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Warlord Healing
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<blockquote data-quote="Uchawi" data-source="post: 6698840" data-attributes="member: 6775000"><p>I would probably implement warlord healing as touch, versus shouting, and maybe even use concentration while attending to a fallen comrade. Shouting can then be used for inspiration based mechanics, or even granting advantage or another save. Then you would have to decide what warlord healing does. I get the temporary hit point argument (as adrenaline), so maybe the warlord specialization can bypass the temporary hit points can not raise a character above zero. But if the warlord falls, then you could implement all temporary hit points granted are lost. The other route is to allow warlord access to rituals, without needing to be a caster. Basically the warlord uses any tool at their disposal to win the day. In that sense, you could also limit how often a warlord can restore hit points (through rituals), so it is not as fast or efficient as a cleric. You could probably implement a similar mechanic for kits, where the warlord has martial practices or similar methods available to be a field medic. So that would extend some ability to recover from poisons, etc.</p></blockquote><p></p>
[QUOTE="Uchawi, post: 6698840, member: 6775000"] I would probably implement warlord healing as touch, versus shouting, and maybe even use concentration while attending to a fallen comrade. Shouting can then be used for inspiration based mechanics, or even granting advantage or another save. Then you would have to decide what warlord healing does. I get the temporary hit point argument (as adrenaline), so maybe the warlord specialization can bypass the temporary hit points can not raise a character above zero. But if the warlord falls, then you could implement all temporary hit points granted are lost. The other route is to allow warlord access to rituals, without needing to be a caster. Basically the warlord uses any tool at their disposal to win the day. In that sense, you could also limit how often a warlord can restore hit points (through rituals), so it is not as fast or efficient as a cleric. You could probably implement a similar mechanic for kits, where the warlord has martial practices or similar methods available to be a field medic. So that would extend some ability to recover from poisons, etc. [/QUOTE]
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