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Mike Mearls Happy Fun Hour: The Warlord
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7363386" data-attributes="member: 6871653"><p>I dont know if Mearls and co. look the work of 3PP sometime, but I'm positive that they could find inspiration for a great martial support class that fits the power level of 5e by mixing features from AiME Scholar and Warden to create a base class that uses its wits to influence the ebbs and flows of the battle, while being wise enough to avoid them first. Both class are great take on spell-less healers/support that use 5e mechanics; they are just a little underpowered in a regular game where fullcaster are a thing.</p><p></p><p>Warden</p><p>1d8, medium armor + shield, martial weapons, save in Wis and Str</p><p>lvl1: Wounds Binding: Healing Die pool (on short rest), Watchfulness: Investigation test in a region to gather a all rumors, Momentum Die (as bard, 1d6 lvl1, 1d8 lvl11, 1d10 lvl 17), on Long Rest, 1+Int/day)</p><p>lvl2: Field Triage: Gain prof. in Medicine and Healers Kit, if already have it, double.</p><p>lvl3: Archetype Feature</p><p>lvl4: ASI</p><p>lvl5: Extra attack</p><p>lvl6: Battle Harmony: as a bonus action when Attacking OR Using an action to heal an ally, the warden can spend a Momentum Die to let an ally make an attack, adding the die to attack)</p><p>lvl7: Archetype feature</p><p>lvl8: ASI</p><p>lvl9: Stall tactic: 1/Short rest, when Initiative is rolled, enemy musk make a Int check against 10+your Insight skill or receive a - Int penalty to Initiative.</p><p>lvl 10: Find a Way: Allies within 30 have advantage on survival, perception and investigation check to navigate or find hidden features.</p><p>lvl 11: Archetype Feature</p><p>lvl 12: ASI</p><p>lvl13: Hidden resources: 1/day you or an ally can use an expanded ability that's recovered on long rest one more time.</p><p>lvl 14: Unto the Breach: When you or an ally roll a nat 20, choose an ally within 30, he receives 1 free Momentum Dice.</p><p>Lvl 15: Archetype feature</p><p>lvl16: ASI</p><p>Lvl17: Unspoken tactics: Ally within sight no longer need to talk to communicate, all have advantage against target of an AO when it is next to an ally.</p><p>lvl18: The right word: can replace any Persuasion, Deception or Intimidate roll with a 15, Int/day.</p><p>lvl19: ASI</p><p>lvl20: Tireless: Start every encounter with 1 momentum die.</p><p></p><p><strong>Archetypes</strong></p><p>Banner of the Healer: Remove more stuff with healing Pool, maximize healing items, ally can share HD on short rests, Camps are under a Sanctuary-like spell. </p><p>Banner of the Emissary: Expertise in cha-skills, create Calm Emotion-like effect, defeated enemies charmed, Insight Check to give enemy disadvantage in all social skill against you. </p><p>Banner of the Sentinel: avoid Surprised condition, ally can add Momentum to defenses, health-surge on critical, 1/2 damage when next to a 0 HP ally. </p><p></p><p>I think that would be an interesting class.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7363386, member: 6871653"] I dont know if Mearls and co. look the work of 3PP sometime, but I'm positive that they could find inspiration for a great martial support class that fits the power level of 5e by mixing features from AiME Scholar and Warden to create a base class that uses its wits to influence the ebbs and flows of the battle, while being wise enough to avoid them first. Both class are great take on spell-less healers/support that use 5e mechanics; they are just a little underpowered in a regular game where fullcaster are a thing. Warden 1d8, medium armor + shield, martial weapons, save in Wis and Str lvl1: Wounds Binding: Healing Die pool (on short rest), Watchfulness: Investigation test in a region to gather a all rumors, Momentum Die (as bard, 1d6 lvl1, 1d8 lvl11, 1d10 lvl 17), on Long Rest, 1+Int/day) lvl2: Field Triage: Gain prof. in Medicine and Healers Kit, if already have it, double. lvl3: Archetype Feature lvl4: ASI lvl5: Extra attack lvl6: Battle Harmony: as a bonus action when Attacking OR Using an action to heal an ally, the warden can spend a Momentum Die to let an ally make an attack, adding the die to attack) lvl7: Archetype feature lvl8: ASI lvl9: Stall tactic: 1/Short rest, when Initiative is rolled, enemy musk make a Int check against 10+your Insight skill or receive a - Int penalty to Initiative. lvl 10: Find a Way: Allies within 30 have advantage on survival, perception and investigation check to navigate or find hidden features. lvl 11: Archetype Feature lvl 12: ASI lvl13: Hidden resources: 1/day you or an ally can use an expanded ability that's recovered on long rest one more time. lvl 14: Unto the Breach: When you or an ally roll a nat 20, choose an ally within 30, he receives 1 free Momentum Dice. Lvl 15: Archetype feature lvl16: ASI Lvl17: Unspoken tactics: Ally within sight no longer need to talk to communicate, all have advantage against target of an AO when it is next to an ally. lvl18: The right word: can replace any Persuasion, Deception or Intimidate roll with a 15, Int/day. lvl19: ASI lvl20: Tireless: Start every encounter with 1 momentum die. [B]Archetypes[/B] Banner of the Healer: Remove more stuff with healing Pool, maximize healing items, ally can share HD on short rests, Camps are under a Sanctuary-like spell. Banner of the Emissary: Expertise in cha-skills, create Calm Emotion-like effect, defeated enemies charmed, Insight Check to give enemy disadvantage in all social skill against you. Banner of the Sentinel: avoid Surprised condition, ally can add Momentum to defenses, health-surge on critical, 1/2 damage when next to a 0 HP ally. I think that would be an interesting class. [/QUOTE]
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