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Reviews of Warlordish options - Starting with the Noble
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<blockquote data-quote="jodyjohnson" data-source="post: 6849122" data-attributes="member: 5590"><p>Warlord - Martial Archetype by Boltnine Homebrew</p><p><a href="http://www.dmsguild.com/product/170957/Warlord--Martial-Archetype" target="_blank">http://www.dmsguild.com/product/170957/Warlord--Martial-Archetype</a></p><p></p><p>This is a simple slightly less than a page Fighter subclass. For comparison it feels like the same amount of content it takes to present the Champion fighter. 5 Abilities at 3rd, 7th, 10th, 15th, and 18th.</p><p></p><p>A melee focused fighter with a use for high Charisma.</p><p></p><p>Like the Champion, the bread and butter of this archetype is the 3rd level ability. While the Champion doubles the chance for a Critical, this Warlord almost doubles everyone else's ability to critical with easy melee advantage - Wolf-Pack Tactics. Or just "Pack Tactics" for allies adjacent to your adjacent foes.</p><p></p><p>Hard to evaluate this ability across the board because it is really dependent on who it is helping. But as the design usually balances toward the best-case scenario this is really powerful. No save, no cost, no limit on allies helped. Worst case is classic 4 man party with the Warlord tanking and no one getting advantage.</p><p></p><p>Level 7 is usually slated for a non-combat ability, here the Charisma aspect shows up with Expertise in two charisma skills, stealing the Purple Dragon Knight's thunder (they only get one). The trade off being you need to already have them because you don't get them free.</p><p></p><p>At level 10, you get an at-will defensive ability to give enemies disadvantage on an attack. Pretty straightforward but something that might be more at home with a lower hp, lower armor class character.</p><p></p><p>The 15th level ability is an at-will fear effect with a bonus action. If the level 3 ability grants easy advantage, frightened is disadvantage by attacks from an enemy. Considering that the Warlord is touted as a tactical class, this is the first ability that requires any tactics or coordination beyond "run up and hit it". Since the Frightened condition breaks on damage the group needs more planning on which targets to leave frightened and which to kill.</p><p></p><p>If you were wondering if this class can restore hit points at 18th your query is answered as the Warlord can grant hit dice recovery once per short rest. The ability is a mass heal, but only targets allies who are at zero hit points. With the high defense of the Warlord this is a 'save from tpk' ability. However, that's a long time to wait to do any hit point restoration.</p><p></p><p>For a class that is tactical like the Warlord, this archetype offers very few choices or weighted options. The most tactical decision doesn't show up until 15th, and amounts to "don't hit the frightened guy" - made by your allies. Both the Battle Master and Purple Dragon Knight are more Warlordy, the entire Warlord moniker hangs on "Wolf-Pack Tactics" which with its always on nature undercuts any tactical intentions.</p><p></p><p>With regards to the classic board bugaboos:</p><p>1. Ranged inspirational healing from unconscious – yes. But not until 18th. Once per short rest.</p><p>2. Background as a class – no.</p><p>3. I’m in charge here – not much to speak of. </p><p>4. Healing by spending Hit Dice – yes. Not until 18th.</p><p>5. Full action granting – no. No action granting at all - movement, attack, checks or save.</p><p>6. At-will attack granting – no. But does have at-will advantage granting.</p><p></p><p>For some these are features and for others failures.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6849122, member: 5590"] Warlord - Martial Archetype by Boltnine Homebrew [url]http://www.dmsguild.com/product/170957/Warlord--Martial-Archetype[/url] This is a simple slightly less than a page Fighter subclass. For comparison it feels like the same amount of content it takes to present the Champion fighter. 5 Abilities at 3rd, 7th, 10th, 15th, and 18th. A melee focused fighter with a use for high Charisma. Like the Champion, the bread and butter of this archetype is the 3rd level ability. While the Champion doubles the chance for a Critical, this Warlord almost doubles everyone else's ability to critical with easy melee advantage - Wolf-Pack Tactics. Or just "Pack Tactics" for allies adjacent to your adjacent foes. Hard to evaluate this ability across the board because it is really dependent on who it is helping. But as the design usually balances toward the best-case scenario this is really powerful. No save, no cost, no limit on allies helped. Worst case is classic 4 man party with the Warlord tanking and no one getting advantage. Level 7 is usually slated for a non-combat ability, here the Charisma aspect shows up with Expertise in two charisma skills, stealing the Purple Dragon Knight's thunder (they only get one). The trade off being you need to already have them because you don't get them free. At level 10, you get an at-will defensive ability to give enemies disadvantage on an attack. Pretty straightforward but something that might be more at home with a lower hp, lower armor class character. The 15th level ability is an at-will fear effect with a bonus action. If the level 3 ability grants easy advantage, frightened is disadvantage by attacks from an enemy. Considering that the Warlord is touted as a tactical class, this is the first ability that requires any tactics or coordination beyond "run up and hit it". Since the Frightened condition breaks on damage the group needs more planning on which targets to leave frightened and which to kill. If you were wondering if this class can restore hit points at 18th your query is answered as the Warlord can grant hit dice recovery once per short rest. The ability is a mass heal, but only targets allies who are at zero hit points. With the high defense of the Warlord this is a 'save from tpk' ability. However, that's a long time to wait to do any hit point restoration. For a class that is tactical like the Warlord, this archetype offers very few choices or weighted options. The most tactical decision doesn't show up until 15th, and amounts to "don't hit the frightened guy" - made by your allies. Both the Battle Master and Purple Dragon Knight are more Warlordy, the entire Warlord moniker hangs on "Wolf-Pack Tactics" which with its always on nature undercuts any tactical intentions. With regards to the classic board bugaboos: 1. Ranged inspirational healing from unconscious – yes. But not until 18th. Once per short rest. 2. Background as a class – no. 3. I’m in charge here – not much to speak of. 4. Healing by spending Hit Dice – yes. Not until 18th. 5. Full action granting – no. No action granting at all - movement, attack, checks or save. 6. At-will attack granting – no. But does have at-will advantage granting. For some these are features and for others failures. [/QUOTE]
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