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Lets design a Warlord for 5th edition
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<blockquote data-quote="mellored" data-source="post: 7384378" data-attributes="member: 6801209"><p>And here's my warlord revision #365</p><p>Changes in green.</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: Your survey the battlefield and enemies looking for tactical opportunities and openings to exploit. <span style="color: #00FF00">You gain a pool of tactical points equal to your Intelligence modifier + your tactician level (minimum 1). This pool is emptied every time you move into a new area, though most areas are big enough to encompas a single battle.</span></p><p><span style="color: #00FF00"></span></p><p><span style="color: #00FF00">Assess the Situation: As an action, you gain 3 tactical points.</span></p><p><span style="color: #00FF00"></span></p><p><span style="color: #00FF00">Instant Planning: When you roll initiative and have no Tactical points you gain 1 point.</span></p><p></p><p>Tactics: <span style="color: #00FF00">At the end of a short rest, you can prepare 2 tactics</span>. You can prepare additional ones according to the level chart. You must be able to clearly and communicate with the target for them to benifit. <span style="color: #00FF00">In a battle, creatures can usually hear you at 60'.</span> Using a tactic does not require an action, <span style="color: #00FF00">but you can only use 1 per triggering event</span>. 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, and should use the current ones as guidelines.</p><p></p><p><strong>Level 2</strong>: Bolt of Insight: <span style="color: #00FF00">You can instantly use Assess the Situation, no action required.</span> Once you use this feature, you cannot use it again until you take a short or long rest.</p><p>You gain an additional use at levels ????</p><p></p><p>Precision Tactics: <span style="color: #00FF00">You can precisely analyze the way a creature moves, it's armor, it's weapons, the size of it's legs and arms, how it carries itself, ect... in order to just exactly how much is needed to overcome it. When you use a Tactic, you can use your reaction to know a creature's relevent scores, such as their exact AC, remaining hit points, saving throw modifier, or to-hit roll for the triggering attack.</span></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>Level 4, 8, 12, 16, 19: ABI</p><p></p><p><strong>Level 5</strong>: Improved Awareness: <span style="color: #00FF00">Analyzing a situation is now second nature.</span> At the start of each of your turns, you gain 1 tactical point. <span style="color: #00FF00">In addition, increase the number of points you gain from Assess the Sitaution to 4.</span></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.<br /> <span style="color: #00FF00">[*]Explot Weakness: (1+ points) When a creature hits another creature with an attack, it deals 1d6 extra damage per point spent. If you delt the damage, increase it to 1d8 damage for each point spent.<br /> </span></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.<br /> <span style="color: #00FF00">[*]Reinforce Mind: (2+ points) When a creature makes a Intelligence, Wisdom, or Charisma saving throw, they gain a bonus to the save equal to half the number of points spent.<br /> [*]No Gambit Wasted: (1+ points) You can see when an effect will fail, and stop your ally from wasting their effort. When a creature cast a spell or uses another resource, and fails against all the targets, you can spend a number of points equal to the spell level or feature level (fighters get action surge at level 2, so it cost 2 points) to stop them before they spend it. The target effectivly wastes their action to do nothing instead.<br /> </span></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: 7384378, member: 6801209"] And here's my warlord revision #365 Changes in green. 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: Your survey the battlefield and enemies looking for tactical opportunities and openings to exploit. [COLOR="#00FF00"]You gain a pool of tactical points equal to your Intelligence modifier + your tactician level (minimum 1). This pool is emptied every time you move into a new area, though most areas are big enough to encompas a single battle. Assess the Situation: As an action, you gain 3 tactical points. Instant Planning: When you roll initiative and have no Tactical points you gain 1 point.[/COLOR] Tactics: [COLOR="#00FF00"]At the end of a short rest, you can prepare 2 tactics[/COLOR]. You can prepare additional ones according to the level chart. You must be able to clearly and communicate with the target for them to benifit. [COLOR="#00FF00"]In a battle, creatures can usually hear you at 60'.[/COLOR] Using a tactic does not require an action, [COLOR="#00FF00"]but you can only use 1 per triggering event[/COLOR]. 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, and should use the current ones as guidelines. [B]Level 2[/B]: Bolt of Insight: [COLOR="#00FF00"]You can instantly use Assess the Situation, no action required.[/COLOR] Once you use this feature, you cannot use it again until you take a short or long rest. You gain an additional use at levels ???? Precision Tactics: [COLOR="#00FF00"]You can precisely analyze the way a creature moves, it's armor, it's weapons, the size of it's legs and arms, how it carries itself, ect... in order to just exactly how much is needed to overcome it. When you use a Tactic, you can use your reaction to know a creature's relevent scores, such as their exact AC, remaining hit points, saving throw modifier, or to-hit roll for the triggering attack.[/COLOR] [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] Level 4, 8, 12, 16, 19: ABI [B]Level 5[/B]: Improved Awareness: [COLOR="#00FF00"]Analyzing a situation is now second nature.[/COLOR] At the start of each of your turns, you gain 1 tactical point. [COLOR="#00FF00"]In addition, increase the number of points you gain from Assess the Sitaution to 4.[/COLOR] [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. [COLOR="#00FF00"][*]Explot Weakness: (1+ points) When a creature hits another creature with an attack, it deals 1d6 extra damage per point spent. If you delt the damage, increase it to 1d8 damage for each point spent. [/COLOR][*]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. [COLOR="#00FF00"][*]Reinforce Mind: (2+ points) When a creature makes a Intelligence, Wisdom, or Charisma saving throw, they gain a bonus to the save equal to half the number of points spent. [*]No Gambit Wasted: (1+ points) You can see when an effect will fail, and stop your ally from wasting their effort. When a creature cast a spell or uses another resource, and fails against all the targets, you can spend a number of points equal to the spell level or feature level (fighters get action surge at level 2, so it cost 2 points) to stop them before they spend it. The target effectivly wastes their action to do nothing instead. [/COLOR][/LIST] Multi-classing: 13 Int, 13 Cha. You gain proficiency in either Intelligence of Charisma saving throws. [/QUOTE]
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