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

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That's a fine point too, we should also be considering out of combat utility in general for the class. We really should look at having one of two things written up that aren't combat specific somehow. I'm not sure how far we want to go in that direction, but even the martial classes have a ribbon or two for non-combat stuff.
 

That's a fine point too, we should also be considering out of combat utility in general for the class. We really should look at having one of two things written up that aren't combat specific somehow. I'm not sure how far we want to go in that direction, but even the martial classes have a ribbon or two for non-combat stuff.
Definitely. I think being able to provide a bonus when you Help would be a good place to start.
 

Does the benefit from help really need to be higher than advantage already gets it? Unless that's chewing resources I think it might make the skill part of the game trivially easy really quickly.

Maybe, good planner that he is, the Marshal might be able to help more than one person for a single action, at the cost of one Ki per extra person. It sounds niche, and it might be, but what that amounts too is a great skill for emergency situations that isn't going to tilt the game every session. I can think of a bunch of situations off the top of my head where that would be really useful.
 

I have a hard time following this thread even though I'm interested in it: too fast for my translation speed :P
Anyway, since we are on the subject of help, I think that the Expert sidekick as a feature that could be interesting to add to your Marshal.

Helpful
At 2nd level, the sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.

Inspiring Help (1d6)
Starting at 9th level, the sidekick's assistance becomes especially inspiring. When the sidekick uses its Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.

At 18th level, the bonus increases to 2d6.

Anyway, keep on the good work.
 

Does the benefit from help really need to be higher than advantage already gets it? Unless that's chewing resources I think it might make the skill part of the game trivially easy really quickly.

Maybe, good planner that he is, the Marshal might be able to help more than one person for a single action, at the cost of one Ki per extra person. It sounds niche, and it might be, but what that amounts too is a great skill for emergency situations that isn't going to tilt the game every session. I can think of a bunch of situations off the top of my head where that would be really useful.
What if we leverage the aura? Spend 1 ki to give all creatures of your choice a bonus to checks with a single skill for X duration, within presence?
 

I have a hard time following this thread even though I'm interested in it: too fast for my translation speed :p
Anyway, since we are on the subject of help, I think that the Expert sidekick as a feature that could be interesting to add to your Marshal.

Helpful
At 2nd level, the sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.

Inspiring Help (1d6)
Starting at 9th level, the sidekick's assistance becomes especially inspiring. When the sidekick uses its Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.

At 18th level, the bonus increases to 2d6.

Anyway, keep on the good work.
I think that is a really good option for a subclass, actually. Maybe the Outlaw/whatever we name an outdoorsy Robin Hood type.
 

No, but I think we do want to provide the class with solid options for all three parts of the action economy. Thins brings up a good point, I think early in the process we should give the Marshal a bonus to initiative. Going early in the initiative cycle is going to be a huge thing because it allows for actual options for giving away actions and bonus actions to affect things later in the round. A lot of what we're talking about is going to suck if he's going last all the time and ends up limited to just the reaction options to help others.

Or we can word things to spread over rounds, but that has it's own set of attendant difficulties.
That’s why I like giving the marshal’s presence +gambit die to initiative as the base feature benefit, rather than making it subclass dependent.
 


Speaking of Out of Combat Warlord things - I have seen TPP 5e Warlords where they give them the analog of 4e speech without words (a martial practice which amounts to advanced sign language skills) to represent the signs they use to signal allies with but also useful outside of combat the signs also mean the can help at range in my adjustment so its a double function. A mute warlord would be entirely possible with that kind of thing LOL.
 

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