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Quintis the Warlord, what can he do and when can he do it?
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<blockquote data-quote="Jester David" data-source="post: 7042826" data-attributes="member: 37579"><p>Based on what I wrote here:</p><p><a href="http://www.enworld.org/forum/showthread.php?528166-What-the-warlord-needs-in-5e-and-how-to-make-it-happen/page8&p=7040757#post7040757" target="_blank">http://www.enworld.org/forum/showthread.php?528166-What-the-warlord-needs-in-5e-and-how-to-make-it-happen/page8&p=7040757#post7040757</a></p><p></p><p><strong><span style="font-size: 15px">Class Features</span></strong></p><p>As a warlord (or commander or marshal), you gain the following class features.</p><p></p><p><strong><span style="font-size: 12px">Hit Points</span></strong></p><p><strong>Hit Dice:</strong> 1d8 per warlord level</p><p><strong>Hit Points at 1st Level: </strong>8 + your Constitution modifier</p><p><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your</p><p>Constitution modifier per warlord level after 1st</p><p></p><p><strong><span style="font-size: 12px">Proficiencies</span></strong></p><p><strong>Armor:</strong> Light armour, medium armour, shields</p><p><strong>Weapons: </strong>Simple weapons, martial weapons</p><p><strong>Tools: </strong>None</p><p></p><p><strong>Saving Throws:</strong> Constitution, Intelligence</p><p><strong>Skills:</strong> Choose two from Acrobatics Athletics, History, Insight, Intimidation, Medicine, and Persuasion</p><p></p><p><span style="font-size: 12px"><strong>Equipment</strong></span></p><p>You start with the following equipment, in addition to the</p><p>equipment granted by your background:</p><p>• (a) chain mail or (b) leather armour, longbow, and 20 arrows</p><p>• (a) a martial weapon and a shield or (b) two martial weapons</p><p>• (a) a light crossbow and 20 bolts or (b) two handaxes</p><p>• (a) a dungeoneer’s pack or (b) an explorer’s pack</p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Class Features</strong></span></p><p>1: <strong>Grant Attack.</strong> Ally of your choice that can hear you makes a weapon attack as a reaction. Recharges after a short or long rest. <strong>Tactical Actions.</strong> If you are not surprised, you can allow an ally to reroll their initiative. </p><p>2: <strong>Assistive Action.</strong> Can use the Help action as a bonus action. You can also aid saving throws or defence. <strong> Field Medic.</strong> You stabilise allies as a bonus action on your turn. Additionally, you grant the creatures a bonus 1d8 Hit Dice. Creatures can only gain the bonus Hit Dice once per long rest. </p><p>3: Warlord subclass feature</p><p>4: Ability Score Improvement</p><p>5: <strong>Coordinated Attack. </strong>When you use Grant Attack, you can make a single weapon attack. </p><p>6: Warlord subclass feature</p><p>7: <strong>Improved Grant Attack. </strong>When an ally attacks, they can move before or after they attack, up to half their speed. </p><p>8: Ability Score Improvement</p><p>9: <strong>Rally.</strong> All friendly creatures of your choice within 60 feet who can hear you gain 1d10+warlord level temporary hit points. Once per short or long rest. <strong> Field Medic.</strong> Instead grant 2 bonus Hit Dice, which are d10s</p><p>10: Warlord subclass feature</p><p>11: <strong>Reactive Support</strong> When an ally you can see fails a saving throw, as a reaction you can allow them to reroll. </p><p>12: Ability Score Improvement</p><p>13: <strong>Rally.</strong> (two uses)</p><p>14: <strong>Improved Reactive Support</strong> When you grant an ally a rerolled saving throw, they add 1d6 to the new roll. </p><p>15: Warlord subclass feature</p><p>16: Ability Score Improvement</p><p>17: <strong>Grant Attack.</strong> (two uses) <strong> Field Medic.</strong> Bonus Hit Dice are d12s</p><p>18: Warlord subclass feature</p><p>19: Ability Score Improvement</p><p>20: <strong>Triage.</strong> When you stabilise a creature they regain hit points equal to your warlord level. </p><p></p><p>That's what I'd do if I needed to make a warlord and was limited by the design of 4e in terms of options and design...</p><p>Design of much of the powers based on all of 30 minutes of brainstorming, so the design is shaky at best.</p><p></p><p><strong>Design Notes</strong></p><p>The weakness with this class is it relies heavily on allies that make weapon attacks. It doesn't work with casters. By design, it will work with archers though. However, the can't do much on its own. </p><p>(On thinking of this, Grant Attack should have the option of granting the Dash action instead.)</p><p></p><p>The bonus Hit Dice of Field Medic came from an earlier warlord discussion. It's a way to grant actual healing and extend the adventuring day without overlapping with Song or Rest, while also working with the DM's ability to tweak healing. </p><p></p><p>Coordinated Attack. I purposely said "weapon attack" here rather that "melee weapon attack" for the possibility of a ranged warlord. </p><p>It'd be nice to work in a fighting style someplace. Maybe 3rd level.</p><p></p><p>Rally is an ability I think is so-so. But useful. I dislike having it and the improved version so close (ditto Reactive Suppport).</p><p></p><p>Reactive Suppport is the real cleric replacement power. Clerics and druids aren't always healers in 5e. But they're useful for <em>lesser restoration</em> and <em>greater restoration</em>. To say nothing of <em>raise dead</em>. Repeating a saving throw isn't as good as actually turning stone to flesh, but it can help.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7042826, member: 37579"] Based on what I wrote here: [URL]http://www.enworld.org/forum/showthread.php?528166-What-the-warlord-needs-in-5e-and-how-to-make-it-happen/page8&p=7040757#post7040757[/URL] [B][SIZE=4]Class Features[/SIZE][/B] As a warlord (or commander or marshal), you gain the following class features. [B][SIZE=3]Hit Points[/SIZE][/B] [B]Hit Dice:[/B] 1d8 per warlord level [B]Hit Points at 1st Level: [/B]8 + your Constitution modifier [B]Hit Points at Higher Levels: [/B]1d8 (or 5) + your Constitution modifier per warlord level after 1st [B][SIZE=3]Proficiencies[/SIZE][/B] [B]Armor:[/B] Light armour, medium armour, shields [B]Weapons: [/B]Simple weapons, martial weapons [B]Tools: [/B]None [B]Saving Throws:[/B] Constitution, Intelligence [B]Skills:[/B] Choose two from Acrobatics Athletics, History, Insight, Intimidation, Medicine, and Persuasion [SIZE=3][B]Equipment[/B][/SIZE] You start with the following equipment, in addition to the equipment granted by your background: • (a) chain mail or (b) leather armour, longbow, and 20 arrows • (a) a martial weapon and a shield or (b) two martial weapons • (a) a light crossbow and 20 bolts or (b) two handaxes • (a) a dungeoneer’s pack or (b) an explorer’s pack [SIZE=3][B] Class Features[/B][/SIZE] 1: [B]Grant Attack.[/B] Ally of your choice that can hear you makes a weapon attack as a reaction. Recharges after a short or long rest. [B]Tactical Actions.[/B] If you are not surprised, you can allow an ally to reroll their initiative. 2: [B]Assistive Action.[/B] Can use the Help action as a bonus action. You can also aid saving throws or defence. [B] Field Medic.[/B] You stabilise allies as a bonus action on your turn. Additionally, you grant the creatures a bonus 1d8 Hit Dice. Creatures can only gain the bonus Hit Dice once per long rest. 3: Warlord subclass feature 4: Ability Score Improvement 5: [B]Coordinated Attack. [/B]When you use Grant Attack, you can make a single weapon attack. 6: Warlord subclass feature 7: [B]Improved Grant Attack. [/B]When an ally attacks, they can move before or after they attack, up to half their speed. 8: Ability Score Improvement 9: [B]Rally.[/B] All friendly creatures of your choice within 60 feet who can hear you gain 1d10+warlord level temporary hit points. Once per short or long rest. [B] Field Medic.[/B] Instead grant 2 bonus Hit Dice, which are d10s 10: Warlord subclass feature 11: [B]Reactive Support[/B] When an ally you can see fails a saving throw, as a reaction you can allow them to reroll. 12: Ability Score Improvement 13: [B]Rally.[/B] (two uses) 14: [B]Improved Reactive Support[/B] When you grant an ally a rerolled saving throw, they add 1d6 to the new roll. 15: Warlord subclass feature 16: Ability Score Improvement 17: [B]Grant Attack.[/B] (two uses) [B] Field Medic.[/B] Bonus Hit Dice are d12s 18: Warlord subclass feature 19: Ability Score Improvement 20: [B]Triage.[/B] When you stabilise a creature they regain hit points equal to your warlord level. That's what I'd do if I needed to make a warlord and was limited by the design of 4e in terms of options and design... Design of much of the powers based on all of 30 minutes of brainstorming, so the design is shaky at best. [B]Design Notes[/B] The weakness with this class is it relies heavily on allies that make weapon attacks. It doesn't work with casters. By design, it will work with archers though. However, the can't do much on its own. (On thinking of this, Grant Attack should have the option of granting the Dash action instead.) The bonus Hit Dice of Field Medic came from an earlier warlord discussion. It's a way to grant actual healing and extend the adventuring day without overlapping with Song or Rest, while also working with the DM's ability to tweak healing. Coordinated Attack. I purposely said "weapon attack" here rather that "melee weapon attack" for the possibility of a ranged warlord. It'd be nice to work in a fighting style someplace. Maybe 3rd level. Rally is an ability I think is so-so. But useful. I dislike having it and the improved version so close (ditto Reactive Suppport). Reactive Suppport is the real cleric replacement power. Clerics and druids aren't always healers in 5e. But they're useful for [i]lesser restoration[/i] and [i]greater restoration[/i]. To say nothing of [i]raise dead[/i]. Repeating a saving throw isn't as good as actually turning stone to flesh, but it can help. [/QUOTE]
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