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Lets design a Warlord for 5th edition
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<blockquote data-quote="mellored" data-source="post: 7383690" data-attributes="member: 6801209"><p>And here's my warlord revision #364</p><p></p><p></p><p>Tactician:</p><p>Intelligence is your primary stat, as it allows you to analyze battles and formulate plans. Charisma is also important as it allows you to better trick enemies and encourage allies. Some tacticians also like to use weapons, so some strength or dexterity would be useful.</p><p></p><p>Hit Dice: 1d8</p><p>Weapons: All simple and martial weapons.</p><p>Armor: Light and medium armor. Shields.</p><p>Saves: Int, Wis, Cha</p><p></p><p><strong>Level 1</strong>: Tactical Awareness: You survey the battlefield looking for an opening, keeping several plans in mind. You can have a maximum number of tactical points equal to Intelligence modifier + your tactician level (minimum 1). When you roll initiative, your pool is set to half this amount (rounded down). You can spend these points on tactical features. Unless otherwise stated, tactical features require you to clearly see the target, the target must clearly hear you, and no action is required.</p><p></p><p>Assess the Situation: As an action during battle, you gain a number of tactician points equal to your Intelligence modifier.</p><p></p><p>Tactics: Choose 2 tactics choices below, and gain additional ones according to the level chart. You can change out which tactics you have prepared after a short rest. The save DC for any Tactician ability is 8 + your charisma modifier.</p><p>In addition, you and your allies can come up with your own plan. Your DM determines the point cost.</p><p></p><p><strong>Level 2</strong>: Bolt of Insight: As a bonus action you gain a number of tactician points equal to your proficiency modifier, up to your maximum. Once you use this feature, you cannot use it again until you take a short rest.</p><p></p><p>Quick Assessment: You can use your reaction to instantly know a creature's exact AC, saving throw modifier for a particular ability score, or to-hit roll or save DC for a particular attack or spell.</p><p></p><p></p><p><strong>Level 3</strong>: Command Style: Select a command style. Your choice gives you additional features at levels ???</p><ul> <li data-xf-list-type="ul">Bravado: Your lead from the front style brings you close to the action, allowing you to analyze foes up close and personal. Whenever you take the attack action or are attacked, you gain 1 tactical point.</li> <li data-xf-list-type="ul">Guerilla: Hit and run is the name of your game. Whenever you use Assess the Situation, you can hide as a bonus action. In addition, you gain 1 additional tactical points at the start of each battle.</li> <li data-xf-list-type="ul">Crier: You like stand back to get a larger overview of the battlefield, shouting your commands in a booming voice. Rarely drawing your weapon you focus on adapting to the situation. When you use Assess the Situation and do not move on your turn, you gain additional tactical points equal to half your warlord level. In addition, you can project your voice twice as far as normal.</li> <li data-xf-list-type="ul">Rascal: Your style revolves around tricking the enemy. You gain the minor illusion cantrip. When you cast an illusion spell, you gain 1 tactical point. Intelligence is your casting modifier.</li> <li data-xf-list-type="ul">Bastion: A favored of dwarves, your style is to draw a hard line in the sand, and defend it from all invaders. When you use Assess the Situation, select a 10x10 cube on the ground as your point. When you use a Tactic on a creature in that zone, you regain 1 tactical point immediately afterward.</li> </ul><p></p><p></p><p><strong>Level 5</strong>: Improved Tactical Awareness: At the start of each of your turns during battle, you gain 1 tactical point. This increases to 2 points at level 11, and 3 points at level 17.</p><p></p><p></p><p></p><p><strong>Tactics:</strong></p><ul> <li data-xf-list-type="ul">Fight On!: (1 point) When an ally takes damage, you can spend a tactical point to let them spend a hit die and add your Charisma modifier, reducing the damage by the result. If the damage is reduced to 0, they gain the remainder as temporary hit points.</li> <li data-xf-list-type="ul">Cunning Strike: (1+ point) When you take the attack action, instead of rolling an attack roll, the target makes an Intelligence saving throw. If they fail, you hit and deal an extra 1d8 damage for each point spent.</li> <li data-xf-list-type="ul">Direct the Strike: (3 points): When an ally takes an attack action, they can make 1 additional attack against the same target.</li> <li data-xf-list-type="ul">Skirmish: (1-5 points) When a creature is hit by an opportunity attack, they gain a bonus to AC against the attack equal to your twice the number of points you spent, potentially changing the results.</li> <li data-xf-list-type="ul">First Strike: (1+ points) When a creature rolls initiative, you can Opportunity bonus equal to the number of points spent.</li> <li data-xf-list-type="ul">Sacrificial Opportunity: (1+ points) When a creature would make a melee attack against you, you can be automatically be hit in order to have it provoke an opportunity attack from one creature adjacent to it, excluding yourself. Reduce the damage you take by a 1d6 for each point spent.</li> <li data-xf-list-type="ul">Drive the Point: (1+ points) When a creature makes with an attack, you can spend a tactical point to increase the roll of the d20 by 1 for each point spent, up to a maximum of 20. Potentially turn a miss into a hit or a hit into a crit.</li> </ul><p></p><p></p><p>Multi-classing: 13 Int, 13 Cha. You gain proficiency in either Intelligence of Charisma saving throws.</p></blockquote><p></p>
[QUOTE="mellored, post: 7383690, member: 6801209"] And here's my warlord revision #364 Tactician: Intelligence is your primary stat, as it allows you to analyze battles and formulate plans. Charisma is also important as it allows you to better trick enemies and encourage allies. Some tacticians also like to use weapons, so some strength or dexterity would be useful. Hit Dice: 1d8 Weapons: All simple and martial weapons. Armor: Light and medium armor. Shields. Saves: Int, Wis, Cha [B]Level 1[/B]: Tactical Awareness: You survey the battlefield looking for an opening, keeping several plans in mind. You can have a maximum number of tactical points equal to Intelligence modifier + your tactician level (minimum 1). When you roll initiative, your pool is set to half this amount (rounded down). You can spend these points on tactical features. Unless otherwise stated, tactical features require you to clearly see the target, the target must clearly hear you, and no action is required. Assess the Situation: As an action during battle, you gain a number of tactician points equal to your Intelligence modifier. Tactics: Choose 2 tactics choices below, and gain additional ones according to the level chart. You can change out which tactics you have prepared after a short rest. The save DC for any Tactician ability is 8 + your charisma modifier. In addition, you and your allies can come up with your own plan. Your DM determines the point cost. [B]Level 2[/B]: Bolt of Insight: As a bonus action you gain a number of tactician points equal to your proficiency modifier, up to your maximum. Once you use this feature, you cannot use it again until you take a short rest. Quick Assessment: You can use your reaction to instantly know a creature's exact AC, saving throw modifier for a particular ability score, or to-hit roll or save DC for a particular attack or spell. [B]Level 3[/B]: Command Style: Select a command style. Your choice gives you additional features at levels ??? [LIST] [*]Bravado: Your lead from the front style brings you close to the action, allowing you to analyze foes up close and personal. Whenever you take the attack action or are attacked, you gain 1 tactical point. [*]Guerilla: Hit and run is the name of your game. Whenever you use Assess the Situation, you can hide as a bonus action. In addition, you gain 1 additional tactical points at the start of each battle. [*]Crier: You like stand back to get a larger overview of the battlefield, shouting your commands in a booming voice. Rarely drawing your weapon you focus on adapting to the situation. When you use Assess the Situation and do not move on your turn, you gain additional tactical points equal to half your warlord level. In addition, you can project your voice twice as far as normal. [*]Rascal: Your style revolves around tricking the enemy. You gain the minor illusion cantrip. When you cast an illusion spell, you gain 1 tactical point. Intelligence is your casting modifier. [*]Bastion: A favored of dwarves, your style is to draw a hard line in the sand, and defend it from all invaders. When you use Assess the Situation, select a 10x10 cube on the ground as your point. When you use a Tactic on a creature in that zone, you regain 1 tactical point immediately afterward. [/LIST] [B]Level 5[/B]: Improved Tactical Awareness: At the start of each of your turns during battle, you gain 1 tactical point. This increases to 2 points at level 11, and 3 points at level 17. [B]Tactics:[/B] [LIST] [*]Fight On!: (1 point) When an ally takes damage, you can spend a tactical point to let them spend a hit die and add your Charisma modifier, reducing the damage by the result. If the damage is reduced to 0, they gain the remainder as temporary hit points. [*]Cunning Strike: (1+ point) When you take the attack action, instead of rolling an attack roll, the target makes an Intelligence saving throw. If they fail, you hit and deal an extra 1d8 damage for each point spent. [*]Direct the Strike: (3 points): When an ally takes an attack action, they can make 1 additional attack against the same target. [*]Skirmish: (1-5 points) When a creature is hit by an opportunity attack, they gain a bonus to AC against the attack equal to your twice the number of points you spent, potentially changing the results. [*]First Strike: (1+ points) When a creature rolls initiative, you can Opportunity bonus equal to the number of points spent. [*]Sacrificial Opportunity: (1+ points) When a creature would make a melee attack against you, you can be automatically be hit in order to have it provoke an opportunity attack from one creature adjacent to it, excluding yourself. Reduce the damage you take by a 1d6 for each point spent. [*]Drive the Point: (1+ points) When a creature makes with an attack, you can spend a tactical point to increase the roll of the d20 by 1 for each point spent, up to a maximum of 20. Potentially turn a miss into a hit or a hit into a crit. [/LIST] Multi-classing: 13 Int, 13 Cha. You gain proficiency in either Intelligence of Charisma saving throws. [/QUOTE]
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