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

  • Thread starter Thread starter lowkey13
  • Start date Start date
(can you use a reaction when rolling initiative?)

One if the Marshal's Minor Auras added his CHAmod to allies' DEX checks, including Initiative. So that certainly sounds reasonable.
Of course, all the Marshal's Auras gave bonuses, so we might need to be careful about BA.
The Guidance/Bless +d4 might be one way to go.
An ability that gives initiative bonus always on, is less fiddly and if 5e is shooting for that it might be better and duplicates 4e and it sounds like 3e.

But I do like the swap initiative idea for its tactical element.
 

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A skirmishing Warlord ought to be able to do big boosts towards abilities which allow the party to escape combat and benefits which are boosts at the start of a combat ie you hit and run hit and run as a team. You all get bonuses in round one of the fight. On the initial attacks and such. 4e skirmishing warlord did not really capture it I think and if one wants better lets ask for better from ourselves too.
 



You're supposed to list changes and "at" me. :)

Here's the edits that I put as final:

Hit Points
Hit Dice:
1d8 per marshal 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 armor, medium armor. shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose three from Athletics, History, Insight, Animal Handling, Medicine, Perception, Deception, Persuasion, and Intimidation.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a spear or (b) a longsword (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a diplomat's pack or (b) an explorer's pack
  • a shield
Right! Sorry.
Looks good!
 

The idea of sparking is you rouse everyone and it might make sense to be only if your initiative was higher but I think affecting the whole team when possible might be important as this is THE team player what they notice is the big picture that helps all.

that’s fair. +Int to initiative to the whole team is pretty hefty, so maybe that is a higher level upgrade?
 


Why lose the Marshal's heavy armor proficiency?

In 5e, as in 3e, what armor is optimal is determined by your DEXmod, but in 5e, the choice of a weapon-using character to use DEX or STR is otherwise pretty seamless.
So loss of heavy armor just encourages Marshals to go DEX over STR.
Which is not necessarily thematic but it happened in 4e too... sigh.
 


Why lose the Marshal's heavy armor proficiency?

In 5e, as in 3e, what armor is optimal is determined by your DEXmod, but in 5e, the choice of a weapon-using character to use DEX or STR is otherwise pretty seamless.
So loss of heavy armor just encourages Marshals to go DEX over STR.
The intent, at least my intent when I made that post, was to have heavy armor proficiency as a level 1 subclass feature for subclasses that would lean towards Strength, like the hypothetical vanguard.

Cleric (with their armor and weapon proficiencies varying by domain) seemed the most obvious corollary to the warlord, and most other warlord attempts I’ve seen have followed a similar model, so it seems like the best compromise idea. Admittedly, all heavy armor proficiency does is allow one to boost Str instead of Dex, which isn’t much of a power bump, so heavy armor proficiency wouldn’t be much of a power grant.
 

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