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General Tabletop Discussion
*Dungeons & Dragons
Warlording the fighter
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<blockquote data-quote="fuindordm" data-source="post: 6660679" data-attributes="member: 5435"><p>If we start from a fighter, I would strip out Second Wind, Action Surge, 2 ASIs, Indomitable, and Extra attacks 3 and 4 from the base class. This is enough change to make it a new class, rather than a subclass of fighter. It's still a martial class, so I think the 2nd attack at L5 is a must.</p><p></p><p>What to replace these with?</p><p></p><p>(L1) Second Wind --> Inspiration Dice (following the trend of several monsters and NPCs)--use as bonus to attack or temp HP</p><p>(L2) Action Surge --> "Hammer & Anvil" (Grant ally extra attack on a monster you just attacked)</p><p>(L6) bonus ASI --> Improved inspiration--can be used as damage bonus</p><p>(L9) Indomitable --> Can grant ally new saving throw on your turn, even if they already failed this round (more uses L13 and L17)</p><p>(L11) 3rd Attack --> Use bonus action to let an ally dash, disengage, or dodge</p><p>(L14) bonus ASI --> Improved inspiration -- new use</p><p>(L17) 2nd action Surge --> 2nd "Hammer and Anvil"?</p><p>(L20) 4th attack --> "Lead the Charge" grant all allies an extra action on their round, once per long rest--maybe costing a level of exhaustion if too powerful but this is a nice capstone.</p><p></p><p>Sort of a fighter/bard/beastmaster hybrid. Inspiration dice as temp HP is enough damage mitigation for me, and stacks with the Inspiring Leader feat. Otherwise you have class features to grant your allies extra attacks and actions, or to help them succeed at their actions.</p><p></p><p>The nice thing about this is that you can actually import the fighter subclasses on top of this. The subclasses are additive, and everything they give synergizes nicely with the base class.</p><p></p><p>Warlord/Champion --> Ajax</p><p>Warlord/Battlemaster --> Ulysses</p><p>Warlord/Eldritch Knight --> having trouble thinking of an example</p><p></p><p>It's a little funky for the Warlord/Battlemaster to have two kinds of dice, but no big deal.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6660679, member: 5435"] If we start from a fighter, I would strip out Second Wind, Action Surge, 2 ASIs, Indomitable, and Extra attacks 3 and 4 from the base class. This is enough change to make it a new class, rather than a subclass of fighter. It's still a martial class, so I think the 2nd attack at L5 is a must. What to replace these with? (L1) Second Wind --> Inspiration Dice (following the trend of several monsters and NPCs)--use as bonus to attack or temp HP (L2) Action Surge --> "Hammer & Anvil" (Grant ally extra attack on a monster you just attacked) (L6) bonus ASI --> Improved inspiration--can be used as damage bonus (L9) Indomitable --> Can grant ally new saving throw on your turn, even if they already failed this round (more uses L13 and L17) (L11) 3rd Attack --> Use bonus action to let an ally dash, disengage, or dodge (L14) bonus ASI --> Improved inspiration -- new use (L17) 2nd action Surge --> 2nd "Hammer and Anvil"? (L20) 4th attack --> "Lead the Charge" grant all allies an extra action on their round, once per long rest--maybe costing a level of exhaustion if too powerful but this is a nice capstone. Sort of a fighter/bard/beastmaster hybrid. Inspiration dice as temp HP is enough damage mitigation for me, and stacks with the Inspiring Leader feat. Otherwise you have class features to grant your allies extra attacks and actions, or to help them succeed at their actions. The nice thing about this is that you can actually import the fighter subclasses on top of this. The subclasses are additive, and everything they give synergizes nicely with the base class. Warlord/Champion --> Ajax Warlord/Battlemaster --> Ulysses Warlord/Eldritch Knight --> having trouble thinking of an example It's a little funky for the Warlord/Battlemaster to have two kinds of dice, but no big deal. [/QUOTE]
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