jodyjohnson
Adventurer
Last night I was thinking about the Warlord by combining Valor Bard with Battle Master and then decided to drop the Bard (spells) because Superiority dice and Inspiration were so close anyway.
So working design is to use the Battle Master heavily as the core (I suspect as the design team expected).
And then use Healer, Inspiring Leader, and Cavalier (Mounted Combatant) as the sub-classes.
Cavalier occurred to me as the 3rd option because after looking at Commander's Strike, Maneuvering Attack, and Rally it became apparent that these would work well for a mount (let mount attack, combat mobility, and healing).
Basically we start with the Battle Master chassis instead of the Fighter and then make sure it has enough superiority dice to fill more of a buffing role.
Class Features:
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 warlod level after 1st.
Proficiencies: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Healing kit
Saving Throws: Strength, Wisdom
Skills: Choose three skills from Animal Handling, Athletics, Deception, History, Insight, Medicine, Perception, Persuasion, and Survival.
Equipment: see Fighter
The Warlord
Level Prof. Features
1st +2 Inspire Vitality
2nd +2 Fighting Style, Combat Superiority
3rd +2 Warlord Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack, Additional Maneuver
6th +3 Rejuvenation
7th +3 Warlord Archetype feature, Additional Superiority Die
8th +3 Ability Score Improvement
9th +4 “Just Mostly Dead”
10th +4 Warlord Archetype feature, Additional Maneuver
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Improved Combat Superiority, Additional Maneuver
14th +5 Ability Score Improvement
15th +5 Warlord Archetype feature, Additional Superiority Die
16th +5 Ability Score Improvement
17th +6 Improved Combat Superiority (d12)
18th +6 Warlord Archetype feature
19th +6 Ability Score Improvement
20th +6 Additional Fighting Style
Inspire Vitality: As an action you inspire a companion who can see and hear you to spend HD for hit point recovery. They may immediately spend up to half their HD (minimum 1) as normal plus your Charisma modifier per die (minimum 1). You may perform this action twice, and then must finish a short or long rest before you can use it again.
Fighting Style:
Choose from Archery, Defense, Dueling, and Protection.
Combat Superiority: as the Battlemaster with the following changes.
Maneuvers: you learn the Commander's Strike, Maneuvering Attack, and Rally maneuvers plus one additional maneuver of your choice. Learn an additional maneuver at 5th, 10th, and 13th level.
Superiority Dice: You have 3 + your Intelligence modifier (minimum 1) superiority dice, which are d8s. A superiority die is expended when you use it (unless you use the Commander's Strike ability and the target misses). You regain all your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving throws: see Battle Master.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once when you take the attack action. The number of attacks increases to three when you reach 11th level in this class.
Rejuvenation: when you and your allies begin a short or long rest with Temporary Hit Points from any source they become actual Hit Points recovered.
"Only Mostly Dead"
Beginning at 9th level, as a 5 minute activity, you can revive an ally that has been 'dead' for no less than 1 minute (when you begin) with an entire Healing Kit, a chocolate covered chestnut, a short speech, and a rough shaking. They are restored with 1 hp.
Improved Combat Superiority
At 13th level, your superiority dice turn into d10s. At 17th, they become d12s.
Martial Archetypes
"Medic"
You gain the Healer Feat, and know how to craft Healing Kits. You add your Intelligence modifier to any Temporary Hit points or Hit Points you grant.
7th When you use Inspire Vitality or Rally the target gains an additional free die of the same type.
10th You can use Inspire Vitality 3 times between a rest.
15th When you use Inspire Vitality or Rally the target gains 2 additional free dice of the same type.
18th When you use Inspire Vitality or Rally it targets all companions who can hear and see you.
"Inspiring Leader"
You gain the Inspiring Leader Feat, all allies gain a +2 Initiative bonus if they can see and hear you (this does not apply with the Alertness Feat).
7th When you use Commanding Strike the target also adds your Intelligence modifier to the damage.
10th When you use Inspire Vitality or Rally the target gains 1 additional free dice of the same type.
15th You can use Inspire Vitality 3 times between a rest.
18th When you use Commanding Strike it targets 2 companions who can hear and see you (you only recover the superiority dice if they both miss).
Cavalier
You gain the Mounted Combatant Feat. After you spend 7 days of training with a Mount you acquire, it gains features similar to that of a Ranger's Animal Companion. It has a minimum Hit Dice equal to your level. It has a minimum HP per Hit Dice of 5, or whatever the normal average for a creature with that number of Hit Dice. (Same as Ranger Companion it gets Death Saves, can use HD to recover during a Short Rest, and recovers all Hit Points with a Long Rest -- or whatever the standard is for your game). It adds your proficiency bonus to Attacks, Saving Throws, and any Skills it is proficient in. When you train a new mount or dismiss your mount the creature loses these benefits after a long rest.
7th When you use Commanding Strike or Maneuvering Strike on your Mount you regain the Superiority die. (MS may be too good)
10th When you use Inspire Vitality or Rally on your Mount it gains 1 additional free dice of the same type. When you train a new Mount it only takes 1 day (8 hours).
15th You can use Inspire Vitality on your Mount even if you are out of uses (up to the normal limit of your mount's HD).
18th When you use Commanding Strike or Maneuvering Strike it may target all allied mounts who can hear and see you (you do not recover your Superiority die).
So working design is to use the Battle Master heavily as the core (I suspect as the design team expected).
And then use Healer, Inspiring Leader, and Cavalier (Mounted Combatant) as the sub-classes.
Cavalier occurred to me as the 3rd option because after looking at Commander's Strike, Maneuvering Attack, and Rally it became apparent that these would work well for a mount (let mount attack, combat mobility, and healing).
Basically we start with the Battle Master chassis instead of the Fighter and then make sure it has enough superiority dice to fill more of a buffing role.
Class Features:
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 warlod level after 1st.
Proficiencies: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Healing kit
Saving Throws: Strength, Wisdom
Skills: Choose three skills from Animal Handling, Athletics, Deception, History, Insight, Medicine, Perception, Persuasion, and Survival.
Equipment: see Fighter
The Warlord
Level Prof. Features
1st +2 Inspire Vitality
2nd +2 Fighting Style, Combat Superiority
3rd +2 Warlord Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack, Additional Maneuver
6th +3 Rejuvenation
7th +3 Warlord Archetype feature, Additional Superiority Die
8th +3 Ability Score Improvement
9th +4 “Just Mostly Dead”
10th +4 Warlord Archetype feature, Additional Maneuver
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Improved Combat Superiority, Additional Maneuver
14th +5 Ability Score Improvement
15th +5 Warlord Archetype feature, Additional Superiority Die
16th +5 Ability Score Improvement
17th +6 Improved Combat Superiority (d12)
18th +6 Warlord Archetype feature
19th +6 Ability Score Improvement
20th +6 Additional Fighting Style
Inspire Vitality: As an action you inspire a companion who can see and hear you to spend HD for hit point recovery. They may immediately spend up to half their HD (minimum 1) as normal plus your Charisma modifier per die (minimum 1). You may perform this action twice, and then must finish a short or long rest before you can use it again.
Fighting Style:
Choose from Archery, Defense, Dueling, and Protection.
Combat Superiority: as the Battlemaster with the following changes.
Maneuvers: you learn the Commander's Strike, Maneuvering Attack, and Rally maneuvers plus one additional maneuver of your choice. Learn an additional maneuver at 5th, 10th, and 13th level.
Superiority Dice: You have 3 + your Intelligence modifier (minimum 1) superiority dice, which are d8s. A superiority die is expended when you use it (unless you use the Commander's Strike ability and the target misses). You regain all your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving throws: see Battle Master.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once when you take the attack action. The number of attacks increases to three when you reach 11th level in this class.
Rejuvenation: when you and your allies begin a short or long rest with Temporary Hit Points from any source they become actual Hit Points recovered.
"Only Mostly Dead"
Beginning at 9th level, as a 5 minute activity, you can revive an ally that has been 'dead' for no less than 1 minute (when you begin) with an entire Healing Kit, a chocolate covered chestnut, a short speech, and a rough shaking. They are restored with 1 hp.
Improved Combat Superiority
At 13th level, your superiority dice turn into d10s. At 17th, they become d12s.
Martial Archetypes
"Medic"
You gain the Healer Feat, and know how to craft Healing Kits. You add your Intelligence modifier to any Temporary Hit points or Hit Points you grant.
7th When you use Inspire Vitality or Rally the target gains an additional free die of the same type.
10th You can use Inspire Vitality 3 times between a rest.
15th When you use Inspire Vitality or Rally the target gains 2 additional free dice of the same type.
18th When you use Inspire Vitality or Rally it targets all companions who can hear and see you.
"Inspiring Leader"
You gain the Inspiring Leader Feat, all allies gain a +2 Initiative bonus if they can see and hear you (this does not apply with the Alertness Feat).
7th When you use Commanding Strike the target also adds your Intelligence modifier to the damage.
10th When you use Inspire Vitality or Rally the target gains 1 additional free dice of the same type.
15th You can use Inspire Vitality 3 times between a rest.
18th When you use Commanding Strike it targets 2 companions who can hear and see you (you only recover the superiority dice if they both miss).
Cavalier
You gain the Mounted Combatant Feat. After you spend 7 days of training with a Mount you acquire, it gains features similar to that of a Ranger's Animal Companion. It has a minimum Hit Dice equal to your level. It has a minimum HP per Hit Dice of 5, or whatever the normal average for a creature with that number of Hit Dice. (Same as Ranger Companion it gets Death Saves, can use HD to recover during a Short Rest, and recovers all Hit Points with a Long Rest -- or whatever the standard is for your game). It adds your proficiency bonus to Attacks, Saving Throws, and any Skills it is proficient in. When you train a new mount or dismiss your mount the creature loses these benefits after a long rest.
7th When you use Commanding Strike or Maneuvering Strike on your Mount you regain the Superiority die. (MS may be too good)
10th When you use Inspire Vitality or Rally on your Mount it gains 1 additional free dice of the same type. When you train a new Mount it only takes 1 day (8 hours).
15th You can use Inspire Vitality on your Mount even if you are out of uses (up to the normal limit of your mount's HD).
18th When you use Commanding Strike or Maneuvering Strike it may target all allied mounts who can hear and see you (you do not recover your Superiority die).
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