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The Warlord shouldn't be a class... change my mind!
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<blockquote data-quote="Tales and Chronicles" data-source="post: 7887134" data-attributes="member: 6871653"><p>Since I dont work today and my son is at kindergarten, I looked at existing mechanic that already exist which could be re-purposed for a new warlord. My findings: create a class that uses the now-unused psionic disciplines known as Mantles, which were made for the ardent/avatar, the psionic warlord. Take the same class chassis, with less disciplines, no ''talent'', no Focus. Psionic mastery become Tactical Mastery, where you can fuse many disciplines together as a grand masterplan, once per day. Replace Psi point with Command Points.</p><p></p><p>1: <strong>Mantles </strong>Gain 2 warlord mantles. Gain another one at 7th, 10th and 15th.</p><p>2: Archetypes</p><p>3: -</p><p>4: ASI</p><p>5: Extra attack,</p><p>6: Archetypes</p><p>7: <strong>Mantles 3</strong></p><p>8: ASI</p><p>9: -</p><p>10: <strong>Extra AS</strong>I (I love my martial with more ASI/Feat), <strong>Mantles 4</strong></p><p>11: <strong>Tactical Mastery </strong></p><p>As an action, you gain 9 special command points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also spend your normal command points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven't spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines end that you're concentrating on. At 15th level, the pool of command points you gain from this feature increases to 11.</p><p>You have one use of this feature, and you regain any expended use of it with a long rest.</p><p></p><p>12: ASI</p><p>13: <strong>Tactical Mastery 2</strong></p><p>14: Archetypes</p><p>15: <strong>Tactical Mastery 3, Mantles 5</strong></p><p>16: ASI</p><p>17: <strong>Tactical Mastery 4</strong></p><p>18: -</p><p>19: ASI</p><p>20: <strong>Legend Lives On</strong> +1 to saves per ally within 30'. If dead, roll a d20. On a 10+, someone else takes your mantle and your persona. You reappear 1d4 day later as if affected by a Reincarnate spell.</p><p></p><p><u><span style="font-size: 18px"><strong>Mantles</strong>:</span></u></p><p>Mantle of Awe</p><p>Mantle of Insight (refluff Aura sight)</p><p>Mantle of Command</p><p>Mantle of Courage</p><p>Mantle of Fury</p><p>Mantle of Fear</p><p>Mantle of Vigor (refluff mantle of joy + Restore Vigor from Psionic Restoration)</p><p>Mantle of Rage</p><p>Mantle of Archery (refluff nomadic arrow)</p><p>Mantle of Warsmith (refluff psi weapon)</p><p></p><p><u><span style="font-size: 18px"><strong>Archetypes</strong></span></u></p><p></p><p><strong>Strategist Presence</strong></p><p>2 Passage of Blades: Allies within 60 have advantage on OoA</p><p>2 Focused Tactics: When using discipline that grants an attack, the attack deals + Int mod damage.</p><p>6 Stall Tactic: Enemies have disadvantage on initiative check.</p><p>14 Unshakable Mind: Advantage on Wis, Int, Cha saves. Mind cannot be read.</p><p></p><p><strong>Vanguard Presence</strong></p><p>2 Bonus Proficiency: Heavy Armor, Martial Weapons</p><p>2 Battlefront shift: When rolling initiative, all allies can move 5x Cha mod feet without provoking OoA</p><p>6 Shatter Formation: Advantage on attack roll on first round of battle, attack pushes creatures 10 feet.</p><p>14 Majestic Presence: For 1 minute, for the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your tactic save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it grant advantage on all attacks until the end of your next turn.Once you assume this majestic presence, you can't do so again until you finish a short or long rest.</p><p></p><p><strong>Skirmisher Presence</strong></p><p>2 Extra proficiency: Martial weapons, 2 skill in: Survival, Perception, Stealth</p><p>2 Ambush Party: Grant 1 ally advantage on stealth check for 1-hour. If you or an hidden ally miss with an attack, it can stay hidden.</p><p>6 Superior Mobility: When a command allows an ally to make an attack, the ally can also disengage or dash as a bonus action on their turn. When a command allow an ally to move, it can hide as a reaction after the move.</p><p>14 Deadly Ambusher: Enemies surprised are vulnerable to your and your allies attacks.</p><p></p><p>Voilà</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7887134, member: 6871653"] Since I dont work today and my son is at kindergarten, I looked at existing mechanic that already exist which could be re-purposed for a new warlord. My findings: create a class that uses the now-unused psionic disciplines known as Mantles, which were made for the ardent/avatar, the psionic warlord. Take the same class chassis, with less disciplines, no ''talent'', no Focus. Psionic mastery become Tactical Mastery, where you can fuse many disciplines together as a grand masterplan, once per day. Replace Psi point with Command Points. 1: [B]Mantles [/B]Gain 2 warlord mantles. Gain another one at 7th, 10th and 15th. 2: Archetypes 3: - 4: ASI 5: Extra attack, 6: Archetypes 7: [B]Mantles 3[/B] 8: ASI 9: - 10: [B]Extra AS[/B]I (I love my martial with more ASI/Feat), [B]Mantles 4[/B] 11: [B]Tactical Mastery [/B] As an action, you gain 9 special command points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can't also spend your normal command points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven't spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn't use these special points, the disciplines end that you're concentrating on. At 15th level, the pool of command points you gain from this feature increases to 11. You have one use of this feature, and you regain any expended use of it with a long rest. 12: ASI 13: [B]Tactical Mastery 2[/B] 14: Archetypes 15: [B]Tactical Mastery 3, Mantles 5[/B] 16: ASI 17: [B]Tactical Mastery 4[/B] 18: - 19: ASI 20: [B]Legend Lives On[/B] +1 to saves per ally within 30'. If dead, roll a d20. On a 10+, someone else takes your mantle and your persona. You reappear 1d4 day later as if affected by a Reincarnate spell. [U][SIZE=5][B]Mantles[/B]:[/SIZE][/U] Mantle of Awe Mantle of Insight (refluff Aura sight) Mantle of Command Mantle of Courage Mantle of Fury Mantle of Fear Mantle of Vigor (refluff mantle of joy + Restore Vigor from Psionic Restoration) Mantle of Rage Mantle of Archery (refluff nomadic arrow) Mantle of Warsmith (refluff psi weapon) [U][SIZE=5][B]Archetypes[/B][/SIZE][/U] [B]Strategist Presence[/B] 2 Passage of Blades: Allies within 60 have advantage on OoA 2 Focused Tactics: When using discipline that grants an attack, the attack deals + Int mod damage. 6 Stall Tactic: Enemies have disadvantage on initiative check. 14 Unshakable Mind: Advantage on Wis, Int, Cha saves. Mind cannot be read. [B]Vanguard Presence[/B] 2 Bonus Proficiency: Heavy Armor, Martial Weapons 2 Battlefront shift: When rolling initiative, all allies can move 5x Cha mod feet without provoking OoA 6 Shatter Formation: Advantage on attack roll on first round of battle, attack pushes creatures 10 feet. 14 Majestic Presence: For 1 minute, for the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your tactic save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it grant advantage on all attacks until the end of your next turn.Once you assume this majestic presence, you can't do so again until you finish a short or long rest. [B]Skirmisher Presence[/B] 2 Extra proficiency: Martial weapons, 2 skill in: Survival, Perception, Stealth 2 Ambush Party: Grant 1 ally advantage on stealth check for 1-hour. If you or an hidden ally miss with an attack, it can stay hidden. 6 Superior Mobility: When a command allows an ally to make an attack, the ally can also disengage or dash as a bonus action on their turn. When a command allow an ally to move, it can hide as a reaction after the move. 14 Deadly Ambusher: Enemies surprised are vulnerable to your and your allies attacks. Voilà [/QUOTE]
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