Lets design a Warlord for 5th edition

Paul Smart

Explorer
Just as the title says. Lets design a Warlord for 5th edition. What should be the features of the base class? What sub classes should it have? Throw your ideas into the ring and lets see what we can come up with as a community.

Here is a template to get everyone started.

1st level abilities

3rd level abilities

5th level abilities

7th level abilities

11th level abilities

15th level abilities

18th level abilities

Capstone abilities.

Subclasses
 

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mellored

Legend
1: Gambit: You learn X gambits, gaining new ones according to the level chart. You can perform the gambit as an action.

*First Aid: As a bonus action, an ally within reach can spend a hit die and stand up. If they are in your tactical oversite, they gain additional temporary hit points equal to your warlord level. Once you use this feature, you cannot use it again on the same target until they take a short rest.
*Rally: All your allies gain temporary hit points equal to half your warlord level (minimum 1). Allies in your tactical gain an additional bonus equal to your Charisma modifier.
*Direct the Strike: Select a target. The next time an ally misses the target with an attack, they can reroll that attack. If the enemy is in your tactical oversite, your ally also get's +Int to-hit.
*Lead the Assault: Make an single weapon attack. If you hit, the next attack agains the target has advantage. If the enemy is in your tactical oversite, you deal extra damage equal to your Int modifier.
*Reorient the Axis: You and allies gain advantage against oppertunity attacks until the end of your next turn. If your allies are in your tactical overste, they don't provoke oppertunity attacks at all.

<insert other gambits>

2: Tactical Oversight: As a bonus action, you can designate a zone, creature, or item to watch over. Your gambit, and some sub-class features, gains a bonus within the zone. (i.e. increase the bonus from 1d4 to 1d6).

3: Sub-class
Banner of the Bastion
Banner of the Strategist
Banner of the Guildmaster
Banner of the White Raven
Banner of the Master Healer
Banner of the Sentinel
Banner of the Emissary
Banner of the Pack runner
Banner of the Thane
Banner of Vanguard
Banner of the Shadow Guard

4: ABI

5: Tacical Response: You learn X number of responses, gaining more according to the level chart. You can perform a response as a reaction.

Oppertune Strike: When an enemy ends their turn, you can make a single attack against them. If they are in your tactical oversite, you have advantage on the attack.
Oppertune Shift: When an enemy moves next to an ally, they can move up to half their speed. If they are in your tactical oversite, they do not provoke an opportunity attack.
<insert other responses>
...

11: Multi-Gambit: When you perform a gambit, you can perform a second gambit. You can between uses.
...

17: You gain an extra reaction each turn. You can only use 1 per turn.
 


Zardnaar

Legend
5E Math (roughly)

Sustained damage is about half of front loaded damage (eg fireball vs zone spell)
Single target short rest abilities (eg bard and BM fighter dice) are roughly comparable to 1st level spell slots. You get them at level 3 though and can't upcast them or change them though.
At will damage (single target) is about half a boom spell eg 8d6 fireball vs 1d8+3d6+3 or 4 sneak attack or fighter with 2 attacks. Assuming a a decent option is chosen for at will attack.
Strikers can get an extra dice or 2 of damage. Such dice are usually situational or require a daily resource.
An extra 1d6 damage at low levels is worth a spell slot (eg hex/hunters quarry)
At low levels extra damage buffs are generally rerolls or +2 (ie a combat style). At mid levels this can be an extra dice perhaps a d8. At best is ability score to damage usually on a "striker"

Suggested warlord healing lvl 1 1d8+1 level bonus action. His needs to scale hence the +1 per level.

Level 1. Healing word, sub class ability (minor)
Level 2. 1st exploit/gambit/power
Level 3 subclass ability
Level 4 ASI
Level 5. Healing word 2/short rest

I wold also chuck in a group heal perhaps level 2. 2d8+1 per level refreshes on short rest standard action (comparable to light cleric radiance of dawn ability but heals instead of damage dealing.

Attack granting goes to specific subclasses and some gambits/exploits/powers that all of them can chose. Gambits can be similar to warlock invocations and can do 5E things or update 4E powers etc or grant additional healing. Perhaps another minor thing at level 1 but you do not want to front load them to much (compare with clerics, 2 spells, and an ability).The bonus action heal thing is your spell equivalent at level 1 (better than holy word and refreshes on a short rest).

you need some additional healing on top of the healing word ability (whatever you end up calling it). This is to make up for te fact 5E PCs do not have healing surges which was kind of key ability in 4E. The extra healing could be additional second winds or bonus HD as 5E does not have enough HD to build a class feature around although spending HD would benefit from something like an inspiring WL lvl 1 ability to gain more HP.
 

Eltab

Lord of the Hidden Layer
At L1, a class feature that looks a lot like the Inspiring Leader feat. Proficiency with the Medicine Kit / Healer's Kit.

I played a CHR-adin in Hoard of the Dragon Queen, and the rest of the group would actively remind me "Hey, remember to cheer us up before we kick down the door and get into a fight!" I was handing out enough THP that each PC could absorb one blow from typical enemies.
 



Tony Vargas

Legend
Just as the title says. Lets design a Warlord for 5th edition. What should be the features of the base class? What sub classes should it have? Throw your ideas into the ring and lets see what we can come up with as a community.

Here is a template to get everyone started.

something...something...something...

Subclasses
Sub-class ideas came up in another thread, so I happen to have a bunch ...


Bravura: Always at the forefront, the Bravura inspires (and incites) by reckless example, seemingly fool-hardy bravery, and daring-do. A Bravura may have a fierce rivalry with one or more of his allies, getting them to try to out-do eachother, and/or may try to protect others of his friends he views as needful of such. Bravuras hail from cultures that value strength, toughness, fierceness, bravery, honor, courage, and daring above common sense, planning, precision, or prudence, and may will have preconceived notions which shape which allies go into which category, at least initially.
The Bravura is like a MC Warlord/Fighter who takes risks in combat and encourages his allies to do the same. Gets Extra Attack at 5th, and his gambits that give allies temps or healing also affect himself. Links benefits to giving enemies OAs or granting advantage.

Tactical/Commander: Very likely from a formal military background, or at least formal studies of military history, the tactician is a theorist, a planner, and a chess master playing with lives as the pieces. It is a very serious profession, and one that few have the stomach for once they've watched other die for a failed - or even successful - plan. Tacticians are sometimes idealistic, following an intellectual ideal, perhaps the greatest good for the greatest number, with some sacrifices being necessary, perhaps an ideal of perfect planning and execution or preparedness - whatever, those ideals rarely stand the test of time, and most tacticians eventually turn pragmatic, some even bitter and cynical. Those few who achieve flawless, even bloodless, victories are enshrined in the obscure histories of their specialty, but rarely remembered as heroes by history, which places little value on such seemingly 'easy victories.'
Focusing on 'battle plan' style gambits that must be planned ahead of time and executed by participating allies. Participation in a battle plan carries a cost (Concentration) and grants benefits. Plans collapse if too many allies drop out of them, or the Tactician does. INT is crucial.

Inspiring: The inspiring warlord leverages natural charisma and skill at oratory, and sometimes, deceit - to propel allies to victory. In the end, no matter what tacticians may say, victory is in already burning in the heart, it is the most determined, the most committed that win, and the inspiring warlord strives to bring that quality out in his allies.
Inspiring Warlords are better at handing out temps & healing, adding CHAmod to gambits that do so.

Skrimisher: Why fight a battle you can't win? And why win a battle you don't need to fight? The Skirmisher knows that victory goes not to the strongest, nor the smartest, nor even the most determined, but to the one who fights only when he can win. Discretion is the better part of valor, and he who fights another day, may yet live on until that day when can win. The Skirmisher delights in tactics that harry and drain the enemy, that draw them out of position, tempt them to over-extend themselves to finish the seeming-cowards who strike and melt away, only to find themselves surrounded, outnumbered, and doomed. Ah, yes, the valiant last stand, death with honor - a fitting end, to the Skirmisher's enemies.
Specializes in gambits that aid ally movement and stealth, especially moving allies out of danger and into position to attack. Wolf Pack Tactics and the like. Leans towards DEX over STR.

ThatOtherWarlordThread said:
Nature Guide, if you want to include Lifeguard/David Hasselhoff (swimming), Officer of the Peace
I'll consolidate these into the
Protector: Protectors are capable individuals who take responsibility for the welfare of others. Anywhere there's even a trace of civilization, people need to be guided and protected, often from eachother. Protectors may work from a position of legitimate authority, like a peace officer or sheriff, they may be chosen by acclaim, looked to naturally in times of trouble, or even be self-appointed would-be heroes. They make a point of guiding, keeping save, and, when necessary, saving others. They will also tend to be adept at defusing potentially violent situations or resolving them with limited injury and loss of life. They emphasize prudence, common sense, community spirit and organization. Even when working with very capable even reckless allies like adventurers, the Protector counsels caution and careful, deliberate action - but, very often, Protectors do not heed their own advice, and may dash in to play the hero in moments of crisis.
Specialize in Reaction gambits to help allies in danger or enable allies to aid eachother. Also does tactical plans like the tactician that focus on minimizing risk to their allies, but tend to be pragmatic rather than brilliant on the tactical level, depending more on common sense. Need CHA to aid negations/surrenders, and WIS to remain alert.

Resourceful: Focusing on preparedness and improvisation, the Resourceful warlord seeks to engineer any advantage he can for his allies - and also to take advantage of anything presented to them. No plan survives first contact with the enemy and you can't eat love of country. There are things, often very minor, very simple things, that can assure victory under the right circumstances. For want of a nail, afterall, the Kingdom was lost.
Resourceful Warlords focus on gambits that leverage the environment, including fortifications, traps, and the like that can be prepared beforehand, and also on being well-prepared in terms of gear. Gain a 'Schrodenger's Equipment' feature that allows them to have just the right tool for the job at a critical moment.

Insightful/Watcher: If you know what your enemy wants, you can predict his actions. If you know how he thinks, you can counter his tactics. And, if you know where he is, he cannot surprise you. The insightful warlord, or Watcher, is cautious and values planning, but, above all is alert for any clue of the enemy's movements and plans.
The WIS-based Warlord, emphasizing gambits that turn on understanding the enemy, preventing surprise, and countering the enemy's plans, tactics, and capabilities.

The Artillerist: Whether actual medieval siege weapons, archers, or casters provide it, the advantage of a stand-off capability cannot be overstated. Setting up and making the most of that advantage is the specialty of this Warlord. Where there are not source resource to direct, the Artillerist takes up whatever weapons are available to provide the direct advantages of ranged support to his allies - taking a shot at just the right moment, even if it is easily dodged or blocked, can give an ally an advantage or opening, or put an enemy out of it's best tactical position as it seeks over or crouches behind its shield...
Like the Skirmisher, tends towards DEX over STR (though could use thrown weapons), heavy artillery like siege engines use INT, as well. Employs attack+benefit-to-ally gambits typically used in melee at range, instead.

The Hector: This is the warlord who harangues, taunts, deceives, and outmaneuvers the enemy into making tactical mistakes and generally playing into his hands. The Hector focuses on his enemies more than his allies - allies, you should be able to count on. The Hector's acid words are carefully chosen and wickedly delivered to goad enemies into the worst course of action before them. You might think that such tactics are worthless against enemies who speak a different language or that lack the capacity for thought at all. But, humanoids have many forms of expression in common besides words, and it takes only a passing knowledge of a culture to know what could set someone off.
CHA-based warlord who exerts 'control' on enemies, through intimidation, deceit, and inciting mistakes on the part of the enemy.

The Marshal: This is the Warlord who, by whatever means, 'marshals' lesser troops - volunteers, conscripts, villagers, bandits, whatever - into an effective fighting force. It's a classic trope, 'training the villagers to fight for themselves' for instance, and, it side-steps one of the problems with attack-granting and barking commands: this Warlord doesn't have to do it PCs, mussing their precious bad-boy doesn't-work-well-with-others edginess. He has his own NPC grunts to abuse. It also side-steps the problem with pet classes and henchmen: that they impact the action economy. The Marshal would have his unit of recruits that he commands to move around, holding positions, or making concerted attacks ("when you see the whites of their eyes!") of high value. All of which would be resolved by the player of the Marshal. A volley from his unit of archers, for instance, wouldn't be a bunch of attacks rolled by the DM one on each archers turn, rather, it'd be done on the Marshals' turn, and crate a beaten zone, enemies in it would get skewered (save:1/2). That kinda thing. And, yes, it could include a warlord that 'marshals' animals bred & trained for combat, or a posse comitatus under the mantle of the law. (or those could be broken out and be good at similar gambits)
Specializes in gambits that resolve mass attacks by units under his command. Gains improved access to troops as a later feature.

Icon (Lazylord/'Princess build'): Though not intended by the designers, a Warlord that isn't a capable fighter in its own right, and instead uses it's actions to inspire and incite allies, can cover a range of concepts not ever otherwise viable in D&D (nor most RPGs, really). The plucky side-kick who can't measure up his heroes but who's antics, cooperation, and frequent need of saving bring out the most heroic in them. The psychologically important symbol (mascot, literal prince or princess, ringbearer, etc) who everyone in the party cares about on some level, and thus binds them together into a stronger whole. The victim in need of rescue. etc...
... and, sure, if your group like the idea, the effete commander, "sipping Sancerre & directing the battle" from a safe distance.
Specializes in action-granting (including reactions) and gambits that restore hps and grant bonuses when acting in defense of the warlord. Can be a capable advice-giving character (INT) or merely one that inspires protectiveness (CHA).

Combat Veteran (name lifted from a Paragon Path): A grit-and-gristle old soldier who hasn't faded away just yet, the Combat Veteran has seen it all - the grand strategies, the cunning plans, the unstoppable secret weapons, the divine assurance of victory, the flashy battlefield spells, the invincible overlords, the fated deliverers and the omnipotent artifacts - and y'know what, it's all crap. In the end, the guy left standing with nothing sharp in is vital organs has won.
The combat veteran eschews fancier gambits and those that edge into counting on improbable coincidence and enemy stupidity, and instead keeps his allies going with pragmatic tricks and his enemies on the ropes with a solid does of reality, delivered right between the uprights. He excels at granting allies saves and defensive buffs against magic, whacky monsters, gonzo combat tricks, and all the wilder stuff of fantasy - and very solidly real offensive buffs vs those who depend upon such things.



Then, in the spirit of adapting to 5e, the faux-MCing it seems to go for:

Crusader: The 1/3rd Cleric or half-Paladin Warlord, a leader of zealots and champion of a divine cause, who, in the D&D world, obviously can't get away with it without displaying actual divine powers.

Arcane Battlemaster (name lifted from a Paragon Path): In the D&D, spells very often turn the tide of battle, if not decide it from the beginning, so it only makes sense that there are commanders who shape their tactics around the effective use of caster assets, and, probably, pick up wizardry second-hand, INT-focused as the warlord can be.

Infernal Strategist (ditto): Some will pay any price for victory. The Infernal Strategist employs both magical powers and diabolical gambits gleaned from the darkest and most perilous of arcane sources.

The Thaneborn(name lifted from Barbarian build) or Jarl (hat-tip to [MENTION=58172]Yaarel[/MENTION]): A traditional leader of a clan or tribe or the like, by right of birth (or elected if a Jarl). The Thane leads 'his people' in battle (and others call those people 'barbarians'). A faux-Barbarian-MC who's rage is not as potent, but is 'contagious' to his allies.
 
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FrogReaver

The most respectful and polite poster ever
Warlord's Aid - Aid takes many forms. Sometimes it comes from an inspiring shout and an ally is urged to fight on after being hit. Sometimes it's sharing tactical brilliance that helps an ally knock an enemy prone. Sometimes it's your own bravery and fighting that inspires allies instead of your words. Other times it comes from an insightful understanding of your foes that enables you to alert your allies out of dangers way just in time. Whatever the sources for your ability to aid other's it's frequency and power is renowned amongst your friends.

Abilities granted by Warlord's Aid can be used once per round in combat. Aid abilities generally require a trigger and grant an effect. These abilities do not require any kind of action on your part. Warlord's Aid abilities improve at 5th and 11th level granting improved effectiveness to your already chosen maneuvers as well as opening up a few new ones.
 

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