D&D 5E The Warlord [New Class]

ChameleonX

Explorer
Update (9/20- 22:18): Revised some of the core features, and overhauled the Strategist sub-class.

Update (9/20 - 23:33): Revised some maneuvers and added more support maneuvers.

[h=2]Warlord[/h][h=4]Hit Points[/h]Hit Dice: 1d10
Hit Points at 1st Level:10 + Constitution modifier
Hit Points at Higher Levels: 1d10 + Constitution modifier
[h=4]Proficiencies[/h]
Armor:
Light Armor, Medium Armor
Weapons: All simple and Martial weapons
Tools: None

Saving Throws: Strength, Wisdom
Skills: Choose two from among Athletics, Deception, History, Insight, Intimidation, Medicine, Perception, Persuasion, and Survival

LevelProf.FeaturesInspiring WordSuperiority DiceManeuvers Known
1+2Combat Leader, Inspiring Word1d10---
2+2Fighting Style, Combat Superiority1d102d62
3+2Martial Archetype1d102d63
4+2Ability Score Improvement1d102d63
5+3Extra Attack2d102d64
6+3Inspiring Word (2/rest)2d103d64
7+3Archetype Feature2d103d65
8+3Ability Score Improvement2d103d65
9+4---3d103d86
10+4Archetye Feature3d103d86
11+4Commanding Presence3d104d87
12+4Ability Score Improvement3d104d87
13+5---4d104d108
14+5Inspiring Word (3/rest)4d104d108
15+5Archetype Feature4d104d109
16+5Ability Score Improvement4d105d109
17+6---5d105d1010
18+6Archetype Feature5d105d1010
19+6Ability Score Improvement5d105d1011
20+6Master and Commander5d105d1011
[h=4]Combat Leader [/h]Beginning at 1st level, your air of authority and conviction makes all those around you more alert and ready to fight at a moment's notice.
You and each friendly creature within 30ft of you may add your proficiency bonus to their initiative rolls. To gain this benefit, the creature must be able to see or hear you, and you must be able to take actions.

[h=4]Inspiring Word[/h]At 1st level, you are able to rouse your allies with skillful oratory; an impassioned speech, some light-hearted bickering, or just a take-charge attitude. As a bonus action, you can use your natural leadership abilities to raise the morale and fighting spirit of your allies.
Choose one friendly creature that can see and hear you, and that is within 30ft of you. That creature gains temporary hit points equal to 1d10 + your Charisma modifier. The amount of temporary hit points the target gains increases as you gain levels, as noted on the Warlord Table. The target must be able to see and hear you to benefit from this ability.
Alternatively, you can use this ability to remove one charm or fear effect from one ally who can see and hear you, and that is within 30ft of you. Either way, once you use this feature, you cannot do so again until you complete a short or long rest.

[h=4]Fighting Style[/h]Starting at 2nd level, you may choose a Fighting Style from among the following options; Archery, Defense, Dueling, Great Weapon Fighting, and Protection

[h=4]Combat Superiority[/h]At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers: You learn two maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. The Warlord table shows when you learn more maneuvers. Each time you learn a maneuver, you can also replace a known maneuver with a different one.
Superiority Dice: You have two superiority dice, which begin as d6's. A superiority die is expended when you use it. You regain all your expended superiority dice when you take a short or long rest. The Warlord table shows you when you gain more superiority die, and when they increase in size.
Saving Throws: Some effects require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows;

Maneuver DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier (your choice)

[h=4]Martial Archetype[/h]At 3rd level, you choose an archetype from the options available to you; the Marshal, the Strategist, and the General are detailed below.

[h=4]Extra Attack[/h]Beginning at 5th level, you can make two attacks instead of one whenever you use the Attack action.

[h=4]Commanding Presence[/h]Beginning at 11th level, your reputation as a brilliant tactician and leader of men instills unwavering loyalty in those who fight at your side. Your mere presence on the battlefield has a palpable effect on those around you.
You generate an aura of authority and confidence in a 30ft sphere centered on you. While you are conscious, can take actions, and are not charmed or frightened, each friendly creature in the aura gains the benefit of your aura while it can see and hear you. Choose one of the following options:

Inspiring Presence: When an ally reduces a hostile creature to 0 hit points while within the aura, you may use your reaction to grant it temporary hit points equal to your Charisma modifier.

Insightful Presence: When the ally is the target of an attack while within the aura, you may use your reaction to grant that ally a bonus to their AC. The bonus equals half of your Intelligence or Wisdom modifier (round up), whichever is higher.

Bravura Presence: When an ally in the aura misses with an attack while within the aura, you may use your reaction to allow that ally to reroll the attack. If the ally agrees to do so, it grants advantage to the next attack against it before the end of your next turn.

Tactical Presence: When an ally in the aura misses with an attack while within the aura, you may use your reaction to grant that ally a bonus to its attack roll. The bonus equals your Intelligence or Wisdom modifier (whichever is higher).

Skirmishing Presence: When an ally in the aura reduces an enemy to 0 hit points while within the aura, you may use your reaction to allow that ally to use the Dodge, Dash, or Disengage action as a bonus action.

Resourceful Presence: When an ally in the aura makes an attack, you may use your reaction to make a gamble on their success. You decide whether to use this feature before the attack is rolled. If the attack hits, your ally gains a bonus to the damage roll equal to your Intelligence modifier until the end of your next turn. If the attack misses, it gains temporary hit points equal to your Charisma modifier.

[h=4]Master and Commander[/h]At 20th level, your leadership is so renowned that those who fight beside you are filled with confidence and unshakable determination.
Once per turn, when an ally who can see and hear you makes an attack roll or a saving throw, he or she may roll 1d4 and add the result to the roll. The ally decides to roll the die after it makes the attack roll or saving throw, but before any of its effects are applied.
This feature only functions when you are conscious and can take actions, and you are not charmed or frightened.

[h=3]Subclasses[/h][sblock="Subclasses"]
[h=3]Marshal[/h][sblock="Marshal"]
[h=4]Bonus Proficiencies[/h]When you select this archetype at 3rd level, you gain proficiency with Heavy Armor, and Shields.

[h=4]Inspiring Presence[/h]When you select this archetype at 3rd level, your confidence and strength are an example to those around you, urging them on to fight on despite grievous injury. Whenever you use your Inspiring Word, the target may also spend a hit die to regain hit points (no action required).
In addition, when allies who can see and hear you spend hit dice, those allies regain the maximum possible number of hit points for each die spent, instead of rolling.

[h=4]Remarkable Athlete[/h]As the Fighter (Champion) feature; PHB Pg. 72.

[h=4]Lead by Example[/h]Starting at 10th level, your resounding strikes cause others to rally around you with a ferocity matched only by your own.
Whenever you score a critical hit with a weapon attack, all allies who can see and hear you can score a critical hit on a roll of 19-20 on the next attack they make before the end of your next turn.

[h=4]Rousing Words[/h]Beginning at 15th level, your presence is so palpable that your words can even inspire an ally to shake off a debilitating injury.
You may use your Inspiring Word to remove a condition from an ally who can see or hear you. The condition must be one which causes them to be blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned.

[h=4]Stand the Fallen[/h]At 18th level, your ability to command is so great that your allies fight on in the face of seemingly impossible odds. No matter how often they get knocked down, those under your command just seem to keep getting back up!
At the start of each of your turns, each ally within 30ft of you regains hit points equal to your Charisma modifier if it has no more than half its hit points remaining. A creature does not gain this benefit if it is at 0 hit points, if you are charmed or frightened, or if it cannot see or hear you.
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[h=3]Strategist[/h][sblock="Strategist"]
[h=4]Direct the Strike[/h] At 3rd level, you are adept at directing the flow of battle and allowing others do the fighting for you.
When you use the Attack action, you may forgo your own attack in order to allow an ally to make a weapon attack or cast a cantrip by using its reaction. The ally must be able able to see and hear you.
At 5th Level, you may forgo both of your attacks to grant those attacks to your allies. You may choose to allow one ally to make two weapon attacks using a single reaction, or you may allow two different allies to make one weapon attack or cast a cantrip.

[h=4]Adaptive Strategem[/h]When you select this archetype at 3rd level, your reputation for tactical brilliance has begun to spread. Those who fight at your side follow you out of respect and admiration, confident that your clever plans will lead them to victory.
Whenever you use Inspiring Word on an ally, you may grant that great one of the following bonuses of your choice. The bonus lasts until the end of your next turn.
• A bonus to AC equal to half your Intelligence or Wisdom modifier (round up), whichever is higher.
• Advantage on attack rolls.
• Advantage on saving throws.
• Advantage on ability checks.
• A bonus to Damage rolls equal to your Intelligence or Wisdom modifier, whichever is higher.

[h=4]Know your Enemy[/h]As the Fighter (Battlemaster) feature, PHB pg. 73.

[h=4]Tactician's Invitation[/h]Beginning at 10th level, your subtle understanding of tactics and strategic positioning allows you to turn a chance misstep into a fatal error.
When a hostile creature you can see misses with an attack, you may choose one of your allies within 5ft of that creature. You may use your reaction to cause the creature to provoke an attack of opportunity from your ally.

[h=4]Situational Advantage[/h]Beginning at 15th level, you are able to concoct elaborate plans that can grant you an unbeatable edge in battle. If you have had at least ten minutes to survey the terrain on which a combat encounter will take place, you may prepare contingencies for the most likely outcomes.
Choose a number of benefits from the following list equal to your Intelligence or Wisdom modifier (whichever is higher). You may choose the same option more then once, unless otherwise specified:
• You may choose up to ten 10ft cubes on the battlefield, and either turn those squares into difficult terrain, or turn difficult terrain into normal terrain.
• You may erect barricades or similar defensive structures, if you have appropriate materials available. These barricades can be up to 80ft long, 5ft thick, and 10ft tall. They need not be in continguous squares. Each square of barricade has 25 hit points, an AC of 10, and can be climbed with a DC 15 Strength (Athletics) check.
• You may dig a series of trenches in soft earth, which can be up to 60ft long, 10ft wide, and 5ft deep. Creatures in these trenches have 3/4ths cover from creatures outside the trenches, or full cover if they are laying prone.
• You may construct blinds or other makeshift concealment using appropriate materials (e.g. brambles, long grasses, fallen leaves, etc.), granting you and your allies a +10 bonus to Dexterity (Stealth) checks to wait in ambush. Creatures observing your construction must succeed on a Wisdom (Insight) check against your Maneuver DC to recognize the blinds for what they are.
• You may identify strategic weaknesses in a fortification and either shore up those weaknesses, or deduce how to exploit them. Choose an area that occupies no more than a 20ft cube; you and your allies have advantage on attack rolls and ability checks while within that area or your enemies have disadvantage while within that area (your choice).
Your DM may also allow you to come up with your own benefits from using this feature, or may provide you with some of his or her own design.

[h=4]White Raven Onslaught[/h]At 18th level, your instincts provide you an almost preternatural ability to anticipate your enemy's next move, and those who serve under you have a reputation for sweeping a battlefield in a single wave.
On the first round of any combat encounter, your allies have advantage on attack rolls, ability checks, and saving throws, and attacks against them have disadvantage. To gain this benefit, an ally must be benefiting from your Commanding Presence.
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[h=3]General[/h][sblock=”General”]
[h=4]Bonus Proficiencies[/h]When you select this archetype at 3rd level, you gain proficiency with medium armor and Shields.

[h=4]New Recruits[/h]By 3rd level, news of your exploits has attracted followers that pledge themselves to your service. These followers are NPCs chosen from Appendix B of the Monster Manual, and must be of CR 1/2 or lower. Alternatively, your DM may create custom NPCs to be your followers, or may allow you to recruit NPCs in-game. You may attract a maximum number of followers equal to your Charisma modifier (minimum 1).
Your followers come with the basic equipment noted in their stat blocks, but you may equip them with other gear as desired. These followers do not demand payment for their services, but you are responsible for their food and lodging. Your followers are loyal, and will obey your commands to the best of their ability, but they will not perform obviously suicidal acts, and may leave your service if you mistreat them. If your followers die in battle, you may attract new ones when you reach a suitable inhabited area.
Your followers act on your initiative count, unless they are acting independently. Your followers will act to preserve their lives, and the lives of you and your companions, but will otherwise take no hostile action unless provoked. On your turn, you may instruct your companions where to move (no action required by you). To command them to take an action, you must use a bonus action on your turn. You may command each of your followers using a single bonus action, and may give a different command to each one. Your followers must be able to see or hear you to command them. If you are unable to give orders (e.g. you are unconscious), your followers may act independently under the DM's control.
Alternatively, you may dispatch your recruits to perform tasks for you, or carry out part of a designated plan. While they are acting without you present, they act independently, and will follow your last given orders to the best of their abilities. Followers acting independently will attack, flee, or perform other actions on their own volition, as the situation warrants, without having to wait for a command from you.

[h=4]Canny Leader[/h]Starting at 7th level, your authority and confidence in battle gives those who serve under you the confidence to fight harder and walk off any injuries.
Each friendly creature within 30 feet of you may add your Charisma modifier (minimum 1) to their saving throws, provided they can see and hear you, you are conscious and can take actions, and you are not charmed or frightened.

[h=4]Battlefront Shift[/h]At 10th level, your strategic ability is so adept that you can react instananeously to an attack, pulling your troops to where they are most needed.
When you roll initiative, you may allow each ally within 30 feet of you to move up to half their speed, without provoking opportunity attacks, before combat begins. An ally must be able to see and hear you to benefit from this feature.

[h=4]Elite Soldiers[/h]By 15th level, your reputation as a superb leader has spread far and wide, attracting more powerful and illustrious followers to flock under your banner.
The maximum CR for the followers you attract is now equal to 3. If you wish, you may upgrade the followers you already have to CR 3, following the rules for creating NPCs in the Dungeon Master's Guide. You must pay for any equipment (such as armor) that factors into this calculation.

[h=4]Supreme Leader[/h]At level 18, your abilty to command the loyalty and dedication of your men is so great that they will fight on even in spite of imminent death.
When a friendly creature that can see or hear you drops to 0 hit points, you may use your reaction to inspire that creature to endure. It may make a DC 15 Constitution saving throw and, on a success, the creature drops to 1 hit point instead. Each creature may benefit from this feature only once per day.
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[h=3]Maneuver List[/h][sblock="Maneuvers"]
The Warlord may use the following Maneuvers from pg. 74 of the Player's Handbook:
Commander's Strike
Distracting Strike
Goading Attack
Maneuvering Attack
Pushing Attack
Rally

In addition, the Warlord has access to the following unique Maneuvers:

Defensive Rally
As a bonus action on your turn, you may expend a superiority die to shout a warning to one of your allies, warning them of a potential threat. One creature of your choice who can see and hear you gains a bonus to AC and saving throws equal to half your superiority die result, rounded up (minimum 1), until the end of your next turn.

Encouraging Boost
As a bonus action you may expend a superiority die to give your ally a quick boost of morale. Choose one ally who can see and hear you. That ally gains resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.

Flash of Insight
When an ally who can see and hear you makes an ability check using a skill in which you are trained, you can use your reaction and spend a superiority die to give them sound advice. You roll the die and add the result as a bonus to the ally's roll.

Guiding Strike
When you hit with a weapon attack, you may spend a superiority die. If you do so, the next ally to make a weapon attack against the target before the end of your next turn may add your die result to their attack roll.

Guileful Switch
When a hostile creature within 5ft of you makes a melee attack against an ally you can see, you may use your reaction and expend a superiority die to throw off its aim. The creature must make a Dexterity saving throw and, on a failure, you redirect its attack to another creature (other than itself) within range of the attack.

Hammer and Anvil
When you hit with a weapon attack, you may spend one superiority die to allow one ally who can see and hear you to make a weapon attack against the same creature using their reaction. The ally adds your superiority die to the damage roll of their attack.

Hero's Defiance
When an ally who can see and hear you drops to 0 hit points, you may spend one superiority die as a reaction to inspire them to fight on. Your ally drops to 1 hit point instead. A particular creature can only gain the benefit of this maneuver once per day.

Hold the Line
When you hit with an attack, you may spend one superiority die to give a fierce shout that encourages your allies to stand fast. Until the end of your next turn, each ally that can see and hear you can use their reaction to negate any forced movement they are subjected to. Each creatures also has advantage on Strength saving throws and Strength (Athletics) checks to resist or escape a grapple, or to avoid being shoved.

Knight's Move
On your turn, you may use a bonus action to spend a superiority die. Your speed drops to 0 until the start of your next turn and one ally of your choice who can see and hear you may use their reaction to move up to their speed. You may not use this maneuver if you have used any movement during this turn.

Provoke Overextension
When you hit with a weapon attack, you may spend a superiority die to goad the target to move into a exhausting itself. It must make a Constitution saving throw and, if it fails, it has disadvantage on ability checks and saving throws until the start of your next turn.

Shake it Off
As a bonus action, you may spend one superiority die to tend to a wounded creature and try to inspire it to shake off its affliction. The target makes a saving throw against one condition currently effecting it, and adds your superiority die result as a bonus to the save. The condition must be Blinded, Charmed, Deafened, Frightened, Paralyzed, or Poisoned.

Spur to Action
As an action, you may spend one superiority die to give an ally the signal to act. Choose one ally who can see and hear you. That ally may use their reaction to take an extra action.
[Note: the Extra Attack feature specifically says "on your turn." An Attack action granted by this maneuver would thus not qualify].

Sunder Armor
When you hit with a weapon attack, you may spend a superiority die to attempt to damage the target's armor. The target must make a Dexterity saving throw and, if it fails, any weapon attack against the target can score a critical hit on a roll of 18-20 until the end of your next turn.

Tactical Shift
You may use an action to expend a superiority die, calling on your allies to abandon their positions and take up new ones. Each ally within 30ft of you who can see and hear you may use their reaction to move up to their speed, adding your superiority die result to their AC against any opportunity attacks they provoke with this movement.

Tempting Target
As an action, you may expend a superiority die to goad an enemy into attacking a target of your choice. One hostile creature that can see and hear you must make a Wisdom saving throw. On a failed save, the creature has advantage on attack rolls against a creature of your choice that it can see, and disadvantage on attack rolls against all other creatures.

Treat Wounds
As a bonus action, you may expend one use of a healer's kit and any number of superiority dice to treat a creature's wounds. The target regains hit points equal to the total of your superiority dice rolls.
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Xeviat

Hero
At a quick glance, I like it. I'd prefer to see the Warlord as a fighter subclass, but I can see why it could be its own class.

I wish your healing word allowed them to function as a dedicated healer, rather than simply being a pool of HP. It is bigger than the Fighter's second wind, though.

My only other point is are you sure you want "extra attack" at 5th level? What if you could command an ally to attack once whenever you use the attack action? It would be functionally the same as you attacking, but it would feel different, like the cleric getting divine strike instead of extra attacks. Yes, you'd need to disallow the rogue from getting another sneak attack usage.

I like it. It's not overpowered at least. It feels like a warlord too.
 

Obviously something is in the air. I was working on my own Warlord class today. I like yours better, but they hit most of the same beats so at least I feel like I was working along the right lines. I'll see if there is anything in my stuff that might help you hone this, but as I said it looks great on a quick read.
 

GreenTengu

Adventurer
The subclasses aren't remotely balanced. They get wildly different defensive options, but their actual effect on the battlefield is the same.

In fact, given just how much Strength and Dexterity are going to help you, I cannot remotely come up with any reason to ever use the Strategist where you get stuck with the crappiest equipment, encouraged to tank the stats you actually need to boost utterly worthless ones and ultimately get no abilities any better than the other subclasses. At least not until 15th level and that is way too long to utterly suck.

I mean, seriously-- you actually came up with the idea of a class feat that someone could substitute Dexterity, the god stat that adds to AC, Initiative, Melee Attack, Melee Damage, Ranged Attack, Ranged Damage, a third of the saves you are going to make in the game and the most powerful, most commonly used skills..... for Intelligence, an utterly crap dump stat (unless you are one of the two classes forced to use it for your spellcasting) that is never actually used for anything at all ever unless you are rolling to ask the DM for more information and even then you need to choose which field you are allowed to ask about with such narrowness that chances are overwhelming you are never actually going to ever be presented with an opportunity to use it... and you thought this was equally potent to being given access to armor?

I mean-- have you not noticed that EVERY SINGLE PERSON who presents a Warlock build ALWAYS has the character multiclass for a level into a fighter to get those armor proficiencies? Its because if your class doesn't have a different way to calculate their armor to make up for the fact that they don't get access to armor, then it is worth throwing away a level of whatever class that is to get those proficiencies.

In this case, you literally made subclasses and asked "Would you like to be viable or how much would you like to suck?" and it is on its face transparently so to anyone who remotely understands the system.
 

Hussar

Legend
The subclasses aren't remotely balanced. They get wildly different defensive options, but their actual effect on the battlefield is the same.

In fact, given just how much Strength and Dexterity are going to help you, I cannot remotely come up with any reason to ever use the Strategist where you get stuck with the crappiest equipment, encouraged to tank the stats you actually need to boost utterly worthless ones and ultimately get no abilities any better than the other subclasses. At least not until 15th level and that is way too long to utterly suck.

I mean, seriously-- you actually came up with the idea of a class feat that someone could substitute Dexterity, the god stat that adds to AC, Initiative, Melee Attack, Melee Damage, Ranged Attack, Ranged Damage, a third of the saves you are going to make in the game and the most powerful, most commonly used skills..... for Intelligence, an utterly crap dump stat (unless you are one of the two classes forced to use it for your spellcasting) that is never actually used for anything at all ever unless you are rolling to ask the DM for more information and even then you need to choose which field you are allowed to ask about with such narrowness that chances are overwhelming you are never actually going to ever be presented with an opportunity to use it... and you thought this was equally potent to being given access to armor?

I mean-- have you not noticed that EVERY SINGLE PERSON who presents a Warlock build ALWAYS has the character multiclass for a level into a fighter to get those armor proficiencies? Its because if your class doesn't have a different way to calculate their armor to make up for the fact that they don't get access to armor, then it is worth throwing away a level of whatever class that is to get those proficiencies.

In this case, you literally made subclasses and asked "Would you like to be viable or how much would you like to suck?" and it is on its face transparently so to anyone who remotely understands the system.


But, tell us how you really feel. :p

Dude, Iizuka? We're bloody neighbours.
 

The fighter is meant to be the best at fighting. That's their role, that's what makes them unique.
And this warlord gets superiority dice sooner and knows more manuevers....
 

ChrisCarlson

First Post
No likey. It's too good, IMO. And it steps on toes.

Plus, still more of the same, "he's the commander/boss of the other PCs," that has been getting a lot of debate around these here parts of late. I agree with others in that regard. It's a sour place to base a class off of.
 


only 1 subclass of fighter gets superiority dice... if they all did you would have a point...
True, but the fighter should still be the best at being the battle master. A little like you could another class a touch of assassination on totemic power but the rogue and barbarian should still be the best at that.

Still, it's a good example of why an official warlord will never, ever work. I look and it and think it's fine until I get to the subclass that allows spending of hit dice. Meanwhile, other warlord fans are critical of it not having straight healing. There's no middle ground the design can live in.

It also steps on the toes of the valour bard, being the melee warrior that is charming and inspires people to fight harder. There's always been a lot of overlap between the bard and warlord, and a revised warlord should really concede the inspiring and charismatic leader position to the bard, as it can first, and double down on the intelligent, tactical leader role that is otherwise unfilled. But in this class, Intelligence is a dump stat for all but one of the subclasses.
 

True, but the fighter should still be the best at being the battle master. A little like you could another class a touch of assassination on totemic power but the rogue and barbarian should still be the best at that.

Still, it's a good example of why an official warlord will never, ever work. I look and it and think it's fine until I get to the subclass that allows spending of hit dice. Meanwhile, other warlord fans are critical of it not having straight healing. There's no middle ground the design can live in.

It also steps on the toes of the valour bard, being the melee warrior that is charming and inspires people to fight harder. There's always been a lot of overlap between the bard and warlord, and a revised warlord should really concede the inspiring and charismatic leader position to the bard, as it can first, and double down on the intelligent, tactical leader role that is otherwise unfilled. But in this class, Intelligence is a dump stat for all but one of the subclasses.
Going by your logic no class will ever work bevuse not everyone will be happy with it
 

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