D&D 5E What the warlord needs in 5e and how to make it happen.


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I don't really see how it calls out the abilities in question, though I can see how it works for Batman, obviously, and Odysseus as the very end of his story arc, for that matter. I think the Avenger and Invoker are pretty dispensable 4e classes in the context of 5e, since they were both the product of the way 4e sliced up Tier 1 classes (other than wizard which they more just whittled a bit) to fit into the formal-Role paradigm. The former was little* more than an unarmored paladin, and with 5e's seamless STR/DEX decision point, that'd doable (if not ideal) as-is, and a sub-class might take care of anything* beyond that. The latter is prettymuch wholly subsumed by the return of the Cleric as prepped caster in 5e - prep blasting spells, wave a rod around, & RP Moses.

But, yeah, the names will still carry the baggage, even if all the baggage fits neatly in the back of the resurgent traditional class's Hummer.













* Full disclosure: I never 'got' the Avenger. Not just because I never cared to play strikers myself, most of 'em I could see the point of - what they were meant to 'be,' how they might be played, etc. The Avenger never gelled for me. I ran for Avengers, and the players generally had a great time, though, so clearly there was something there. So if any Avenger fans feel like I'm throwing your class under the bus, well, nolo contendere...

...also, apropos of nothing, it's the class that heavily-used the mechanic that would become Advantage in 5e.

My favourite toon in 4e was my Avenger. I loved the Holy Slayer aspect to it, ala Assassin's Creed but with a big weapon. It's too hard mechanically to pull off the build in 5e, and, just as I don't want a hugely multi-attacking warlord, I don't grok my Avenger becoming a spellcaster as much as the 5e paladin is. Having said that, I get that the Vengeance Paladin was the way 5e brought the Avenger into the game and, unlike the Fighter with a tiny bit of warlord maneuvers, they incorporated more than 70% of it. I'm just bitter I can't recreate her in this game. :/

As for the invoker...I haven't looked. Maybe there are enough cleric blasty spells to make it work. That or go favoured soul?
 





Just some mystic numbers...

Level 1 gives you at-will movement granting. (I like that it takes your reaction.)
Level 5, you can do commander's strike 9 times per day.
Level 11, you can do commander's strike every round of combat.
Level 20, you can do mass-move + mass-commander's each combat, and then regular commander's strike the other times.
*Assuming that's all you spent your points on.

Hmm... yea, i think this might be good enough.
 
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Just some mystic numbers...

Level 1 gives you at-will movement granting. (I like that it takes your reaction.)
Level 5, you can do commander's strike 9 times per day. (Note, it's the attack action, meaning it works with multi-attack).
Level 11, you can do commander's strike every round of combat.
Level 20, you can do mass-move + mass-commander's each combat, and then regular commander's strike the other times.
*Assuming that's all you spent your points on.

Hmm... yea, i think this might be good enough.

There might be other options, but the fighter one specifies on his turn, and this one specifies on the mystics turn. So not as multi attack friendly as one might like.
 

There might be other options, but the fighter one specifies on his turn, and this one specifies on the mystics turn. So not as multi attack friendly as one might like.
True. That's going to hurt it at low levels.

Though probably a good thing for the mass-commander's strike
 

True. That's going to hurt it at low levels.

Though probably a good thing for the mass-commander's strike

Balance is stupid anyways!

However Your buddy the rogue is going to get lots of benefit. Paladin buddy is going to run himself clean out of spell slots.

Sadly, you can't trigger another bonus attack from anyone outside their turn.
 

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