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Warlording the fighter
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<blockquote data-quote="epithet" data-source="post: 6671121" data-attributes="member: 6796566"><p>So perhaps the Warlord should be able to apply a second stat mod (say, Wisdom) to initiative rolls for himself and any allies within 30 feet for him when initiative is rolled. Also, you could give the Warlord an ability (maybe call it "vigilance") that makes any creature making a dexterity (stealth) check opposed by the Warlord's passive Perception to have disadvantage on the roll, and grant that if the Warlord isn't surprised, then no ally within 30 feet that can see and hear the Warlord is surprised, either.</p><p></p><p>I also really like the idea of the Warlord being able to compel a re-roll of initiative once per rest. It doesn't break the game, but it does potentially give the Warlord the ability to turn the tables in an "oh, crap" situation and, as you pointed out, dovetails nicely with the higher-level class abilities that restore resources when initiative is rolled.</p><p></p><p>I'm not sold on initiative swapping, though. I don't think having a Warlord in the party should mean that your lumbering, low-dex, spam-in-a-can juggernaut should be able to go first in a fight. Planning for characters that have initiative penalties is (in my opinion) one of the important elements of setting up for combat.</p><p></p><p>Other ideas: I think the Warlord should be able to use his reaction to negate a critical hit against an ally he can see within 30 feet, once per rest. Also, because it is important for allies to remain relatively close to the Warlord, anyone within his "coach bubble" should maybe get advantage on saving throws against area of effect attacks.</p></blockquote><p></p>
[QUOTE="epithet, post: 6671121, member: 6796566"] So perhaps the Warlord should be able to apply a second stat mod (say, Wisdom) to initiative rolls for himself and any allies within 30 feet for him when initiative is rolled. Also, you could give the Warlord an ability (maybe call it "vigilance") that makes any creature making a dexterity (stealth) check opposed by the Warlord's passive Perception to have disadvantage on the roll, and grant that if the Warlord isn't surprised, then no ally within 30 feet that can see and hear the Warlord is surprised, either. I also really like the idea of the Warlord being able to compel a re-roll of initiative once per rest. It doesn't break the game, but it does potentially give the Warlord the ability to turn the tables in an "oh, crap" situation and, as you pointed out, dovetails nicely with the higher-level class abilities that restore resources when initiative is rolled. I'm not sold on initiative swapping, though. I don't think having a Warlord in the party should mean that your lumbering, low-dex, spam-in-a-can juggernaut should be able to go first in a fight. Planning for characters that have initiative penalties is (in my opinion) one of the important elements of setting up for combat. Other ideas: I think the Warlord should be able to use his reaction to negate a critical hit against an ally he can see within 30 feet, once per rest. Also, because it is important for allies to remain relatively close to the Warlord, anyone within his "coach bubble" should maybe get advantage on saving throws against area of effect attacks. [/QUOTE]
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Warlording the fighter
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