Warlord Homebrew Collaboration (+) (Create a 5e Warlord)

  • Thread starter Thread starter lowkey13
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It could be one of the buttons we add for the aura, sure. It still makes a dandy ribbon. I was putting in my two cents about where I'd slot healing on my list of priorities when it comes to sorting out the auras and abilities, which is to say closer to the bottom. That said, it could also be more of a focus for one of the subclasses, rather than the class more broadly, which makes a lot of sense from a build standpoint since not every Marshal concept is going to have a strong healing component.
 

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It could be one of the buttons we add for the aura, sure. It still makes a dandy ribbon. I was putting in my two cents about where I'd slot healing on my list of priorities when it comes to sorting out the auras and abilities, which is to say closer to the bottom. That said, it could also be more of a focus for one of the subclasses, rather than the class more broadly, which makes a lot of sense from a build standpoint since not every Marshal concept is going to have a strong healing component.
That’s very fair
 


Quote healing unquote?
The Marshall gets the Inspiring Leader feat as a class feature. Perhaps at the same level where a Bard gets Song of Rest. This hands out some THP to all your friends before a fight.
Agreed also if the class has an ability like powerful warning mentioned earlier which was able to avert potent attacks you know are going to hit it wouldn't be healing but what it could be was serious reduction of need for healing.

One difference between a specialist inspiring warlord and typical one i may have noticed in some of the fiction is how "natural' the inspiring comes off one is on the fly and seems to take little effort. The other uses those big speeches and plans them so there might be more than one route to this... one does faster on the fly rallying in the middle of the fight (which doesn't just have to be one guy) and the other uses the standard inspiring feat mechanic.
 
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I'd vote in favor of the at-will bonus action (the replacement for Monk Martials, basically), being a +1d6 damage to an allies next attack. Scaling could roughly follow the monk track.
Based on some of Mearles ideas his heal and harm effect were yin and yangs from the same resource pool AND since we are talking about healing, what if this could alternatively when you do the shouted warning as a reaction reduce the damage of an enemies attack even if it hits base on a similar number or the opposite as a reaction increase the allies attack damage. Not sure the reaction makes as much sense on the allies attack unless you are spending that reaction in advance sort of you are focusing on the allies situation to the exclusion of reacting so either you are offensiving or defensiving as a choice not sure I like that ... hmmmmmm. - train of thought.
 


So, I propose:

Level 1:Martial Aura: You project an aura of competent assurance and martial prowess, inspiring your allies and worrying your enemies. As a bonus action when you take the Attack Action, you can grant a damage bonus to the next successful attack against a creature within your aura.

Martial Initiative. You gain a bonus to initiative equal to your Initiative Die, as shown on the table. When you roll initiative, you can give the same bonus, or impose a penalty, to a number of creatures equal to your proficiency bonus.

boom. There’s level 1?
Okay, how about:

Battlefront: 15 ft, within which the warlord can grant a 1d4 bonus or penalty to up to proficiency bonus creatures that can see/hear on initiative.

Martial Prowess: Bonus Action when attack action give ally +d6 damage on next hit.

I don’t actually think the battlefront needs to require concentration, and in fact very much think it shouldn’t.
 

I think that's a great place to start those two abilities. Now it's all about the additional mechanics we want to layer on. Just a couple of small questions...

When you say 'grant' what is the actual mechanic you're thinking of? An always-on static mod for friendlies within 15' or something he actually needs to do (like spend a BA on for example)? I don't think it's offside to ask the Marshal to spend a BA to buff initiative but then it bumps into our other mechanics right away, which isn't. Or maybe a reaction? IDK. If it's static I like the d4. Does he get the same bonus or is this a buff for others?

Imma stop vomiting questions now... :p
 

I think that's a great place to start those two abilities. Now it's all about the additional mechanics we want to layer on. Just a couple of small questions...

When you say 'grant' what is the actual mechanic you're thinking of? An always-on static mod for friendlies within 15' or something he actually needs to do (like spend a BA on for example)? I don't think it's offside to ask the Marshal to spend a BA to buff initiative but then it bumps into our other mechanics right away, which isn't. Or maybe a reaction? IDK. If it's static I like the d4. Does he get the same bonus or is this a buff for others?

Imma stop vomiting questions now... :p
Well, initiative gets rolled 1 time per fight. When initiative is called for, the Marshall picks a number of creatures to apply a bonus or penalty to on that roll.
We could require a reaction if we want, but I don’t actually think it’s necessary.
 

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