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Warlord with Chevalier as Subclass
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<blockquote data-quote="jodyjohnson" data-source="post: 6732788" data-attributes="member: 5590"><p>Last night I was thinking about the <em>Warlord</em> by combining <em>Valor Bard</em> with <em>Battle Master</em> and then decided to drop the <em>Bard</em> (spells) because <em>Superiority dice</em> and Inspiration were so close anyway.</p><p></p><p>So working design is to use the <em>Battle Master</em> heavily as the core (I suspect as the design team expected).</p><p></p><p>And then use <em>Healer</em>, <em>Inspiring Leader</em>, and <em>Cavalier</em> (<em>Mounted Combatant</em>) as the sub-classes.</p><p>Cavalier occurred to me as the 3rd option because after looking at <em>Commander's Strike</em>, <em>Maneuvering Attack</em>, and <em>Rally</em> it became apparent that these would work well for a mount (let mount attack, combat mobility, and healing).</p><p></p><p>Basically we start with the <em>Battle Master</em> chassis instead of the <em>Fighter</em> and then make sure it has enough <em>superiority dice</em> to fill more of a buffing role.</p><p></p><p><strong>Class Features</strong>:</p><p><em>Hit Dice</em>: 1d8 per warlord level.</p><p>Hit points at 1st Level: 8+your Constitution modifier</p><p>Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlod level after 1st.</p><p></p><p><em>Proficiencies:</em> All armor, shields</p><p><em>Weapons:</em> Simple weapons, martial weapons</p><p><em>Tools:</em> Healing kit</p><p></p><p><em>Saving Throws:</em> Strength, Wisdom</p><p><em>Skills:</em> Choose three skills from Animal Handling, Athletics, Deception, History, Insight, Medicine, Perception, Persuasion, and Survival.</p><p></p><p><em>Equipment:</em> see Fighter</p><p></p><p><strong>The Warlord</strong></p><p>Level Prof. Features</p><p>1st +2 Inspire Vitality</p><p>2nd +2 Fighting Style, Combat Superiority</p><p>3rd +2 Warlord Archetype</p><p>4th +2 Ability Score Improvement</p><p>5th +3 Extra Attack, Additional Maneuver</p><p>6th +3 Rejuvenation</p><p>7th +3 Warlord Archetype feature, Additional Superiority Die</p><p>8th +3 Ability Score Improvement</p><p>9th +4 “Just Mostly Dead”</p><p>10th +4 Warlord Archetype feature, Additional Maneuver</p><p>11th +4 Extra Attack (2)</p><p>12th +4 Ability Score Improvement</p><p>13th +5 Improved Combat Superiority, Additional Maneuver</p><p>14th +5 Ability Score Improvement</p><p>15th +5 Warlord Archetype feature, Additional Superiority Die</p><p>16th +5 Ability Score Improvement</p><p>17th +6 Improved Combat Superiority (d12)</p><p>18th +6 Warlord Archetype feature</p><p>19th +6 Ability Score Improvement</p><p>20th +6 Additional Fighting Style</p><p></p><p><strong>Inspire Vitality</strong>: 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.</p><p></p><p><strong>Fighting Style</strong>:</p><p>Choose from <em>Archery</em>, <em>Defense</em>, <em>Dueling</em>, and <em>Protection</em>.</p><p></p><p><strong>Combat Superiority</strong>: as the Battlemaster with the following changes.</p><p></p><p><em>Maneuvers:</em> you learn the <em>Commander's Strike</em>, <em>Maneuvering Attack</em>, and <em>Rally</em> maneuvers plus one additional maneuver of your choice. Learn an additional maneuver at 5th, 10th, and 13th level.</p><p></p><p><em>Superiority Dice</em>: You have 3 + your Intelligence modifier (minimum 1) superiority dice, which are d8s. A <em>superiority die</em> is expended when you use it (unless you use the <em>Commander's Strike</em> ability and the target misses). You regain all your expended <em>superiority dice</em> when you finish a <em>short or long rest</em>.</p><p></p><p>You gain another <em>superiority die</em> at 7th level and one more at 15th level.</p><p></p><p>Saving throws: see Battle Master.</p><p></p><p><strong>Extra Attack</strong></p><p>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.</p><p></p><p><strong>Rejuvenation</strong>: when you and your allies begin a short or long rest with Temporary Hit Points from any source they become actual Hit Points recovered.</p><p></p><p></p><p><strong>"Only Mostly Dead"</strong></p><p>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 <em>Healing Kit</em>, a chocolate covered chestnut, a short speech, and a rough shaking. They are restored with 1 hp.</p><p></p><p><strong>Improved Combat Superiority</strong></p><p>At 13th level, your <em>superiority dice</em> turn into d10s. At 17th, they become d12s.</p><p></p><p><strong>Martial Archetypes</strong></p><p><em>"Medic"</em></p><p>You gain the <em>Healer</em> Feat, and know how to craft <em>Healing Kits</em>. You add your Intelligence modifier to any <em>Temporary Hit points</em> or <em>Hit Points</em> you grant.</p><p></p><p>7th When you use <em>Inspire Vitality</em> or <em>Rally</em> the target gains an additional free die of the same type.</p><p>10th You can use <em>Inspire Vitality</em> 3 times between a rest.</p><p>15th When you use <em>Inspire Vitality</em> or <em>Rally</em> the target gains 2 additional free dice of the same type.</p><p>18th When you use <em>Inspire Vitality</em> or <em>Rally</em> it targets all companions who can hear and see you.</p><p></p><p><em>"Inspiring Leader"</em></p><p>You gain the <em>Inspiring Leader</em> Feat, all allies gain a +2 Initiative bonus if they can see and hear you (this does not apply with the Alertness Feat).</p><p></p><p>7th When you use <em>Commanding Strike</em> the target also adds your Intelligence modifier to the damage.</p><p>10th When you use <em>Inspire Vitality</em> or <em>Rally</em> the target gains 1 additional free dice of the same type.</p><p>15th You can use <em>Inspire Vitality</em> 3 times between a rest.</p><p>18th When you use <em>Commanding Strike</em> it targets 2 companions who can hear and see you (you only recover the superiority dice if they both miss).</p><p></p><p><em>Cavalier</em></p><p>You gain the <em>Mounted Combatant</em> Feat. After you spend 7 days of training with a <em>Mount</em> you acquire, it gains features similar to that of a Ranger's <em>Animal Companion</em>. 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 <em>Companion</em> it gets <em>Death Saves</em>, can use <em>HD to recover</em> during a <em>Short Rest</em>, and recovers all Hit Points with a <em>Long Rest</em> -- or whatever the standard is for your game). It adds your proficiency bonus to <em>Attacks,</em> <em>Saving Throws</em>, and any <em>Skills</em> it is proficient in. When you train a new mount or dismiss your mount the creature loses these benefits after a long rest.</p><p></p><p>7th When you use <em>Commanding Strike</em> <u>or <em>Maneuvering Strike</em> </u>on your <em>Mount</em> you regain the Superiority die. (MS may be too good)</p><p>10th When you use <em>Inspire Vitality</em> or <em>Rally</em> on your <em>Mount</em> it gains 1 additional free dice of the same type. When you train a new <em>Mount</em> it only takes 1 day (8 hours).</p><p>15th You can use <em>Inspire Vitality</em> on your <em>Mount</em> even if you are out of uses (up to the normal limit of your mount's HD).</p><p>18th When you use <em>Commanding Strike</em> or <em>Maneuvering Strike</em> it may target all allied mounts who can hear and see you (you do not recover your <em>Superiority die</em>).</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6732788, member: 5590"] Last night I was thinking about the [I]Warlord[/I] by combining [I]Valor Bard[/I] with [I]Battle Master[/I] and then decided to drop the [I]Bard[/I] (spells) because [I]Superiority dice[/I] and Inspiration were so close anyway. So working design is to use the [I]Battle Master[/I] heavily as the core (I suspect as the design team expected). And then use [I]Healer[/I], [I]Inspiring Leader[/I], and [I]Cavalier[/I] ([I]Mounted Combatant[/I]) as the sub-classes. Cavalier occurred to me as the 3rd option because after looking at [I]Commander's Strike[/I], [I]Maneuvering Attack[/I], and [I]Rally[/I] it became apparent that these would work well for a mount (let mount attack, combat mobility, and healing). Basically we start with the [I]Battle Master[/I] chassis instead of the [I]Fighter[/I] and then make sure it has enough [I]superiority dice[/I] to fill more of a buffing role. [B]Class Features[/B]: [I]Hit Dice[/I]: 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. [I]Proficiencies:[/I] All armor, shields [I]Weapons:[/I] Simple weapons, martial weapons [I]Tools:[/I] Healing kit [I]Saving Throws:[/I] Strength, Wisdom [I]Skills:[/I] Choose three skills from Animal Handling, Athletics, Deception, History, Insight, Medicine, Perception, Persuasion, and Survival. [I]Equipment:[/I] see Fighter [B]The Warlord[/B] 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 [B]Inspire Vitality[/B]: 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. [B]Fighting Style[/B]: Choose from [I]Archery[/I], [I]Defense[/I], [I]Dueling[/I], and [I]Protection[/I]. [B]Combat Superiority[/B]: as the Battlemaster with the following changes. [I]Maneuvers:[/I] you learn the [I]Commander's Strike[/I], [I]Maneuvering Attack[/I], and [I]Rally[/I] maneuvers plus one additional maneuver of your choice. Learn an additional maneuver at 5th, 10th, and 13th level. [I]Superiority Dice[/I]: You have 3 + your Intelligence modifier (minimum 1) superiority dice, which are d8s. A [I]superiority die[/I] is expended when you use it (unless you use the [I]Commander's Strike[/I] ability and the target misses). You regain all your expended [I]superiority dice[/I] when you finish a [I]short or long rest[/I]. You gain another [I]superiority die[/I] at 7th level and one more at 15th level. Saving throws: see Battle Master. [B]Extra Attack[/B] 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. [B]Rejuvenation[/B]: when you and your allies begin a short or long rest with Temporary Hit Points from any source they become actual Hit Points recovered. [B]"Only Mostly Dead"[/B] 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 [I]Healing Kit[/I], a chocolate covered chestnut, a short speech, and a rough shaking. They are restored with 1 hp. [B]Improved Combat Superiority[/B] At 13th level, your [I]superiority dice[/I] turn into d10s. At 17th, they become d12s. [B]Martial Archetypes[/B] [I]"Medic"[/I] You gain the [I]Healer[/I] Feat, and know how to craft [I]Healing Kits[/I]. You add your Intelligence modifier to any [I]Temporary Hit points[/I] or [I]Hit Points[/I] you grant. 7th When you use [I]Inspire Vitality[/I] or [I]Rally[/I] the target gains an additional free die of the same type. 10th You can use [I]Inspire Vitality[/I] 3 times between a rest. 15th When you use [I]Inspire Vitality[/I] or [I]Rally[/I] the target gains 2 additional free dice of the same type. 18th When you use [I]Inspire Vitality[/I] or [I]Rally[/I] it targets all companions who can hear and see you. [I]"Inspiring Leader"[/I] You gain the [I]Inspiring Leader[/I] 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 [I]Commanding Strike[/I] the target also adds your Intelligence modifier to the damage. 10th When you use [I]Inspire Vitality[/I] or [I]Rally[/I] the target gains 1 additional free dice of the same type. 15th You can use [I]Inspire Vitality[/I] 3 times between a rest. 18th When you use [I]Commanding Strike[/I] it targets 2 companions who can hear and see you (you only recover the superiority dice if they both miss). [I]Cavalier[/I] You gain the [I]Mounted Combatant[/I] Feat. After you spend 7 days of training with a [I]Mount[/I] you acquire, it gains features similar to that of a Ranger's [I]Animal Companion[/I]. 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 [I]Companion[/I] it gets [I]Death Saves[/I], can use [I]HD to recover[/I] during a [I]Short Rest[/I], and recovers all Hit Points with a [I]Long Rest[/I] -- or whatever the standard is for your game). It adds your proficiency bonus to [I]Attacks,[/I] [I]Saving Throws[/I], and any [I]Skills[/I] 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 [I]Commanding Strike[/I] [U]or [I]Maneuvering Strike[/I] [/U]on your [I]Mount[/I] you regain the Superiority die. (MS may be too good) 10th When you use [I]Inspire Vitality[/I] or [I]Rally[/I] on your [I]Mount[/I] it gains 1 additional free dice of the same type. When you train a new [I]Mount[/I] it only takes 1 day (8 hours). 15th You can use [I]Inspire Vitality[/I] on your [I]Mount[/I] even if you are out of uses (up to the normal limit of your mount's HD). 18th When you use [I]Commanding Strike[/I] or [I]Maneuvering Strike[/I] it may target all allied mounts who can hear and see you (you do not recover your [I]Superiority die[/I]). [/QUOTE]
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