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Mike Mearls Happy Fun Hour: The Warlord
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<blockquote data-quote="mellored" data-source="post: 7363199" data-attributes="member: 6801209"><p>Armored lord (warlord), Stealth lord, arcane lord, charismatic lord, self-sacrificing lord (provoke an OA to grant an attack), fear lord, passifist lord (lazy lord), trickster lord. That's 8. I'm sure others can think of more.</p><p>*Yes, charisma lord. I'm not worried about stepping on the bard's toes when eldrich knight is standing directly on the wizards foot.</p><p></p><p></p><p>IMO: The only way to fit a "full" warlord class is to trade base features away.</p><p>i.e. a fighter can trade 1 attack to let someone move without provoking.</p><p></p><p></p><p>Or possibly the rogue trading away sneak attack dice. Which may be even better since skillful trickster -> smart tactician is a small jump. And, they already require team work for their own sneak attack.</p><p>Hmm... yea, actually, i'm liking the rogue better.</p><p></p><p>They have a dice pool to trade.</p><p>Trade 3d6 sneak attack damage to grant an attack.</p><p>Trade 2d6 sneak attack damage to let someone cast a 1 level spell. (4d6 for a level 2 spell, 6d6 for a level 3 spell, and so on).</p><p>Trade Xd6 sneak attack dice on your first turn, to give out the Xd6 bonus to initiative.</p><p>Trade Xd6 to make a diplomacy check, giving an ally xd6 temporary hit dice (once per ally per rest).</p><p></p><p>Reactions and bonus actions to trade.</p><p>A reaction to give someone your uncanny dodge.</p><p>A reaction to roll stealth in place of an allies stealth (with disadvantage).</p><p>As a bonus action, one person can disegange.</p><p></p><p>And flavorful skills.</p><p>Succeed on a DC 10+enemy level knowledge check and all your allies deal extra damage to the target.</p><p>Succeed on a DC 10+spell level arcana check to give someone advantage on their saving throw against that spell.</p><p>Make an Intimidate check opposed by an Insight check, if you succeed, the creature is afraid of you for a turn (1/enemy).</p><p></p><p>Plenty of stuff.</p><p></p><p></p><p>Alchemist seems pretty open to me.</p><p>Potions (buffs), Guns (damage), Constructs (Golems), Wands (effects), Mech Suits (melee), Traps, Healing, Magic Items maker. That's 8 off the top of my head. And I haven't thought of it much.</p><p></p><p>Or perhaps, "Investor" as the base class, and "Alchemist" being the potion sub-class.</p><p>Tons of tropes and variation about inventors.</p></blockquote><p></p>
[QUOTE="mellored, post: 7363199, member: 6801209"] Armored lord (warlord), Stealth lord, arcane lord, charismatic lord, self-sacrificing lord (provoke an OA to grant an attack), fear lord, passifist lord (lazy lord), trickster lord. That's 8. I'm sure others can think of more. *Yes, charisma lord. I'm not worried about stepping on the bard's toes when eldrich knight is standing directly on the wizards foot. IMO: The only way to fit a "full" warlord class is to trade base features away. i.e. a fighter can trade 1 attack to let someone move without provoking. Or possibly the rogue trading away sneak attack dice. Which may be even better since skillful trickster -> smart tactician is a small jump. And, they already require team work for their own sneak attack. Hmm... yea, actually, i'm liking the rogue better. They have a dice pool to trade. Trade 3d6 sneak attack damage to grant an attack. Trade 2d6 sneak attack damage to let someone cast a 1 level spell. (4d6 for a level 2 spell, 6d6 for a level 3 spell, and so on). Trade Xd6 sneak attack dice on your first turn, to give out the Xd6 bonus to initiative. Trade Xd6 to make a diplomacy check, giving an ally xd6 temporary hit dice (once per ally per rest). Reactions and bonus actions to trade. A reaction to give someone your uncanny dodge. A reaction to roll stealth in place of an allies stealth (with disadvantage). As a bonus action, one person can disegange. And flavorful skills. Succeed on a DC 10+enemy level knowledge check and all your allies deal extra damage to the target. Succeed on a DC 10+spell level arcana check to give someone advantage on their saving throw against that spell. Make an Intimidate check opposed by an Insight check, if you succeed, the creature is afraid of you for a turn (1/enemy). Plenty of stuff. Alchemist seems pretty open to me. Potions (buffs), Guns (damage), Constructs (Golems), Wands (effects), Mech Suits (melee), Traps, Healing, Magic Items maker. That's 8 off the top of my head. And I haven't thought of it much. Or perhaps, "Investor" as the base class, and "Alchemist" being the potion sub-class. Tons of tropes and variation about inventors. [/QUOTE]
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