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Warlording the fighter
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<blockquote data-quote="Minigiant" data-source="post: 6657470" data-attributes="member: 63508"><p>Well maybe first we should look how all the powers ad features of a level 1 4th edition warlord are described. Then translate them to 5th if possible.</p><p></p><p>Combat Leader: +2 initiative to party.</p><p>Commanding Presence: An ally's action point either heals or grants attack roll bonus.</p><p>Inspiring Word: <em>healing word</em> variant.</p><p>Commander's Strike: An ally makes an attack with damage bonus.</p><p>Furious Smash: Attack and deal weak damage and grant an ally a bonus to attack and damage rolls.</p><p>Viper Strike: Attack and the target provokes opporutity attack from ally even if they shift.</p><p>Wolf Pack Tactics: Attack and one ally can shift.</p><p>Guarding Attack: Attack and an adjacent ally gets AC bonus vs enemy attack</p><p>Hammer and Anvil: Attack and enemy adjacent can attack for free with damage bonus.</p><p>Leaf in the Wind: Attack and you and adjacent ally swap places.</p><p>Warlord Favor: Attack and ally within 5 square gets attack bonus vs target</p><p>Bastion of Defense: Attack and allies within 5 squares gets defense bonus and THP</p><p>Lead the Attack: Attack hard and allies get attack roll bonus for encounter</p><p>Pin the Foe: Attack and target cannot shift if adjacent to you and an ally</p><p>WRO: Attack hard and whenever you or ally hits then can slide and ally.</p><p></p><p></p><p>Now all the powers and features that just deal with movemnt (slides, swaps, pushes) don't translate well to 5th as positioning doesn't matter as much. That's Wolf Pack Tactics, Viper's Strike, Leaf in the Wind, White Raven, Onslaught, and Pin the foe.</p><p></p><p>At level 1, a fighter has second wind. Perhaps a warlord could get Inspiring Word but limit it to the end of rests like Song of Rest. The Warlord still heals, just not in combat.</p><p></p><p><strong>Inspiring word:</strong></p><p>You issue inspiring words of encourage and provide first aid during the time of a short rest. If you of any creature you tend to rolls a Hit Die during a short rest to restore hit points, the minimum number of hit point you or they regain from the rolls is equal to twice your Intelligence or Charisma modifier.</p><p>At level X, you or a creature who took a short rest tended by you may use your Intelligence or Charisma modifier in place of their Constitution score when regaining hit points from spending Hit Dice.</p><p></p><p>And a fighter also get's Fighting style. Maybe more tactical styles:</p><p></p><p><strong>Tactical Fighting:</strong> When you attack with a melee weapon, you can use a bonus action to give an ally withing 5 feet of you or your target +2 to damage rolls against that target</p><p></p><p><strong>Leader:</strong> When initiative is rolled, you and each ally within 50 feet of you gain +2 to the roll.</p><p></p><p>At level 2, the fighter gets Action Surge. That could be translated to Commander's Presence. They get out and action point and the target as a reaction and bonus.</p><p></p><p><strong>Commander's Surge:</strong></p><p>At level 2 as a bonus action, you can grant an ally to perform any one action as an reaction on your turn. Once you use this feature, you must complete a short or long rest before you do it again. Starting at level 17, you can use it twice before a rest.</p><p></p><p>And at level 5, a fighter's Extra Attack can be swapped with Hammer and Anvil. It can work like the Ranger's </p><p><strong></strong></p><p><strong>Hammer And Anvil:</strong></p><p>When you take the Attack action, you can command an ally within 5 feet of the target to make one attack against the target as a reaction.</p><p>The number of attacks increases to two at level 11 and three at level 20.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6657470, member: 63508"] Well maybe first we should look how all the powers ad features of a level 1 4th edition warlord are described. Then translate them to 5th if possible. Combat Leader: +2 initiative to party. Commanding Presence: An ally's action point either heals or grants attack roll bonus. Inspiring Word: [I]healing word[/I] variant. Commander's Strike: An ally makes an attack with damage bonus. Furious Smash: Attack and deal weak damage and grant an ally a bonus to attack and damage rolls. Viper Strike: Attack and the target provokes opporutity attack from ally even if they shift. Wolf Pack Tactics: Attack and one ally can shift. Guarding Attack: Attack and an adjacent ally gets AC bonus vs enemy attack Hammer and Anvil: Attack and enemy adjacent can attack for free with damage bonus. Leaf in the Wind: Attack and you and adjacent ally swap places. Warlord Favor: Attack and ally within 5 square gets attack bonus vs target Bastion of Defense: Attack and allies within 5 squares gets defense bonus and THP Lead the Attack: Attack hard and allies get attack roll bonus for encounter Pin the Foe: Attack and target cannot shift if adjacent to you and an ally WRO: Attack hard and whenever you or ally hits then can slide and ally. Now all the powers and features that just deal with movemnt (slides, swaps, pushes) don't translate well to 5th as positioning doesn't matter as much. That's Wolf Pack Tactics, Viper's Strike, Leaf in the Wind, White Raven, Onslaught, and Pin the foe. At level 1, a fighter has second wind. Perhaps a warlord could get Inspiring Word but limit it to the end of rests like Song of Rest. The Warlord still heals, just not in combat. [B]Inspiring word:[/B] You issue inspiring words of encourage and provide first aid during the time of a short rest. If you of any creature you tend to rolls a Hit Die during a short rest to restore hit points, the minimum number of hit point you or they regain from the rolls is equal to twice your Intelligence or Charisma modifier. At level X, you or a creature who took a short rest tended by you may use your Intelligence or Charisma modifier in place of their Constitution score when regaining hit points from spending Hit Dice. And a fighter also get's Fighting style. Maybe more tactical styles: [B]Tactical Fighting:[/B] When you attack with a melee weapon, you can use a bonus action to give an ally withing 5 feet of you or your target +2 to damage rolls against that target [B]Leader:[/B] When initiative is rolled, you and each ally within 50 feet of you gain +2 to the roll. At level 2, the fighter gets Action Surge. That could be translated to Commander's Presence. They get out and action point and the target as a reaction and bonus. [B]Commander's Surge:[/B] At level 2 as a bonus action, you can grant an ally to perform any one action as an reaction on your turn. Once you use this feature, you must complete a short or long rest before you do it again. Starting at level 17, you can use it twice before a rest. And at level 5, a fighter's Extra Attack can be swapped with Hammer and Anvil. It can work like the Ranger's [B] Hammer And Anvil:[/B] When you take the Attack action, you can command an ally within 5 feet of the target to make one attack against the target as a reaction. The number of attacks increases to two at level 11 and three at level 20. [/QUOTE]
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