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Lets design a Warlord for 5th edition
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<blockquote data-quote="mellored" data-source="post: 7377337" data-attributes="member: 6801209"><p>Something like that. Or maybe 1 per level. Some examples...</p><p></p><p>*First Aid: As a bonus action, you can heal someone 1d4+Int HP and let them stand up. A creature can only benefit from this once per short rest.</p><p>*Direct the Strike: When a creature you can see makes an attack, you can use your reaction to give them advantage.</p><p>*Rally: When you roll initiative, each ally who can see and hear you gains THP equal to half your level (minimum 1).</p><p>*Helper: When you take the help action, you can help all your allies within 30'.</p><p>*Battle Ready: You and your allies gain +2 bonus to initiative.</p><p></p><p>Level 5/11/17: I see 2 general options.</p><p>1: Multi-gambit. You gain an extra reaction/bonus action/or otherwise let gambits stack...</p><p></p><p>2: Higher level gambits. More powerful gambits.</p><p>*Recuccitate: When a creature has died from in the last minute, and not from massive damage, you can spend 3 rounds performing an advanced medical technique, physically pushing air into their lungs and forcing their heart to beat, in order to bring them back to life. They are stabilized 0 hit point. Once you use this feature, you cannot do it again until you take a long rest.</p><p>*Alpha Strike: When you roll initiative, allies gain advantage on their first attack that battle.</p><p>*Inspiring Presence: At the start of each of their turn, your allies who can see you gain THP equal to your Charisma modifier.</p><p></p><p>Or some mix of the 2. Like stronger gambits at level 5, extra reaction at level 11.</p><p></p><p>As an example... with both stacking and scaling gambits.</p><p></p><p>Level 1 novice-tier gambit: Your party gains +2 to initiative.</p><p>Level 3 sub-class feature: Your party has advantage on initiative.</p><p>Level 5 adept-tier gambit: You party can move half their speed when they roll initiative.</p><p>Level 11 paragon-tier gambit: Your party gains advantage to attacks on their first turn.</p><p>Level 17 epic-tier gambit: The enemy gains disadvantage on saves until their first turn.</p><p>level 18: another novice-tier invocation: At the start of each of their turns, your allies gain THP equal to half your warlord level (9 THP).</p><p></p><p>All useful.</p><p></p><p>Yes. Just turn spell into invocations, like some spells already are and give more invocations.</p><p>i.e.</p><p>Devils Flame: (prerequisite level 5) You can cast fireball once per short rest. Increase the damage by 1d6 at levels 7, 9, and 10.</p><p>Amor of Agathys: You can cast armor of agathys once per short rest. This improves at levels 3,5,7,9 and 10.</p><p>Disco Ball (prerequisite level 5): You can cast hypnotic pattern once per short rest.</p><p>Devils Charm: (prerequisite level 11): You can cast mass charm once per long rest.</p><p></p><p></p><p>Not that I would recommend it for the warlock, since it would be bit awkward to keep track of all those different expended resources.</p><p>But you don't need to keep track of whether you used at-will stuff or not.</p></blockquote><p></p>
[QUOTE="mellored, post: 7377337, member: 6801209"] Something like that. Or maybe 1 per level. Some examples... *First Aid: As a bonus action, you can heal someone 1d4+Int HP and let them stand up. A creature can only benefit from this once per short rest. *Direct the Strike: When a creature you can see makes an attack, you can use your reaction to give them advantage. *Rally: When you roll initiative, each ally who can see and hear you gains THP equal to half your level (minimum 1). *Helper: When you take the help action, you can help all your allies within 30'. *Battle Ready: You and your allies gain +2 bonus to initiative. Level 5/11/17: I see 2 general options. 1: Multi-gambit. You gain an extra reaction/bonus action/or otherwise let gambits stack... 2: Higher level gambits. More powerful gambits. *Recuccitate: When a creature has died from in the last minute, and not from massive damage, you can spend 3 rounds performing an advanced medical technique, physically pushing air into their lungs and forcing their heart to beat, in order to bring them back to life. They are stabilized 0 hit point. Once you use this feature, you cannot do it again until you take a long rest. *Alpha Strike: When you roll initiative, allies gain advantage on their first attack that battle. *Inspiring Presence: At the start of each of their turn, your allies who can see you gain THP equal to your Charisma modifier. Or some mix of the 2. Like stronger gambits at level 5, extra reaction at level 11. As an example... with both stacking and scaling gambits. Level 1 novice-tier gambit: Your party gains +2 to initiative. Level 3 sub-class feature: Your party has advantage on initiative. Level 5 adept-tier gambit: You party can move half their speed when they roll initiative. Level 11 paragon-tier gambit: Your party gains advantage to attacks on their first turn. Level 17 epic-tier gambit: The enemy gains disadvantage on saves until their first turn. level 18: another novice-tier invocation: At the start of each of their turns, your allies gain THP equal to half your warlord level (9 THP). All useful. Yes. Just turn spell into invocations, like some spells already are and give more invocations. i.e. Devils Flame: (prerequisite level 5) You can cast fireball once per short rest. Increase the damage by 1d6 at levels 7, 9, and 10. Amor of Agathys: You can cast armor of agathys once per short rest. This improves at levels 3,5,7,9 and 10. Disco Ball (prerequisite level 5): You can cast hypnotic pattern once per short rest. Devils Charm: (prerequisite level 11): You can cast mass charm once per long rest. Not that I would recommend it for the warlock, since it would be bit awkward to keep track of all those different expended resources. But you don't need to keep track of whether you used at-will stuff or not. [/QUOTE]
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Lets design a Warlord for 5th edition
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