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Spell-Less Support Class with Warlord as an Archetype
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<blockquote data-quote="Miladoon" data-source="post: 6753629" data-attributes="member: 6801438"><p>This is a WIP. I thought I would throw this on the wall.</p><p></p><p>Design Notes:</p><p>Priority 1 - Design a ‘spell-less’ support class that is roughly equivalent to the cleric class in scope and power; a class that thrives in a low to high magic campaign.</p><p></p><p>Priority 2 - Use established 5E mechanics, retooling features to fit instead of creating new, or outsourcing a mechanic.</p><p></p><p>Priority 3 - Find more than two subclasses that smoothly fit into the base class</p><p></p><p>Priority 4 - Playtest</p><p></p><p>Philosophy and Inspiration:</p><p>I accept WotC’s actions with regard to the Battlemaster and Valor Bard and respect their decision to leave the 5E Warlord class out of the core rules. The core rules for 5E are sleek enough to insert home-brew classes, and because of that, I accept the challenge to home-brew a class that fulfills a need for a support class that does not learn or prepare spells for spell slot use..</p><p></p><p>For the most part, the class will not be classified as a short or long-rest class, however, there are some features that reference those constraints. </p><p></p><p>I acknowledge this is a work in progress and solicit feedback specific to the priorities, philosophies, and inspirations, as well as supported critique. The format for posting is specific to features within each tier. Beginning with Tier 1.</p><p></p><p>Tier 1</p><p></p><p>"<em>A scholar, a teacher, a gift of the old ways. She lived in the Shera Oasis and eagerly met each arriving caravan.</em> <em>In the desert, she was the sun and the moon. And all eyes looked to her for inspiration and wisdom.</em>"</p><p></p><p>The Luminary</p><p></p><p>levels and proficiency bonus advancement per the fighter</p><p></p><p>Hit Points</p><p>Hit Dice: 1d8 per luminary level</p><p>Hit Points at first level: 8 + your Constitution modifier</p><p>Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per luminary level after 1st.</p><p></p><p>Proficiencies </p><p>Armor: Light Armor</p><p>Weapons: Weapons with the light or versatile properties</p><p>Tools: Choose one Artisan’s Tools </p><p></p><p>Saving Throws: Wisdom, Charisma</p><p>Skills: Choose three from Arcana, History, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Performance, and Persuasion</p><p></p><p>Equipment</p><p>(a) a longsword, (b) a scimitar, or (c) any light or versatile weapon</p><p>(a) a Diplomat’s pack or (b) a Scholar’s pack</p><p>(a) An artisan’s tools of your choice or (b) any musical instrument</p><p>(a) Leather armor and a dagger</p><p></p><p>Level 1</p><p>Stratagem Actions - With your wits about you, you seize the moment and place you and your allies in the most advantageous position to respond to danger. You can give one of your allies advantage on an initiative roll. Doing so sacrifices your first action for that encounter. Additionally, you can take the Disengage action as a bonus action. At 6th level in the luminary class, you can use your reaction to take the Help action and you can use your bonus action to take the Search action. At level 13 in this class, you can use your bonus action to take the Use Object action. This feature is only available while the character is not under any conditions from Appendix A.</p><p></p><p>For the Cause - While a fighter relies on his stamina to continue the fight, a luminary finds her second wind from something far greater. As long as you have at least 1 hit point, on your turn you can use your bonus action to regain hit points equal to 1d8 + your luminary level. At level 14 in this class, you can throw any remaining Hit Dice that you have and add that to the result. Once you use this feature, you must finish a long rest before you can use it again.</p><p></p><p>Level 2</p><p>Student of the Ancients - At 2nd level, you can add half you proficiency bonus (round up) to any Charisma, Intelligence, or Wisdom check you make that doesn’t already use your proficiency bonus.</p><p></p><p>Level 3</p><p>Disciplines - At 3rd level you commit to the ancient devotion of applying your talents for the benefit of others. While clerics minister to believers using divine magics, the luminary bolsters those around her by applying disciplines that have been handed down from generation to generation. These methods are typically mundane but some luminarys can manipulate the supernatural and bend this energy to their will. </p><p></p><p>Ardent - <em>Far Companion - advanced cognizance - Short Hop Encounter do over power</em></p><p></p><p>Consul - <em>Enabler - Action reflections</em></p><p></p><p>Exemplar - <em>Condition Auras</em></p><p></p><p>Hospitaler - <em>Healing </em></p><p></p><p>Harbinger - <em>Damage dealer modifying damage rolls with interceding dice from Eye of the Storm </em></p><p></p><p>Warlord - <em>Fightey Motivating/Inspiring abilities. </em></p><p></p><p>Level 4</p><p>Ability Score Improvement - When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.</p><p></p><p>The beginning of Tier II</p><p></p><p>Level 5</p><p>Eye of the Storm - Your artful calm gives you an uncanny awareness and ability to assist when others fall prey to their own inaction, or they are about to be overrun by a foe. When you finish a long rest, roll three d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can reach with one of these interceding rolls. You must choose to do so before the roll, and you can replace a roll this way only once per turn. Each interceding roll can be used only once. When you finish a long rest, you lose any unused interceding rolls.</p><p>You can roll one additional d20 when you reach level 9 in this class and again, another d20 at level 20.</p></blockquote><p></p>
[QUOTE="Miladoon, post: 6753629, member: 6801438"] This is a WIP. I thought I would throw this on the wall. Design Notes: Priority 1 - Design a ‘spell-less’ support class that is roughly equivalent to the cleric class in scope and power; a class that thrives in a low to high magic campaign. Priority 2 - Use established 5E mechanics, retooling features to fit instead of creating new, or outsourcing a mechanic. Priority 3 - Find more than two subclasses that smoothly fit into the base class Priority 4 - Playtest Philosophy and Inspiration: I accept WotC’s actions with regard to the Battlemaster and Valor Bard and respect their decision to leave the 5E Warlord class out of the core rules. The core rules for 5E are sleek enough to insert home-brew classes, and because of that, I accept the challenge to home-brew a class that fulfills a need for a support class that does not learn or prepare spells for spell slot use.. For the most part, the class will not be classified as a short or long-rest class, however, there are some features that reference those constraints. I acknowledge this is a work in progress and solicit feedback specific to the priorities, philosophies, and inspirations, as well as supported critique. The format for posting is specific to features within each tier. Beginning with Tier 1. Tier 1 "[I]A scholar, a teacher, a gift of the old ways. She lived in the Shera Oasis and eagerly met each arriving caravan.[/I] [I]In the desert, she was the sun and the moon. And all eyes looked to her for inspiration and wisdom.[/I]" The Luminary levels and proficiency bonus advancement per the fighter Hit Points Hit Dice: 1d8 per luminary level Hit Points at first level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per luminary level after 1st. Proficiencies Armor: Light Armor Weapons: Weapons with the light or versatile properties Tools: Choose one Artisan’s Tools Saving Throws: Wisdom, Charisma Skills: Choose three from Arcana, History, Nature, Religion, Animal Handling, Insight, Medicine, Perception, Performance, and Persuasion Equipment (a) a longsword, (b) a scimitar, or (c) any light or versatile weapon (a) a Diplomat’s pack or (b) a Scholar’s pack (a) An artisan’s tools of your choice or (b) any musical instrument (a) Leather armor and a dagger Level 1 Stratagem Actions - With your wits about you, you seize the moment and place you and your allies in the most advantageous position to respond to danger. You can give one of your allies advantage on an initiative roll. Doing so sacrifices your first action for that encounter. Additionally, you can take the Disengage action as a bonus action. At 6th level in the luminary class, you can use your reaction to take the Help action and you can use your bonus action to take the Search action. At level 13 in this class, you can use your bonus action to take the Use Object action. This feature is only available while the character is not under any conditions from Appendix A. For the Cause - While a fighter relies on his stamina to continue the fight, a luminary finds her second wind from something far greater. As long as you have at least 1 hit point, on your turn you can use your bonus action to regain hit points equal to 1d8 + your luminary level. At level 14 in this class, you can throw any remaining Hit Dice that you have and add that to the result. Once you use this feature, you must finish a long rest before you can use it again. Level 2 Student of the Ancients - At 2nd level, you can add half you proficiency bonus (round up) to any Charisma, Intelligence, or Wisdom check you make that doesn’t already use your proficiency bonus. Level 3 Disciplines - At 3rd level you commit to the ancient devotion of applying your talents for the benefit of others. While clerics minister to believers using divine magics, the luminary bolsters those around her by applying disciplines that have been handed down from generation to generation. These methods are typically mundane but some luminarys can manipulate the supernatural and bend this energy to their will. Ardent - [I]Far Companion - advanced cognizance - Short Hop Encounter do over power[/I] Consul - [I]Enabler - Action reflections[/I] Exemplar - [I]Condition Auras[/I] Hospitaler - [I]Healing [/I] Harbinger - [I]Damage dealer modifying damage rolls with interceding dice from Eye of the Storm [/I] Warlord - [I]Fightey Motivating/Inspiring abilities. [/I] Level 4 Ability Score Improvement - When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. The beginning of Tier II Level 5 Eye of the Storm - Your artful calm gives you an uncanny awareness and ability to assist when others fall prey to their own inaction, or they are about to be overrun by a foe. When you finish a long rest, roll three d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can reach with one of these interceding rolls. You must choose to do so before the roll, and you can replace a roll this way only once per turn. Each interceding roll can be used only once. When you finish a long rest, you lose any unused interceding rolls. You can roll one additional d20 when you reach level 9 in this class and again, another d20 at level 20. [/QUOTE]
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