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I NEED A WARLORD
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<blockquote data-quote="Remathilis" data-source="post: 6368424" data-attributes="member: 7635"><p>What about something like this?</p><p></p><p>{note: first draft. Nothing has been playtested or even checked for balance. Offered as suggestion only}</p><p></p><p>Marshal (Fighter Subclass)</p><p>[Insert flavor text here]</p><p></p><p>Motivation: After 3[SUP]rd[/SUP] level, you are able to motivate your allies: an idea or suggestion to any friendly targets within 60 feet of you who understand your language. Each round, you may issue one of the following commands as a bonus action. These abilities last for 1 round (though the marshal can maintain them each round as a bonus action) and an ally can only benefit from one lesser command at a time.</p><p>· Motivate Agility: Allies gain +5 to their land speed.</p><p>· Motivate Charisma: Allies gain advantage on their next Charisma Check or Save.</p><p>· Motivate Constitution: Allies gain advantage on their next Constitution Check or Save.</p><p>· Motivate Dexterity: Allies gain advantage on their next Dexterity Check or Save.</p><p>· Motivate Intelligence: Allies gain advantage on their next Intelligence Check or Save.</p><p>· Motivate Strength: Allies gain advantage on their next Strength Check or Save.</p><p>· Motivate Wisdom: Allies gain advantage on their next Wisdom Check or Save.</p><p></p><p>Tactics: At 7[SUP]th[/SUP] level, you’ve learned advanced maneuvers that can aid allies. You can pick any target (other than yourself) within 60 feet of you that can hear you. As an action, you give them one of the following benefits. Each benefit lasts one round. A target can only benefit from one tactic at a time, but can benefit from motivation and tactics at the same time.</p><p>· Tactical Casting: The target can cast a single spell on your turn.</p><p>· Tactical Defense: The target gains resistance to piercing, bludgeoning, and slashing attacks from nonmagical weapons for 1 round.</p><p>· Tactical Positioning: The target can use the dash action during your turn.</p><p>· Tactical Resiliency: The target can make another save vs. an ongoing effect during your turn.</p><p>· Tactical Strike: The target can make a weapon attack action on your turn.</p><p></p><p>Inspiring Presence: At 10[SUP]th[/SUP] level, you have such a command of tactics and leadership than people seek you out for guidance and inspiration. You become proficiency in Persuasion and your proficiency bonus is doubled. Additionally, you gain advantage on all deception, intimidation, and performance checks.</p><p></p><p>Legion Command: After you reach 15[SUP]th[/SUP] level, you have mastered leading armies into battle. The range of your motivation and tactics abilities is now 120 feet.</p><p></p><p>Master of War: At 18[SUP]th[/SUP] level, you have studied war for so long you now know how to command troops without hesitation or second though. You can have two motivations going at the same time, and can offer tactics to two different targets as a single action.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6368424, member: 7635"] What about something like this? {note: first draft. Nothing has been playtested or even checked for balance. Offered as suggestion only} Marshal (Fighter Subclass) [Insert flavor text here] Motivation: After 3[SUP]rd[/SUP] level, you are able to motivate your allies: an idea or suggestion to any friendly targets within 60 feet of you who understand your language. Each round, you may issue one of the following commands as a bonus action. These abilities last for 1 round (though the marshal can maintain them each round as a bonus action) and an ally can only benefit from one lesser command at a time. · Motivate Agility: Allies gain +5 to their land speed. · Motivate Charisma: Allies gain advantage on their next Charisma Check or Save. · Motivate Constitution: Allies gain advantage on their next Constitution Check or Save. · Motivate Dexterity: Allies gain advantage on their next Dexterity Check or Save. · Motivate Intelligence: Allies gain advantage on their next Intelligence Check or Save. · Motivate Strength: Allies gain advantage on their next Strength Check or Save. · Motivate Wisdom: Allies gain advantage on their next Wisdom Check or Save. Tactics: At 7[SUP]th[/SUP] level, you’ve learned advanced maneuvers that can aid allies. You can pick any target (other than yourself) within 60 feet of you that can hear you. As an action, you give them one of the following benefits. Each benefit lasts one round. A target can only benefit from one tactic at a time, but can benefit from motivation and tactics at the same time. · Tactical Casting: The target can cast a single spell on your turn. · Tactical Defense: The target gains resistance to piercing, bludgeoning, and slashing attacks from nonmagical weapons for 1 round. · Tactical Positioning: The target can use the dash action during your turn. · Tactical Resiliency: The target can make another save vs. an ongoing effect during your turn. · Tactical Strike: The target can make a weapon attack action on your turn. Inspiring Presence: At 10[SUP]th[/SUP] level, you have such a command of tactics and leadership than people seek you out for guidance and inspiration. You become proficiency in Persuasion and your proficiency bonus is doubled. Additionally, you gain advantage on all deception, intimidation, and performance checks. Legion Command: After you reach 15[SUP]th[/SUP] level, you have mastered leading armies into battle. The range of your motivation and tactics abilities is now 120 feet. Master of War: At 18[SUP]th[/SUP] level, you have studied war for so long you now know how to command troops without hesitation or second though. You can have two motivations going at the same time, and can offer tactics to two different targets as a single action. [/QUOTE]
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