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D&D 5E My homebrewed Warlord version 7! I'm back at it!

NotAYakk

Legend
I'd aim for a unification pass.

And maybe steal the original 5e fighter design.

Also, I'd try to work on things happening ASAP. It is more fun to swing the barbarian as a weapon if it happens on your turn.

So... first, I'd give it a Command Die. It would scale from 1d4 up to 1d12. This provides a natural way for your abilities to scale.

Next, lean into aid another.

So, stealing very very liberally from you, and attempting to avoid any "improved X", I generate:

Command Die: You have a command die. At first level it is 1d4, and it increases at level 5, 11, 17, and 20 to 1d6, 1d8, 1d10, 1d12. If you add your Command Die to an attack roll, saving throw or ability check more than once, roll it more than once and take the better result, do not add them. If you add your Command Die to a damage roll more than once, simply add it up.

Instructor: When your help action grants advantage on an ability check or attack roll you are proficient in, the creature can add your Command Die to the ability check or attack roll.

Shouts: Starting at 1st level, your help action has additional options. When you help as an action you can choose the effect of shouting to a creature within 30 feet one of the following commands:
Move!: That creature may expend a reaction to move their speed. If they do so, they gain a bonus to their AC equal to a roll of your Command Die until the end of your next turn.
Get Up!: The creature may immediately make a saving throw against an effect that usually permits a saving throw on each of their turns. They gain a bonus to this saving throw equal to your command die. If they fail this immediate saving throw, no negative consequences occur. In addtion, they can expend their reaction to stand up from prone or attempt to escape a grab with a bonus to the roll equal to your command die.
Strike!: The creature may expend their reaction to make a weapon attack with advantage.

Presence:
Starting at 2nd level your mere presence on the battlefield or other conflict can swing the results. Whenever a creature within 30' of you is involved in a number of circumstances, you can expend your reaction to swing the result.
  • As a reaction to a creature taking damage, you can increase or decrease the damage by a roll of your command die.
  • As a reaction to a creature making an attack on another creature, you can add your command die to the attack roll.
  • As a reaction to a creature making an ability check, you may add your command die to the ability check roll.
You can do any of these immediately after the triggering dice have rolled, possibly changing the result of the triggering event.

Tradition
The features are at 3rd, 6th, 13th and 17th level. Waiting for 9th for 2nd feature is too long.

Extra Attack: When you take the attack action you may attack twice instead of once. When you take the help action as an action, you may also take the attack action, but only attack once in it.

Battle-ready:
Starting at 7th level, you can train your team to be ready when initiative is rolled. Select one of the following options:
Tactical Planner: Everyone on your side adds your command die to their initiative roll.
Inspiring Planner: Everyone on your side gains temporary HP equal to your command die plus your proficiency modifier for 1 minute. If they have those temporary HP, the first time they make a saving throw they have advantage on the roll.
Skirmish Planner: Everyone on your side gains 5'+your comand die additional feet of speed for the next minute. Once in the next minute, when attacked or about to make a dexterity saving throw, they can expend their reaction to take the dodge action.

Logistics Specialist:
Amateurs study tactics, professionals strategy, and masters study logistics. Battles are won before the forces even see each other. Starting at 9th level, select one of the following options:
Armory: Using a tool you are proficient in, over a long rest you can optimize a weapon or spellcasting focus. The first time each turn this weapon deals damage, or a spell using that focus deals damage, it deals extra damage equal to your command die. Such optimization lasts for your proficiency bonus days, so you can rotate through up to your proficiency bonus items and keep them all optimized.
Quartermaster: Better rations, better combatants. If you can supervise the purchase and use of food and camp supplies, over a long rest you can grant up to your proficiency bonus creatures a boost from optimized supplies. At the end of the long rest, they each roll your command die and gain that many logistics points. Before their next long rest, they may consume any number of logistics points to give a bonus to a saving throw, attack roll or ability check they make.
Intelligence: Allies within 60' of you (including yourself) can add your command die to all perception, insight and stealth checks.

Veteran Commander:
Starting at 11th level, when you take the help action as an action, you can target up to two different creatures. In addition, the first time you hit a creature with an attack each round, add your command die to the damage you do.

Mobile Bastion:
Starting at 14th level, breaking a position you are defending becomes much harder. You can expend a reaction to a creature within 30 feet of you:
  • Makes a saving throw, grant advantage and add your command die to the roll. Until the end of the current turn, every creature of your choice within 30' also adds your command die to saving throws.
  • Is hit by an attack, cause disadvantage on the attack and add your command die to every creature of your choice (within 30')'s AC until the end of the current turn.
  • Is healed or gains HP, the creature heals HP equal to a roll of your command die, and all creatures of your choice within 30' gain an equal number of temporary HP until the start of your next turn.

Be Prepared:
Starting at 15th level, you add your Command Die to every saving throw you make.

Control Engagement:
Starting at 18th level, when you use the help action as an action, you can target up to 6 creatures at once.

Seize the Moment:
At any point during your turn, you may grant one creature within 30' of you the ability to take an action and move their speed. While doing this, they add your command die to all ability checks, saving throws, damage rolls, and attack rolls, they have advantage on all checks, attack rolls and saving throws, and any creature they cause to make a save takes a penalty equal to your command die to their save.

You cannot do this if you or the creature you select is incapacitated, and once you do this, you cannot do this again until you complete a short rest.

---

Also I would go with 1d8 HD. A subclass should exist that adds +1 HP/level, or even a 2nd subclass you pick at level 1.

Like, what kind of warlord are you? Picked at level 1. Different than tradition.
 
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Undrave

Hero
I think I'm going to homebrew your homebrew into the Tactician (I think it's cool if 'warlord' keeps it's standard meaning) in a campaign I'm starting soon. For my use in a new campaign, I only need to solidify the first few levels as of right now. I wouldn't share broadly of course as it is all from your ideas, but if I come up with something I'm going to use, would you like me to DM you a copy of my version?
Ooh I missed this message! Sure, go ahead!
 

Undrave

Hero
Also, I'd try to work on things happening ASAP. It is more fun to swing the barbarian as a weapon if it happens on your turn.

The big problem with that is that it's not super balanced a bonus, it's good for Rogues, for exemple, but a lot of melee guys would prefer to threaten enemies with a Opportunity Attack to keep them in place so the Reaction becomes really precious

So... first, I'd give it a Command Die. It would scale from 1d4 up to 1d12. This provides a natural way for your abilities to scale.
That's actually brilliant...

I don't know if I'll use all of your ideas (the Logistics one feels a bit more like something for a Subclass... it's way too fun to keep until 9th level :p ) but you've given me a lot to think about... I'll steal the command die idea for sure tho :p.

Not sure about the damage reduction scaling very well...

I've tried to include the Help action before and it works as a focus but I kinda wanted to keep the focus on the Reaction since it's an unused design space in 5e. Both are equally valid way to express a Warlord, honestly, and they both open some cool opportunities. Mixing both ends up too heavy, however.
 
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Quartz

Hero
Extra Attack: When you take the attack action you may attack twice instead of once. When you take the help action as an action, you may also take the attack action, but only attack once in it.

I don't like this: it's strictly better than the Extra Attack of all other classes. Either you help or you attack. Having the option should wait until 11th level, when the Fighter gets her third attack, the Paladin her damage boost, and so on.
 

NotAYakk

Legend
I don't like this: it's strictly better than the Extra Attack of all other classes. Either you help or you attack. Having the option should wait until 11th level, when the Fighter gets her third attack, the Paladin her damage boost, and so on.
Sure, but it is no stronger than the existing features above stacked.

I just removed "at level 1 you can take the shout action to replace an attack", folded it into the help action, then when you get a wnd attack permitted a help followed by an attack.

The attack economy for "can swap an attack for pseudo help" and "can attack once when you help" is basically the same.
 

Quartz

Hero
Sure, but it is no stronger than the existing features above stacked.

I disagree. Either you get two attacks or you get one attack and give another character of your choice - who may be a far more important combatant than you - a bonus. Compare it with a spellcaster casting a buffing spell. And it operates at 30' whereas the paladin doesn't get to affect stuff 30' away until 18th level.

Which brings me to the 30' range. To be consistent with the paladin and other classes the abilities should operate at 10' range to start with and increase to 30' at Tier 4.

I've thought further on the Get Up shout. As written, this is a fighter class feature - Indomitable - so should be removed.

Do the Shouts etc work in a Silenced zone? How about telepathically? Can the Warlord use gestures instead? What if the Warlord is Silenced and Held?
 

Undrave

Hero
Do the Shouts etc work in a Silenced zone? How about telepathically? Can the Warlord use gestures instead? What if the Warlord is Silenced and Held?
My class specifically mention that Shouts need to be spoken out loud and the target has to be able to hear you. I also note that it breaks stealth if you use it while hiding.

Unless you're a Rabble Rouser, who can replace Shouts with hand signals, but the target still need to see you to be able to benefit from it.

I also specify that a single creature can't benefit from more than 1 Shout per round, so you can't stack multiple ones by fielding multiple Warlords in your party.
 

Quartz

Hero
I've thought further on the Get Up shout. As written, this is a fighter class feature - Indomitable - so should be removed.

And the fighter doesn't get it until very late in Tier 2 to boot. And only 1 / short rest, not the 1 / round the Warlord has.
 

Garthanos

Arcadian Knight
Legendary Presence: Cool ability, and it doesn't need a person cap. Its a simple "All enemies that start within 60 feet of you have disadvantage on dexterity (initiative) checks. Its 18th level, so its perfectly fine that it works on a lot of creatures... its simple yet solid and powerful.
Agreed it is cool... capstones being open ended make sense.
 

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