Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Warlord Variant Class Draft
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GreenTengu" data-source="post: 6334775" data-attributes="member: 6777454"><p>Okay, hmmm... in some ways much better than your last version. Still a bit too swinging, still using the Intimidation skill where it'd be best not to use it (Half-Orcs and my version of one kind of Hobgoblin have advantage on Intimidate, you don't want them to have advantage on the class's primary features).</p><p></p><p>Remember, the whole purpose of the Warlord is to be an alternative to the Cleric without the really overt magical stuff, probably without the flexibility and diversity of abilities, but with a bit more fighting power. Similar to the Paladin, but more external than internal.</p><p></p><p>This isn't going to be laid out as nicely as it could be, but... here it goes...</p><p></p><p><strong>Hit Dice:</strong> 1d8</p><p><strong>Hit Points at 1st Level:</strong> 8 + your Constitution modifier</p><p><strong>Hit Points at Higher Levels:</strong> 1d8 (or 5) + your Constitution modifier per warlord level after first.</p><p></p><p><u><strong>Proficiencies</strong></u></p><p><strong>Armor:</strong> Light armor, medium armor, heavy armor, shields</p><p><strong>Weapons:</strong> All simple weapons and martial weapons</p><p><strong>Tools:</strong> None</p><p></p><p><strong>Saving Throws:</strong> Constitution, Charisma</p><p><strong>Skills:</strong> Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Perception and Persuasion.</p><p></p><p><u><strong>Equipment</strong></u></p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><p>* (a) chain mail or (b) leather, longbow, and 20 arrows.</p><p>* a martial weapon and shield</p><p>* (a) a light crossbow and 20 bolts or (b) any simple weapon</p><p>* an explorer's pack</p><p></p><p><strong>Proficiency Bonus:</strong></p><p>Level 1 - 2</p><p>Level 5 - 3</p><p>Level 9 - 4</p><p>Level 13 - 5</p><p></p><p><strong>Ability Score Increases</strong></p><p>Level 4, Level 8, Level 12, Level 16, Level 19</p><p></p><p><u><strong>Abilities</strong></u></p><p><strong>Level 1</strong></p><p><strong>Inspire the Dying</strong> - You may spend an action to touch a humanoid creature who has been reduced to 0 hit points and speak some encouraging words. Even if they don't know they heard your voice, even if they can't understand you, the gesture is enough. The creature has advantage on death saving throws until they stabilize. At level 6, you immediately restore consciousness to the creature and grant them 1 hit point.</p><p></p><p><strong>Words of Advice</strong> - When in battle, you may spend an action to give some advice to or cheer on an allied humanoid creature. Until the end of the battle, when the creature may once add your proficiency bonus to any attribute check or saving throw.</p><p></p><p><strong>Level 2</strong></p><p><strong>Inspiring Actions</strong> - Each round you reduce an enemy creature to 0 hit points, an allied humanoid creature that bears witness to your prowess regains a number of hit points equal to 1d4 + your charisma modifier + your proficiency. At level 6, all allied humanoid creatures within 60' receive the bonus rather than one.</p><p></p><p><strong>Protect the Flank</strong> - You may use your shield to protect a creature within 10' of you, granting your shield's AC bonus to them as well as yourself.</p><p></p><p><strong>Level 3</strong></p><p><strong>Battle Plan</strong> - On the first round of the battle, you may lay out a battle plan as a free action. Until the end of the battle, all allied creatures who heard you may once add your proficiency bonus to any attack roll or saving throw.</p><p></p><p><strong>Level 4</strong></p><p><strong>Check Equipment</strong> - During each short rest, you may spend time inspecting and adjusting the equipment of your allies. All who allow you to give them a proper inspection go into battle feeling more alert and prepared. The first successful attack roll against each allied creature must be rerolled.</p><p></p><p><strong>Show No Mercy</strong> - You may spend an action to spend chilling threats to enemies within 30 feet of you. Until the end of the battle, your melee strikes deal additional damage equal to your charisma modifier plus your proficiency bonus.</p><p></p><p><strong>Level 5</strong></p><p><strong>Make an Example</strong> - Once per a battle, the first time you deal damage that brings an enemy down to 0 hit points, you may let out a cry of victory that shakes the enemies to their core. All enemies with equal or lower CR to the enemy that was slain must make a Wisdom saving throw equal to your charisma modifier plus your proficiency bonus or become frightened of you and allied creatures until the end of the battle.</p><p></p><p><strong>Parlay</strong> - Through sheer determination and will you can get a creature to stop and listen. You may target one creature who must make a Wisdom saving throw equal to 10 + your charisma modifier + your proficiency modifier or find themselves willing to hear you out even in the middle of pitched battle until they are either attacked or one minute has passed, at which time they may resume their assault.</p><p></p><p><strong>Level 6</strong></p><p><strong></strong><strong>Turn the Tide</strong> - Once per a battle when your hit points have been reduced to half or less, you may spend an action to let out a rallying cry that causes all who hear it to regain their composure. You and any friendly humanoid creatures within 30 feet regain a number of hit points equal to 2d8 + your charisma modifier + your proficiency bonus.</p><p></p><p><strong>Level 7</strong></p><p><strong>Advise Caution</strong></p><p>You may spend an action during battle to lay out a new battle plan to keep everyone safe. Your allies have advantage on saving throws and ability checks until the end of the battle as long as you remain conscious.</p><p></p><p><strong>Level 8</strong></p><p><strong></strong><strong>Extra Attack</strong></p><p>You are able to make two weapon attacks with a single action. At level 14, you may make a third weapon attack with the single action.</p><p></p><p><strong>Level 9</strong></p><p><strong></strong><strong>Never Surrender</strong></p><p>During a short rest, you may take aside an allied humanoid creature you are particularly worried about. After hearing them out and giving them advice, you can inspire them to push themselves beyond what they ever imagined possible. The first time this creature drops to 0 hit points, it is reduced to 1 hit point instead.</p><p>If the humanoid creature is targeted by a spell that would cause death without inflicting damage, the allied creature instead has advantage on the saving throw instead and the effects of your inspiration end.</p><p></p><p><strong>Level 10</strong></p><p><strong>Loose Formation</strong></p><p>During a short rest, you may go over some strategies to increase your group's mobility in battle. During the next battle, all allied creatures who listened to your briefing have their movement speed increased by 10. In addition, they have advantage on all saving throws or ability checks to avoid or escape being paralyzed, restrained or grappled.</p><p></p><p><strong>Level 11</strong></p><p><strong>Victory Cry</strong></p><p>After the last enemy has fallen or been routed in a battle, you may let out a shout of victory inspiring, soothing and restoring the will and stamina of all those around you. All allied creatures within 30 feet of you are healed 3d8 + your charisma bonus + your proficiency in hit points.</p><p></p><p><strong>Level 13</strong></p><p><strong>Flash of Brilliance</strong></p><p>When you score a critical hit against an enemy, you may either deal an additional 30 damage above and beyond your usual critical damage or restore 60 hit points to an allied creature within 60 feet.</p><p></p><p><strong>Level 15</strong></p><p><strong>Spring the Trap!</strong></p><p>Once per a day you may inspire a legendary assault upon your enemy. During the next turn, every allied creature may take an attack action against a number of enemy creatures equal to your charisma + your proficiency bonus within range of its melee or ranged weapons.</p><p></p><p><strong>Level 17</strong></p><p><strong>Hail the Heroes!</strong></p><p>During a battle you may spend an action give a quick rousing speech that drives those around you to become true legends. Until the end of the battle, you and every allied creature within 30 feet of you when you gave the rousing speech have advantage on all saving throws and enemies have disadvantage on attack rolls against them.</p><p></p><p><strong>Level 20</strong></p><p><strong>Know and Fear Our Names</strong></p><p>Once per a day you may spend an action to recount the victories and exploits of yourself and your companions. Reminding your companions of all you have overcome and all you have done and sacrificed to get to this moment, that far too much has happened to give up here and now. All allied creatures within 60 feet are restored to full hit points, any effects blinding, charming, deafening, frightening, paralyzing or restraining them are instantly ended. Effects of poisons and diseases are temporarily overcome until the end of this battle.</p><p>You and your companions fight full force with no regrets. After the last of the enemies has fallen, all allies affected by this ability collapse from exhaustion and are reduced to 5 hit points, desperately in need of serious rest.</p><p></p><p></p><p>-----------------------------</p><p></p><p>And... that's it. You'll notice that a lot of this stuff mimics Cleric spells almost exactly or with slightly reduced effect (there might be a few that are technically better, but only if they are more difficult to use). They might be able to use some of these abilities more often, but often with an opportunity cost, while other abilities require circumstances to arise that are beyond the player's control while a Cleric can cast the spell at the ideal moment.</p><p>Now, the main trade-off here is that the Cleric has a whole host of spells they can cast while these abilities are pretty much set. The class doesn't have a lot of the more fantastical Cleric spells and though it may be able to restore hit points just as well, it cannot bring people back from the dead which one could argue alone makes them a poor replacement for the Cleric.</p></blockquote><p></p>
[QUOTE="GreenTengu, post: 6334775, member: 6777454"] Okay, hmmm... in some ways much better than your last version. Still a bit too swinging, still using the Intimidation skill where it'd be best not to use it (Half-Orcs and my version of one kind of Hobgoblin have advantage on Intimidate, you don't want them to have advantage on the class's primary features). Remember, the whole purpose of the Warlord is to be an alternative to the Cleric without the really overt magical stuff, probably without the flexibility and diversity of abilities, but with a bit more fighting power. Similar to the Paladin, but more external than internal. This isn't going to be laid out as nicely as it could be, but... here it goes... [B]Hit Dice:[/B] 1d8 [B]Hit Points at 1st Level:[/B] 8 + your Constitution modifier [B]Hit Points at Higher Levels:[/B] 1d8 (or 5) + your Constitution modifier per warlord level after first. [U][B]Proficiencies[/B][/U] [B]Armor:[/B] Light armor, medium armor, heavy armor, shields [B]Weapons:[/B] All simple weapons and martial weapons [B]Tools:[/B] None [B]Saving Throws:[/B] Constitution, Charisma [B]Skills:[/B] Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Perception and Persuasion. [U][B]Equipment[/B][/U] You start with the following equipment, in addition to the equipment granted by your background: * (a) chain mail or (b) leather, longbow, and 20 arrows. * a martial weapon and shield * (a) a light crossbow and 20 bolts or (b) any simple weapon * an explorer's pack [B]Proficiency Bonus:[/B] Level 1 - 2 Level 5 - 3 Level 9 - 4 Level 13 - 5 [B]Ability Score Increases[/B] Level 4, Level 8, Level 12, Level 16, Level 19 [U][B]Abilities[/B][/U] [B]Level 1[/B] [B]Inspire the Dying[/B] - You may spend an action to touch a humanoid creature who has been reduced to 0 hit points and speak some encouraging words. Even if they don't know they heard your voice, even if they can't understand you, the gesture is enough. The creature has advantage on death saving throws until they stabilize. At level 6, you immediately restore consciousness to the creature and grant them 1 hit point. [B]Words of Advice[/B] - When in battle, you may spend an action to give some advice to or cheer on an allied humanoid creature. Until the end of the battle, when the creature may once add your proficiency bonus to any attribute check or saving throw. [B]Level 2[/B] [B]Inspiring Actions[/B] - Each round you reduce an enemy creature to 0 hit points, an allied humanoid creature that bears witness to your prowess regains a number of hit points equal to 1d4 + your charisma modifier + your proficiency. At level 6, all allied humanoid creatures within 60' receive the bonus rather than one. [B]Protect the Flank[/B] - You may use your shield to protect a creature within 10' of you, granting your shield's AC bonus to them as well as yourself. [B]Level 3[/B] [B]Battle Plan[/B] - On the first round of the battle, you may lay out a battle plan as a free action. Until the end of the battle, all allied creatures who heard you may once add your proficiency bonus to any attack roll or saving throw. [B]Level 4[/B] [B]Check Equipment[/B] - During each short rest, you may spend time inspecting and adjusting the equipment of your allies. All who allow you to give them a proper inspection go into battle feeling more alert and prepared. The first successful attack roll against each allied creature must be rerolled. [B]Show No Mercy[/B] - You may spend an action to spend chilling threats to enemies within 30 feet of you. Until the end of the battle, your melee strikes deal additional damage equal to your charisma modifier plus your proficiency bonus. [B]Level 5[/B] [B]Make an Example[/B] - Once per a battle, the first time you deal damage that brings an enemy down to 0 hit points, you may let out a cry of victory that shakes the enemies to their core. All enemies with equal or lower CR to the enemy that was slain must make a Wisdom saving throw equal to your charisma modifier plus your proficiency bonus or become frightened of you and allied creatures until the end of the battle. [B]Parlay[/B] - Through sheer determination and will you can get a creature to stop and listen. You may target one creature who must make a Wisdom saving throw equal to 10 + your charisma modifier + your proficiency modifier or find themselves willing to hear you out even in the middle of pitched battle until they are either attacked or one minute has passed, at which time they may resume their assault. [B]Level 6 [/B][B]Turn the Tide[/B] - Once per a battle when your hit points have been reduced to half or less, you may spend an action to let out a rallying cry that causes all who hear it to regain their composure. You and any friendly humanoid creatures within 30 feet regain a number of hit points equal to 2d8 + your charisma modifier + your proficiency bonus. [B]Level 7[/B] [B]Advise Caution[/B] You may spend an action during battle to lay out a new battle plan to keep everyone safe. Your allies have advantage on saving throws and ability checks until the end of the battle as long as you remain conscious. [B]Level 8 [/B][B]Extra Attack[/B] You are able to make two weapon attacks with a single action. At level 14, you may make a third weapon attack with the single action. [B]Level 9 [/B][B]Never Surrender[/B] During a short rest, you may take aside an allied humanoid creature you are particularly worried about. After hearing them out and giving them advice, you can inspire them to push themselves beyond what they ever imagined possible. The first time this creature drops to 0 hit points, it is reduced to 1 hit point instead. If the humanoid creature is targeted by a spell that would cause death without inflicting damage, the allied creature instead has advantage on the saving throw instead and the effects of your inspiration end. [B]Level 10[/B] [B]Loose Formation[/B] During a short rest, you may go over some strategies to increase your group's mobility in battle. During the next battle, all allied creatures who listened to your briefing have their movement speed increased by 10. In addition, they have advantage on all saving throws or ability checks to avoid or escape being paralyzed, restrained or grappled. [B]Level 11[/B] [B]Victory Cry[/B] After the last enemy has fallen or been routed in a battle, you may let out a shout of victory inspiring, soothing and restoring the will and stamina of all those around you. All allied creatures within 30 feet of you are healed 3d8 + your charisma bonus + your proficiency in hit points. [B]Level 13[/B] [B]Flash of Brilliance[/B] When you score a critical hit against an enemy, you may either deal an additional 30 damage above and beyond your usual critical damage or restore 60 hit points to an allied creature within 60 feet. [B]Level 15[/B] [B]Spring the Trap![/B] Once per a day you may inspire a legendary assault upon your enemy. During the next turn, every allied creature may take an attack action against a number of enemy creatures equal to your charisma + your proficiency bonus within range of its melee or ranged weapons. [B]Level 17[/B] [B]Hail the Heroes![/B] During a battle you may spend an action give a quick rousing speech that drives those around you to become true legends. Until the end of the battle, you and every allied creature within 30 feet of you when you gave the rousing speech have advantage on all saving throws and enemies have disadvantage on attack rolls against them. [B]Level 20[/B] [B]Know and Fear Our Names[/B] Once per a day you may spend an action to recount the victories and exploits of yourself and your companions. Reminding your companions of all you have overcome and all you have done and sacrificed to get to this moment, that far too much has happened to give up here and now. All allied creatures within 60 feet are restored to full hit points, any effects blinding, charming, deafening, frightening, paralyzing or restraining them are instantly ended. Effects of poisons and diseases are temporarily overcome until the end of this battle. You and your companions fight full force with no regrets. After the last of the enemies has fallen, all allies affected by this ability collapse from exhaustion and are reduced to 5 hit points, desperately in need of serious rest. ----------------------------- And... that's it. You'll notice that a lot of this stuff mimics Cleric spells almost exactly or with slightly reduced effect (there might be a few that are technically better, but only if they are more difficult to use). They might be able to use some of these abilities more often, but often with an opportunity cost, while other abilities require circumstances to arise that are beyond the player's control while a Cleric can cast the spell at the ideal moment. Now, the main trade-off here is that the Cleric has a whole host of spells they can cast while these abilities are pretty much set. The class doesn't have a lot of the more fantastical Cleric spells and though it may be able to restore hit points just as well, it cannot bring people back from the dead which one could argue alone makes them a poor replacement for the Cleric. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Warlord Variant Class Draft
Top