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Warlord Homebrew Collaboration (+) (Create a 5e Warlord)
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<blockquote data-quote="TwoSix" data-source="post: 7889623" data-attributes="member: 205"><p>Observation: The monk chassis suggests the class should be able to do 13 damage a round (times hit rate), with a ki point adding 5.5 points of damage without an additional action expenditure in Tier 1. Using the same resource schedule suggests the warlord should be able to put out similar damage numbers. The monk's superior mobility and defensive options should probably be transformed into the ability to grant similar defensive advantages to allies, to maintain a rough balance between offense and defense/utility between the classes.</p><p></p><p>Core questions:</p><p>1) What amount of attack granting should the class have? Should it be at the class or subclass level? (I personally favor the "Take the attack action, sacrifice an attack to give an ally an extra attack on their turn" rule, but that's obviously an issue that needs to be answered first and foremost.)</p><p></p><p>2) What should the core action cycle look like? I'd lean towards Attack as an action, a utility bonus action (possibly linked to or upgraded by subclass), and then a tactic point expenditure to provide additional power or options to the bonus action. This is the closest analogue to the monk cycle, and still feels sufficiently "warlord-y".</p><p></p><p>3) What are the main stats for the class? Seems like it should be Str/Dex flexible, like most martials, and then maybe a secondary mental stat based on subclass? (Much like the rogue model.)</p><p></p><p>4) Are warlords proficient in katanas? (Trick question. Katanas are proficient with warlords.)</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7889623, member: 205"] Observation: The monk chassis suggests the class should be able to do 13 damage a round (times hit rate), with a ki point adding 5.5 points of damage without an additional action expenditure in Tier 1. Using the same resource schedule suggests the warlord should be able to put out similar damage numbers. The monk's superior mobility and defensive options should probably be transformed into the ability to grant similar defensive advantages to allies, to maintain a rough balance between offense and defense/utility between the classes. Core questions: 1) What amount of attack granting should the class have? Should it be at the class or subclass level? (I personally favor the "Take the attack action, sacrifice an attack to give an ally an extra attack on their turn" rule, but that's obviously an issue that needs to be answered first and foremost.) 2) What should the core action cycle look like? I'd lean towards Attack as an action, a utility bonus action (possibly linked to or upgraded by subclass), and then a tactic point expenditure to provide additional power or options to the bonus action. This is the closest analogue to the monk cycle, and still feels sufficiently "warlord-y". 3) What are the main stats for the class? Seems like it should be Str/Dex flexible, like most martials, and then maybe a secondary mental stat based on subclass? (Much like the rogue model.) 4) Are warlords proficient in katanas? (Trick question. Katanas are proficient with warlords.) [/QUOTE]
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