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Lets design a Warlord for 5th edition
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<blockquote data-quote="77IM" data-source="post: 7376262" data-attributes="member: 12377"><p>I know it's heresy to say "warlord should be a fighter subclass" but that's how I feel because of the story behind it. I also think the noble class, from EN5ider's <em>Touch of Class</em>, makes a really good warlord. Basically I view the fighter/warlord relationship similar to that of rogue/thief. Thief could be its own class with its own subclasses, but rogue's a broad chassis that can support some pretty divergent character concepts. Likewise, while the game could support a warlord class, fighter should be able to cover it. Given the choice, I usually opt for fewer classes.</p><p></p><p>To make this comment productive, here's my version of the Warlord martial archetype, maybe there is something in here that you folks can use. I particularly like my Commander's Strike wording, since it alleviates a problem many people seem to have with the warlord, by giving the recipient more options.</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>Martial Archetype: Warlord</strong></span></p><p></p><p><u>Inspiring Word</u></p><p>When you choose this archetype at 3rd level, your presence inspires allies to fight on despite grievous wounds. As a bonus action, you can shout words of encouragement to an ally within 30 feet who can hear you and who has at least 1 hit point. The ally regains hit points equal to your fighter level + your Charisma modifier (minimum 1 point). Once an ally benefits from this ability, they can’t benefit from it again until they finish a short or long rest.</p><p></p><p>At 10th level, you can target multiple creatures with a single use of this ability, although each target can still only benefit once before finishing a rest.</p><p></p><p><u>Combat Leader</u></p><p>Beginning when you choose this archetype at 3rd level, you gain a bonus to initiative equal to your Intelligence bonus (minimum +1). Allies within 30 feet of you that can see or hear you also gain the bonus.</p><p></p><p><u>Commander’s Strike</u></p><p>Starting at 7th level, your sense of the flow of battle is unmatched, and you can aid allies remotely through tactical advice, subtle distractions, or well-timed interference. Once per turn when you take the Attack action on your turn, you may give up one of your attacks to assist a willing ally within 30 feet who can hear you. The ally may use their reaction to make a single attack. If they choose not to do so or have no reaction available, then their next attack gains a bonus to attack equal to your Intelligence bonus (minimum +1), provided it is made before the end of their next turn.</p><p></p><p><u>Commanding Presence</u></p><p>At 10th level, your reputation precedes you, your voice naturally rises above the din of battle, and you know how to instantly gain the respect and attention of even the most jaded of warriors. Add double your proficiency bonus when you make a Charisma check to interact with soldiers under your command, troops who are allied with you, or enemy forces engaged in parley.</p><p></p><p><u>Lead the Attack</u></p><p>At 15th level, when you hit a creature with a weapon attack, you can call out to your allies to aid you. Allies within 60 feet who can hear you gain a bonus to attack and damage against the creature you hit until the end of your next turn. The bonus equals your Intelligence bonus (minimum +1). Once you use this ability, you can’t use it again until you finish a long rest.</p><p></p><p><u>Lord of War</u></p><p>When you reach 18th level, you may use an action to let loose a fearsome war cry, rallying your allies. Allies within 60 feet of you that can hear you gain a bonus to AC and saving throws for as long as they can see or hear you, up to 1 minute. The bonus equals your Charisma bonus or your Intelligence bonus, whichever is better (minimum +1). Once you use this ability, you can’t use it again until you finish a long rest.</p><p></p><p>NOTES</p><ul> <li data-xf-list-type="ul">This thing could be grossly overpowered. It’s really hard for me to judge since most of the abilities affect only allies, not the warlord. This class certainly seems more powerful than the Purple Dragon Knight, but that class seems weak to me, compared to the kind of raw damage that battlemasters and champions can dish out.</li> <li data-xf-list-type="ul">Inspiring Word specifically doesn’t work on people with 0 hit points because a) it doesn’t make sense to me and b) to differentiate the Inspiring Word from healing word. The warlord isn’t magic so when somebody drops, he has to run over and pour a potion into them. That’s what you get for not having to burn spell slots.</li> <li data-xf-list-type="ul">I didn’t want to use temporary hit points because that has a very different usage dynamic: temp hp can exceed normal hp, so there’s incentive to apply temp hp very early on. Regular healing is only relevant later, after damage has been dealt. Temp hp also doesn’t stack with the Inspiring Leader feat’s temp hp, and I feel warlords should work well with Inspiring Leader.</li> <li data-xf-list-type="ul">Commander’s Strike allows the targeted ally to decide whether to use up their reaction or accept a bonus for later, which should reduce the feeling that the warlord player gets to boss around the other players. Both options are powerful, but they should be, since the warlord is giving up an attack and fighters tend to have good attacks.</li> <li data-xf-list-type="ul">This class has some MAD (Multiple-Ability Disorder) since its abilities key off of both Charisma and Intelligence. I think that’s OK since both seem like viable paths, and it pressures warlords to have lower physical stats than other fighters, which is somewhat appropriate. It’s also a hedge against the possibility that the archetype is overpowered.</li> </ul></blockquote><p></p>
[QUOTE="77IM, post: 7376262, member: 12377"] I know it's heresy to say "warlord should be a fighter subclass" but that's how I feel because of the story behind it. I also think the noble class, from EN5ider's [I]Touch of Class[/I], makes a really good warlord. Basically I view the fighter/warlord relationship similar to that of rogue/thief. Thief could be its own class with its own subclasses, but rogue's a broad chassis that can support some pretty divergent character concepts. Likewise, while the game could support a warlord class, fighter should be able to cover it. Given the choice, I usually opt for fewer classes. To make this comment productive, here's my version of the Warlord martial archetype, maybe there is something in here that you folks can use. I particularly like my Commander's Strike wording, since it alleviates a problem many people seem to have with the warlord, by giving the recipient more options. [SIZE=4][B]Martial Archetype: Warlord[/B][/SIZE] [U]Inspiring Word[/U] When you choose this archetype at 3rd level, your presence inspires allies to fight on despite grievous wounds. As a bonus action, you can shout words of encouragement to an ally within 30 feet who can hear you and who has at least 1 hit point. The ally regains hit points equal to your fighter level + your Charisma modifier (minimum 1 point). Once an ally benefits from this ability, they can’t benefit from it again until they finish a short or long rest. At 10th level, you can target multiple creatures with a single use of this ability, although each target can still only benefit once before finishing a rest. [U]Combat Leader[/U] Beginning when you choose this archetype at 3rd level, you gain a bonus to initiative equal to your Intelligence bonus (minimum +1). Allies within 30 feet of you that can see or hear you also gain the bonus. [U]Commander’s Strike[/U] Starting at 7th level, your sense of the flow of battle is unmatched, and you can aid allies remotely through tactical advice, subtle distractions, or well-timed interference. Once per turn when you take the Attack action on your turn, you may give up one of your attacks to assist a willing ally within 30 feet who can hear you. The ally may use their reaction to make a single attack. If they choose not to do so or have no reaction available, then their next attack gains a bonus to attack equal to your Intelligence bonus (minimum +1), provided it is made before the end of their next turn. [U]Commanding Presence[/U] At 10th level, your reputation precedes you, your voice naturally rises above the din of battle, and you know how to instantly gain the respect and attention of even the most jaded of warriors. Add double your proficiency bonus when you make a Charisma check to interact with soldiers under your command, troops who are allied with you, or enemy forces engaged in parley. [U]Lead the Attack[/U] At 15th level, when you hit a creature with a weapon attack, you can call out to your allies to aid you. Allies within 60 feet who can hear you gain a bonus to attack and damage against the creature you hit until the end of your next turn. The bonus equals your Intelligence bonus (minimum +1). Once you use this ability, you can’t use it again until you finish a long rest. [U]Lord of War[/U] When you reach 18th level, you may use an action to let loose a fearsome war cry, rallying your allies. Allies within 60 feet of you that can hear you gain a bonus to AC and saving throws for as long as they can see or hear you, up to 1 minute. The bonus equals your Charisma bonus or your Intelligence bonus, whichever is better (minimum +1). Once you use this ability, you can’t use it again until you finish a long rest. NOTES [LIST][*]This thing could be grossly overpowered. It’s really hard for me to judge since most of the abilities affect only allies, not the warlord. This class certainly seems more powerful than the Purple Dragon Knight, but that class seems weak to me, compared to the kind of raw damage that battlemasters and champions can dish out. [*]Inspiring Word specifically doesn’t work on people with 0 hit points because a) it doesn’t make sense to me and b) to differentiate the Inspiring Word from healing word. The warlord isn’t magic so when somebody drops, he has to run over and pour a potion into them. That’s what you get for not having to burn spell slots. [*]I didn’t want to use temporary hit points because that has a very different usage dynamic: temp hp can exceed normal hp, so there’s incentive to apply temp hp very early on. Regular healing is only relevant later, after damage has been dealt. Temp hp also doesn’t stack with the Inspiring Leader feat’s temp hp, and I feel warlords should work well with Inspiring Leader. [*]Commander’s Strike allows the targeted ally to decide whether to use up their reaction or accept a bonus for later, which should reduce the feeling that the warlord player gets to boss around the other players. Both options are powerful, but they should be, since the warlord is giving up an attack and fighters tend to have good attacks. [*]This class has some MAD (Multiple-Ability Disorder) since its abilities key off of both Charisma and Intelligence. I think that’s OK since both seem like viable paths, and it pressures warlords to have lower physical stats than other fighters, which is somewhat appropriate. It’s also a hedge against the possibility that the archetype is overpowered.[/LIST] [/QUOTE]
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