Your class is pretty good. It does slide into the areas of design that I feel is reminiscent of an illusion of choice, though.It could do plenty, with just a little imagination.
I've offered my own version and gotten some good comment about the mechanics. It's not perfect (I'm already working on a new version) but it shows there's plenty that can be done.
I recognize the differences but they're so rare and minute that its hard to just say that they're so wildly different that a whole class might be needed to bridge this gap.Well good for you! As far as I'm aware you are literally the only person who thinks that a collection of things explicitly called spells, given their own chapter, that use special, specific, and exclusive mechanics, and that have distinctive interactions is just fluff.
A mechanical niche my own take on the Warlord takes is that of reactions. They get more reaction options and they gain additional reactions as they level up. This has the effect that a Warlord HAS to pay attention to what their allies are doing around them and not just think of themselves, just like the in-universe characters does. I think it's a design space that is not explored by any 5e class and, if done well (so as not to overwhelm the player and cause too much option paralysis), could be a signature aspect of a Warlord.
I tend to view the reaction kind of the way interrupts used to work in MtG. They break initiative and modify a current and unresolved action. So, shizz like (just to spitball) the Warlord shouts duck and move left and the recipient gets a d6 added to their armour class. There's enough temporal anomalies with initiative that this isn't immersion breaking for me.Kind of the Blades in the Dark Flashback 5e Warlord class that force-multiplies Team PC/allies by way of interacting with action economy; Immediate Actions in a “this was all part of the plan” kind of way.
That actually skirts the “ordering the PCs around” X-Men conversations during battle meme that some folks find unpalatable (which I find easily enough resolved…but whatever), but introduces the TIME ONLY FLOWS ONE WAY canard.
I tend to view the reaction kind of the way interrupts used to work in MtG. They break initiative and modify a current and unresolved action. So, shizz like (just to spitball) the Warlord shouts duck and move left and the recipient gets a d6 added to their armour class. There's enough temporal anomalies with initiative that this isn't immersion breaking for me.
This is us doing some collective convincing. Presenting a unified front. Forging a narrative, even!I’m not the dude that you need to convince!
It’s that other dude!
And that dude over there!
And some dude dressed like another dude pretending to be some other dude!
I'd agree with that. Because 5e tookout what the 4e Warlord did to prevent 3e:I should also clear up that its not that I don't think there isn't design space for a Warlord. I just don't think there's design space for 4e's Warlord.
As a buff player, this was both a detriment but also a great relief. Not just for me as a llayer, but for the DM as well. In 5e, there's already quite a few times the DM has to remember which buff/debuff is in effect and to be quite honest, they mostly slip my mind. Now, if I'm playing 5e, I keep my concentration token on top of the spellcard that I'm concentrating on and I can easily keep track of who's being buffed because either the buff affects everyone (AoE/3 creatures) or it affects one player. I don't have to worry about if my attack buff was on the Barbarian or if I'm thinking about my AC buff.I'd agree with that. Because 5e tookout what the 4e Warlord did to prevent 3e:
5e took out Buff Spamming.
Lets say you were to turn the 4e warlord into a spellcaster and turn its powers into buff spells. A 5th level magic Warlord could have
Inspiring Word (a heal)
Warlord Favor (an attack roll buff)
White Raven's Onslaught (an attack rider buff)
Knight's Move (a movement buff)
Hold the Line (an AC and immunity buff)
Villain's Nightmare (a movement debuff)
You go you play some D&D and Whomp Whomp! You can only concentrate on one spell at a time.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.