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Warlord Healing
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<blockquote data-quote="Jester David" data-source="post: 6695253" data-attributes="member: 37579"><p>Except the healer's kit doesn't say anything about any of those uses. Antitoxin is used for poison and there's no equivalent for disease or other non-magical conditions. </p><p></p><p></p><p>A warlord should be able to make a blinded character see again? They should be able to make someone non-drugged. Talk someone into being sober. Heal ability damage? Remove parasites? Remove curses? Negate effects reducing maximum hit points (like energy drain)? Resurrect the dead?</p><p></p><p></p><p>Which is the catch. If you have the warlord as the "leader" you might not have other spellcasting. They have to fill that role. This worked in 4e because there was only hp damage and far fewer long term effects and conditions to manage or deal with. And a single feat (Ritual Caster) could work around the one or two exceptions. </p><p>It doesn't work as well in 5e because the warlord can only (theoretically) heal. But so can a good night's rest or a potion. It's everything else that you need a cleric/druid/bard for. So the warlord fails at its basic design goal: make it so a cleric is not needed. </p><p></p><p></p><p>This is because everything was lumped under <em>greater restoration</em> so you didn't need to memorize five or six different spells for the various negative effects, and could just prepare than one and be ready for everything. <em>Stone to flesh</em> was kinda neat, but mostly for it's kinda icky utility uses (turning stone that wasn't from petrified creatures to flesh).</p><p><em>Stone to flesh</em> basically let you maybe negate the condition the following day. But, unless you knew for a fact you were facing a medusa, you were unlikely to have it memorized. So it forced people to rest so they could swap spells, or had someone taken out of the game for a period. </p><p></p><p></p><p>Rerolling a save can happen and help. But there are still going to be times when you fail. And the warlord can't do anything after that. Time for a new character. Which is the catch.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6695253, member: 37579"] Except the healer's kit doesn't say anything about any of those uses. Antitoxin is used for poison and there's no equivalent for disease or other non-magical conditions. A warlord should be able to make a blinded character see again? They should be able to make someone non-drugged. Talk someone into being sober. Heal ability damage? Remove parasites? Remove curses? Negate effects reducing maximum hit points (like energy drain)? Resurrect the dead? Which is the catch. If you have the warlord as the "leader" you might not have other spellcasting. They have to fill that role. This worked in 4e because there was only hp damage and far fewer long term effects and conditions to manage or deal with. And a single feat (Ritual Caster) could work around the one or two exceptions. It doesn't work as well in 5e because the warlord can only (theoretically) heal. But so can a good night's rest or a potion. It's everything else that you need a cleric/druid/bard for. So the warlord fails at its basic design goal: make it so a cleric is not needed. This is because everything was lumped under [I]greater restoration[/I] so you didn't need to memorize five or six different spells for the various negative effects, and could just prepare than one and be ready for everything. [I]Stone to flesh[/I] was kinda neat, but mostly for it's kinda icky utility uses (turning stone that wasn't from petrified creatures to flesh). [I]Stone to flesh[/I] basically let you maybe negate the condition the following day. But, unless you knew for a fact you were facing a medusa, you were unlikely to have it memorized. So it forced people to rest so they could swap spells, or had someone taken out of the game for a period. Rerolling a save can happen and help. But there are still going to be times when you fail. And the warlord can't do anything after that. Time for a new character. Which is the catch. [/QUOTE]
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