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Version 6 of my Homebrewed Warlord class!
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<blockquote data-quote="Undrave" data-source="post: 8312439" data-attributes="member: 7015698"><p>It's once per a creature's turn, but any number of times <em>per round</em>.</p><p></p><p>Yeah a lot of the excess wordyness is annoying me too. It's mostly because of the Homebrewery not having a 'stay with next' function that I can find. I keep having lone headers (sometimes without the 'Xth level Warlord Feature' bit) just floating at the end of a column and I'm trying to control my text better. Ideally I'd go and write it down in Word instead, so I have better control of the text flow. I'll work on it, don't worry.</p><p></p><p>Hm... I could make them dissapear on a short rest? Would that help? I want to balance the scaling so the temp HP don't feel too forgetable as you grow in level.</p><p></p><p>The Shepherd Druid's Bear Totem grants 5+Druid Level temp HP, but it's once per short rest (but those temp HP stay until a long rest like normal temp HP). At level 2, the Druid grants 7 temp HP, and an Inspiring Warlord with +2 CHA only grants 4 temp HP, but if they have a second fight before a short rest it goes up to 8 temp HP. Maybe 10 if they invested enough to have +3 in CHA (probably a the cost of a lower attacking stat). I should probably, at least, specify 'Warlord Level' and not character level.</p><p></p><p>Well, the weakness thing still keeps the Advantage granted by the Help action, so I felt like it was sort of a trade off thing? you either expose a weakness or help at a greater range. I originally had the Expose Weakness bit only being 5 feet away and threw in the 1 at the last second.</p><p></p><p>I could make it a bonus action?</p><p></p><p>Nah, because you can still use your normal reaction to use Battlefield Insight. It's so you can use it twice per round if you want (or once and an OA).</p><p></p><p>Do I keep the bit about being heard over loud situations? I'll cut the bonus to sway crowds, it does feel a bit extraneous.</p><p></p><p>It takes a Reaction to grant the damage bonus or the Advantage. It goes up when you take the Attack Action, not per attacks. It does not so much 'recharges' so muchas it 'resets' when you roll for initiative. Doesn't care how much you had in the previous fight.</p><p></p><p>On the one hand I can see why cutting the damage would be a good idea, on the other hand it would mean that Strike! doesn't interact with casters at all... I could make it so they can choose which bonus to apply? The weapon users would get an extra attack and Casters would add to their damage roll?</p><p></p><p>Keep in mind it is still the Help Action, so you also grant advantage. I feel like the ability to prevent an enemy from disengaging could be useful if you're trying to keep one of those slippery tiny type (like a kobold or a goblin) from fleeing you and knocking someone prone can be useful... They just feel like fun bonuses to have in your back pocket you know? They're not meant to be used all the time. But I won't lie and say I'm not considering cutting them out completely. Could make for a fun Half-Feat maybe?</p><p></p><p>I had some TERRIBLE luck with initiative rolls in the past (I had a Whip of Alert that granted Advantage on it and I kept rolling below 7!!!) so maybe that's why I don't mind the +INT boost? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> At level 2 it's probably +1 or +2 so it's not terribly broken, I feel. Espcially if you got heavy armor types with a -1 in DEX in the party! They don't use action 'cause they're like an aura, but it only triggers when people roll for initiative.</p></blockquote><p></p>
[QUOTE="Undrave, post: 8312439, member: 7015698"] It's once per a creature's turn, but any number of times [I]per round[/I]. Yeah a lot of the excess wordyness is annoying me too. It's mostly because of the Homebrewery not having a 'stay with next' function that I can find. I keep having lone headers (sometimes without the 'Xth level Warlord Feature' bit) just floating at the end of a column and I'm trying to control my text better. Ideally I'd go and write it down in Word instead, so I have better control of the text flow. I'll work on it, don't worry. Hm... I could make them dissapear on a short rest? Would that help? I want to balance the scaling so the temp HP don't feel too forgetable as you grow in level. The Shepherd Druid's Bear Totem grants 5+Druid Level temp HP, but it's once per short rest (but those temp HP stay until a long rest like normal temp HP). At level 2, the Druid grants 7 temp HP, and an Inspiring Warlord with +2 CHA only grants 4 temp HP, but if they have a second fight before a short rest it goes up to 8 temp HP. Maybe 10 if they invested enough to have +3 in CHA (probably a the cost of a lower attacking stat). I should probably, at least, specify 'Warlord Level' and not character level. Well, the weakness thing still keeps the Advantage granted by the Help action, so I felt like it was sort of a trade off thing? you either expose a weakness or help at a greater range. I originally had the Expose Weakness bit only being 5 feet away and threw in the 1 at the last second. I could make it a bonus action? Nah, because you can still use your normal reaction to use Battlefield Insight. It's so you can use it twice per round if you want (or once and an OA). Do I keep the bit about being heard over loud situations? I'll cut the bonus to sway crowds, it does feel a bit extraneous. It takes a Reaction to grant the damage bonus or the Advantage. It goes up when you take the Attack Action, not per attacks. It does not so much 'recharges' so muchas it 'resets' when you roll for initiative. Doesn't care how much you had in the previous fight. On the one hand I can see why cutting the damage would be a good idea, on the other hand it would mean that Strike! doesn't interact with casters at all... I could make it so they can choose which bonus to apply? The weapon users would get an extra attack and Casters would add to their damage roll? Keep in mind it is still the Help Action, so you also grant advantage. I feel like the ability to prevent an enemy from disengaging could be useful if you're trying to keep one of those slippery tiny type (like a kobold or a goblin) from fleeing you and knocking someone prone can be useful... They just feel like fun bonuses to have in your back pocket you know? They're not meant to be used all the time. But I won't lie and say I'm not considering cutting them out completely. Could make for a fun Half-Feat maybe? I had some TERRIBLE luck with initiative rolls in the past (I had a Whip of Alert that granted Advantage on it and I kept rolling below 7!!!) so maybe that's why I don't mind the +INT boost? :p At level 2 it's probably +1 or +2 so it's not terribly broken, I feel. Espcially if you got heavy armor types with a -1 in DEX in the party! They don't use action 'cause they're like an aura, but it only triggers when people roll for initiative. [/QUOTE]
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