Undrave
Legend
So recent threads that shall remain nameless have gotten me interested in revisiting my homebrewed Warlord class for fun and giggles... But it's been WAY too long and I feel like I need some new perspectives before getting into revisions. I did make a few tiny changes here and there (and fixed some typos) since I last posted this, but nothing major.
Here is Version 4: The Warlord V4 - The Homebrewery
(the Homebrewery is best viewed on Chrome or Firefox)
It uses the Rogue as its basis as I really want the Warlord to be able to BE a Warlord every turn. Plus I thought it was a neat challenge to use the Rogue chassis since it's so unique in 5e you know?
Does this feel like too much? It feels like the base class is maybe too much? Am I trying too hard to cram too much stuff into it and I could cannibalize it for some more subclasses and streamline the base some more? Are the subclasses interesting? Anything I could cover better? Are the weapon proficiency stupid or just flavorful enough? I kinda wanted to limit them to flavorful d8 weapons (and lower) and threw in the pike as a reach option.
I'm thinking of ditching the bonus action focused 'Exposed Weakness' and 'Advanced Signal' features and maybe having some maneuvers that deplete your Insight dice pool as proper Standard Actions. It just felt right to have a Bonus Action class feature, since the Rogue has one... but it feels like it would get to be too much to be able to attack, then use a Shout and THEN use the bonus action Exposed Weakness every turn, and THEN get a reaction on your off turn. I think I can come up with something more focused by folding it all into the standard action. But I also want a way to build a Lazylord so maybe I can take the Exposed Weakness bonus action thing and move it to a Subclass?
Also, I want more out of combat stuff but that'll have to wait for v5 I think. Any ideas?
Here is Version 4: The Warlord V4 - The Homebrewery
(the Homebrewery is best viewed on Chrome or Firefox)
It uses the Rogue as its basis as I really want the Warlord to be able to BE a Warlord every turn. Plus I thought it was a neat challenge to use the Rogue chassis since it's so unique in 5e you know?
Does this feel like too much? It feels like the base class is maybe too much? Am I trying too hard to cram too much stuff into it and I could cannibalize it for some more subclasses and streamline the base some more? Are the subclasses interesting? Anything I could cover better? Are the weapon proficiency stupid or just flavorful enough? I kinda wanted to limit them to flavorful d8 weapons (and lower) and threw in the pike as a reach option.
I'm thinking of ditching the bonus action focused 'Exposed Weakness' and 'Advanced Signal' features and maybe having some maneuvers that deplete your Insight dice pool as proper Standard Actions. It just felt right to have a Bonus Action class feature, since the Rogue has one... but it feels like it would get to be too much to be able to attack, then use a Shout and THEN use the bonus action Exposed Weakness every turn, and THEN get a reaction on your off turn. I think I can come up with something more focused by folding it all into the standard action. But I also want a way to build a Lazylord so maybe I can take the Exposed Weakness bonus action thing and move it to a Subclass?
Also, I want more out of combat stuff but that'll have to wait for v5 I think. Any ideas?