D&D 5E Look, yet another Warlord


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What I'm really hoping for is the people who are vehemently opposed to the idea of the warlord to look at it and explain what features they have problems with.
 

Looks okay to me.
The only thing that jumped out to me was "Expertise"
I dunno Warlords that well, so I was surprised to see they are kinda skill-y? It makes sense, but I never thought of them that way.
It seems a little odd to invite such a direct comparison to Bards and do it a level sooner than the Bard who - in my mind at least - is very much a class about having mad skills.

I'm not opposed to it, but it made me raise an eyebrow.

Someone should do a silly "Battle" of all these builds so we could narrow them down to a top 3 to point people towards.
 

Well, I originally had it at 3rd level (and again at 10), but third level felt way over powered then, and double expertise felt like it stepped on the skill monkey a little much.

Plus, I originally gave them a Second Wind at 2nd level. So I moved Expertise to replace that, or second level felt weak.

I suppose 1 solution would be to move the healing forward to 2nd level (which makes it really powerful for a level), and move Expertise back to 3rd.
 

I'm wondering, on thinking about it some more, if Battlefield Healer and Inspiring Words is too strong. I was going for an equivalent of 2 Cure Wounds (Level 2) and 4 Healing Words (Level 1) (assuming a party of 5) for third level, but then I made them recharge on a short rest.

Add in that they get their Leadership Style at 3rd, that seems like it makes them way too powerful.

Should I separate out Battlefield Healer as a Leadership Style, such as "Combat Medic" ??

Also, if we're looking for solo capable classes, should I add back in the Second Wind feature? And perhaps an Extra Attack (that still couldn't be used with Exploit Opening)?
 
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Made some changes to account for things I'm seeing in the various Warlord threads.

Changes:
  • Added Second Wind to level 2.
  • Moved Expertise back to level 3. Added a second at level 10. Added a restriction on skill selection for Expertise.
  • Removed Battlefield Healer as a Class Feature, relocated into Combat Medic subclass.
  • Added a sidebar with temporary hit point option for Inspiring Words Class Feature.
  • Added three additional Leadership Styles: Combat Medic (Mainly healing), Artificer (1/3 caster), and Centurion (exploits fighting styles, credit to Bawylie for original idea).
  • Changed and renamed various healing improvements to deal with removal of Battlefield Healer from Class Features.
  • Added Battle Cry capstone ability at level 20.

Still looking for feedback, though.
 

Attachments


Contemplating a few new features:

Educated Healer (1st level)
A warlord can use Intelligence instead of Wisdom when performing Medicine skill checks.

Smelling Salts (4th? level)

When you successfully complete a Medicine skill check to stabilize an unconscious and dying ally, you restore them to 1 HP and they gain THP equal to the Medicine check result.

I Didn't Give You Permission to Die (11th? Level)
As a reaction when an attack would reduce an ally to 0 or fewer hit points, you can instead cause them to have 1 hit point.
Alternatively, as a reaction when an ally within 5 feet of you that you can see and interact with would die from three failed death saves, you prevent them from dying until the end of their next turn. They make a death save at the end of that turn, and unless the result is a natural 20 on the roll, they die.
No ally can benefit from each of these options more than once per long rest (or short rest??).
 

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