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

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INSTRUCTIONS- PLEASE READ.

This is a "+" thread. That means that this thread is only for positive contributions about the Warlord. The purpose of this thread is to crowdsource a Warlord. The OP is responsible for making edits on this page, but doctorbadwolf is going to be the moderator and "caller" of the thread; he will determine when a consensus is reached as to a class feature.

Please remember that this is supposed to be fun and collaborative, and do not participate unless you are intending to help create a homebrew Warlord for 5e. Thanks!


Anything in ORANGE remains open for editing and discussion. Anything in BLACK has been finalized.

Too fiddly to edit.

1) Using any name other than warlord is a bad idea. One edition's worth of history is better than none.

2) Copying and pasting all that obviously inappropriate monk stuff is a big waste of time. "Tactics Points equal to level" is the only thing it is bringing from monk.

Start with this:

Class Features

As a Warlord you gain the following class features.

Hit Points
Hit Dice:
1d8 per warlord level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per marshal level after 1st

Proficiencies
Armor:
Light and Medium armour, shields
Weapons: All Simple weapons and Martial Weapons
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: INT, WIS
Skills: Choose three from Athletics, History, Nature, Insight, Survival, Handle Animal, Persuasion, Deception, Intimidation, Performance, Perception and Stealth
 
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Having looked at how you've set up the template for your Marshal class using the Monk... it looks as though its perfectly set up to give two abilities that require no adjustments whatsoever. This help maintain class balance because if it works for the Monk, it should be fine for the Marshal. And that being Flurry of Blows (with the Martial Arts die) and the bonus movement.

Instead of these being added to the Monk's personal economy, the Marshal gives them to other characters.

They are both very simple changes-- on the Monk's turn he can use 'Flurry of Instructions' as part of a bonus action to give another character an attack that uses the 'Martial Combat' die for damage... and the Monk can use their reaction to move an ally a number of feet equal to the "Unarmored Movement" amount (whatever you want to rename it.)

Now yes, I'm sure there will be some complaints about possible synergy issues and how letting another PC move or attack (possibly with whatever extra bonuses they get from their class) is not truly "balanced" as when the Monk does it on their own. But I honestly do not think that potential "imbalance" is enough to scrap the entire Monk formatting and try and come up with something new. The Monk tells us that a "third" attack in a round is okay if that damage equals the Martial Arts die, and a character moving extra feet equal to "Unarmored Movement" is not a problem. So don't throw out the baby with the bathwater-- two of the biggest traditional Warlord abilities are granting others attacks and repositioning allies, so if you can get both of them with Monk abilities already established... you now have all the other Monk stuff to use for all the other Warlordy goodness you are looking for.
 

One thing I haven't really seen mentioned in any of these threads that if any class can do it, it should be the warlord, is to have a way to reduce exhaustion in an ally.
There was a fairly high level ritual in 4e that allowed one to enable a quick do on a rest cycle I converted this into a martial practice and that seems a natural option for a Warlord. Martial Practices == non-magical rituals.
 

They are both very simple changes-- on the Monk's turn he can use 'Flurry of Instructions' as part of a bonus action to give another character an attack that uses the 'Martial Combat' die for damage... and the Monk can use their reaction to move an ally a number of feet equal to the "Unarmored Movement" amount (whatever you want to rename it.)
Flurry of Instructions hoot hoot that is fun....
 


Nothing to add just yet, but I'll be following the thread with some interest.

Hmm, I lied, one thing. I like DEFCON 1's suggestion about how to use the martial arts die and extra movement. Personally, I would leave the attack mods just as if the Warlord himself was attacking and add in depth with how the attack can be used. It would be cool if (maybe gated by level or something) that included being able to grant reaction attacks (or actions as reactions general). I'm laways looking for more ways to use reactions.
 

Couple of basic questions:
How are you dealing with 'maneuvers'?
Are they set abilities? - Things that are spelled out in the class and subclass at specific levels?
Or are they picks from a list? Like 4-elements monk or BM fighter, but perhaps increasing power gated by level? - With perhaps some subclasses getting bonuses to specific maneuvers?

The 'magical' subclass - is this going to cast spells?
Or is this going to grant an ally the ability to cast a spell/give bonuses to allies' spells etc?

There seems to be a bit of reliance on having other martial characters in the party in a lot of the discussion that I've seen.
This is why I wanted the class to have Extra attack. It can attack on its own when needed.
also, any bonus to attack or attack damage would benefit casters who make spell attacks.

Having looked at how you've set up the template for your Marshal class using the Monk... it looks as though its perfectly set up to give two abilities that require no adjustments whatsoever. This help maintain class balance because if it works for the Monk, it should be fine for the Marshal. And that being Flurry of Blows (with the Martial Arts die) and the bonus movement.

Instead of these being added to the Monk's personal economy, the Marshal gives them to other characters.

They are both very simple changes-- on the Monk's turn he can use 'Flurry of Instructions' as part of a bonus action to give another character an attack that uses the 'Martial Combat' die for damage... and the Monk can use their reaction to move an ally a number of feet equal to the "Unarmored Movement" amount (whatever you want to rename it.)

Now yes, I'm sure there will be some complaints about possible synergy issues and how letting another PC move or attack (possibly with whatever extra bonuses they get from their class) is not truly "balanced" as when the Monk does it on their own. But I honestly do not think that potential "imbalance" is enough to scrap the entire Monk formatting and try and come up with something new. The Monk tells us that a "third" attack in a round is okay if that damage equals the Martial Arts die, and a character moving extra feet equal to "Unarmored Movement" is not a problem. So don't throw out the baby with the bathwater-- two of the biggest traditional Warlord abilities are granting others attacks and repositioning allies, so if you can get both of them with Monk abilities already established... you now have all the other Monk stuff to use for all the other Warlordy goodness you are looking for.
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There was a fairly high level ritual in 4e that allowed one to enable a quick do on a rest cycle I converted this into a martial practice and that seems a natural option for a Warlord. Martial Practices == non-magical rituals.

I think the ability toremove exhaustion as part of a short rest would fit the marshal.
 

This is why I wanted the class to have Extra attack. It can attack on its own when needed.
The option to induce friendly fire in your enemies attacks is the lazy lord analog to that though it can become implausible if it happens too often. One could also do things which impair an enemy... perhaps even massively.
(even inducing the enemy to hurt themself accidentally doe in the headlights last second dodge resulting in enemy straining and being unable to attack next round or inducing slowing so allies can escape or similar style of defense).
 
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The option to induce friendly fire in your enemies attacks is the lazy lord analog to that though it can become implausible if it happens too often. One could also do things which impair an enemy... perhaps even massively.
(even inducing the enemy to hurt themself accidentally doe in the headlights last second dodge resulting in enemy straining and being unable to attack next round or inducing slowing so allies can escape or similar style of defense).
So, something like Deflect Missiles, but flavored differently?
 

One idea for a Bravura one of the basic things most could do at-will was Lets call it risky or tempting maneuvering They grant an adjacent enemy an opportunity attack, if the enemy takes it they can grant an ally an ally an opportunity attack against the enemy

So, something like Deflect Missiles, but flavored differently?
Could be the foundation yes but not limited to missiles also works on melee if you are unfortunate enough to have two enemies adjacent.
 

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