intimidation ability checks. [I]Stances [/I](1st level): Choose one stance from the stance list. Stances are passive abilties that do not require uses of commands to invoke. These are inherent abilities, or abilities gained via motivation throughout the day that do not require actions to use unless specifically noted. [I]Improved Initiative[/I] (2nd level): +1 bonus to initiative rolls for every even level you have in Commander. [I]Rear Guard[/I] (4th level): Negates opponent to-hit bonuses upon you when being attacked from the rear, flanked, or surprised. [I]Extra Attack[/I] (6th level): At 6th level, gain extra attack when you use your action to make a weapon or unarmed attack. The attacks may be split up between moving, but must be made on your turn. [I]No One Left Behind[/I] (8th level): As a reaction to an ally falling to 0 or fewer hp from physical attack (weapon or magic), you can move up to your movement rate for free, and if applicable, apply bandage to stabilize target. [I]Iron Mind[/I] (10th level): Immune to fear and charm. [B]Stance List[/B] [I]Ambush [/I]If you have surprise, gain additional +1 point of damage for every odd commander level to each attack in first round. All allies in the encounter area gain this bonus. [I]Commander’s Luck[/I] You and all allies within 10ft of you gain a +2 bonus to saving throws. [I]Defending Command[/I] You and all allies within 10ft of you gain a +1 bonus to AC. [I]Drill Sergeant[/I] You and all allies in sight or earshot gain an increased carrying capacity of 5 lbs per commander level you have. [I]Push On[/I] +5 bonus to your movement rate. Spend an action to increase the movement of all allies within 50ft by 10ft until the end of your next turn. [I]Tactical Master[/I] Replace STR and DEX modifiers to hit with INT as if INT score was the same as STR (for melee) and DEX (for ranged). That is, if your intelligence is 15, you gain a +2 modifier to hit with melee and ranged attack rolls as if your strength and dexterity were 15 respectively. [I]Tactical Retreat[/I] Allies within 10ft of the commander do not need to disengage from battle to avoid any opportunity attacks. [I]We are Legion[/I] Commander and all allies within 10ft gain +1 damage reduction. +2 at level 5, +3 at 9, and +4 at 13. [B]Command List[/B] [I]Battle Speech[/I] Target alley gains 1 temp hp per commander level and +1 bonus to all saving throws. One target can be selected for every odd level of the commander. Lasts until end of combat encounter. [I]Combat Planning[/I] (reaction to initiative roll) Swap the initiative order of any two combat encounter participants. One of these can be you. At 12th level, swap up to 3 participants in the order you choose. At 20th level, you determine the initiative order of combat. [I]Commander’s Strike[/I] Give an ally within 50ft a +4 bonus to hit, and +1 dmg per commander level to their next attack as long as it resolves before the end of your next turn. [I]Distracted Enemy[/I] Mark one creature within 60ft that you can see. All attacks against targeted creature gain +1 bonus to hit for every odd commander level until the start of your next turn. [I]Heroic Motivation[/I] (reaction) Target any ally within 50ft who failed a saving throw. Allow that ally to reroll, taking the new roll. [I]Not a 1![/I] (as a reaction to a natural 1 being rolled on any d20 roll) Allow target ally (or yourself) within 50ft to reroll that die, taking the new result, even if it’s a 1. [I]Parry [/I](reaction to being attacked with melee or ranged attack) Turn a successful hit upon yourself into a miss. You may do this a number of times per long rest equal to your proficiency modifier. [I]Rally [/I]Target ally within 50ft recovers 2 hp per commander level. [I]Rejuvenating Speech [/I] Remove one negative status (such as fear, charm, paralysis, etc) from target ally within 30ft. [I]Sacrificial Move[/I] (as a reaction to an ally suffering a physical attack) You can move that damage to yourself, reducing it by half. [I]Set Up [/I] Sacrifice your action this round. An ally within 10ft can make a free attack instantly that doesn’t count against their action on their turn. [I]Shield Protection[/I] Grant a +4 bonus to AC, and 1 point of damage reduction per odd level of commander you have to an ally within 5ft of you until the end of your next turn. [I]Skirmisher [/I](reaction to being attacked) Move up to your movement rate without provoking any opportunity attacks. [I]Study Enemy[/I] Learn an aspect of an enemy. All further attacks against that enemy will bypass any one identified resistance for the remainder of combat. Thus, by spending an action to study a creature resistant to non-magical weapons, all attacks for the remainder of the encounter after your turn resolves will bypass this resistance. [I]Tactical Advantage[/I] Switch places with willing creature within 10ft. This does not provoke any opportunity attacks. If you have multiple attacks, you can attempt one attack after swapping places. [I]You Can Do It[/I] Grant an ally within 50ft a +1 bonus for every odd commander level you have to their next ability check if it is taken within the next 1 minute. [/QUOTE]
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How should the Warlord be implemented in 1DnD?
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