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5E Working on a Warlord Full Class


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Garthanos

Arcadian Knight
I don't know what 4e did, but 2e was an exploitable mess and 3e a nightmare of record keeping.
My reaction was when I saw them in 4e (My previous D&D was AD&D) and I am thinking 4e did temp hitpoints pretty much the same as 5e (though they had some special cases at one point for a particular build of fighter who could stack them). Shrug no biggy.
 


Garthanos

Arcadian Knight
I want to double down on that thought of making a Full Warlord one parent of the Battlemaster instead of using it's own dice make maneuvers the primary class feature. So that the battlemaster is a multi-class just like the eldritch knight is a prebuilt multiclass of arcane caster and fighter.
 
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Xeviat

Adventurer
Supporter
I want to double down on that thought of making a Full Warlord one parent of the Battlemaster instead of using it's own dice make maneuvers the primary class feature. So that the battlemaster is a multi-class just like the eldritch knight is a prebuilt multiclass of arcane caster and fighter.

I really like that idea myself. I have an odd thing about too many novel mechanics. You could easily track a superiority dice mechanic against spell points divided by three, and bam you have a "full caster" warlord.

I also like temp hp for a Warlord because it makes their healing combat oriented. One of the Subclasses can be more of a medic and have actual hp recovery.
 

Garthanos

Arcadian Knight
I really like that idea myself. I have an odd thing about too many novel mechanics. You could easily track a superiority dice mechanic against spell points divided by three, and bam you have a "full caster" warlord.

I also like temp hp for a Warlord because it makes their healing combat oriented. One of the Subclasses can be more of a medic and have actual hp recovery.
I have an idea for a Blood of Kings feat so that temp hit points you grant when the subject is below full hit points are treated as normal healing. So some King Arthur dripping with the magic of kings is just plain healing.
 
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the Jester

Legend
First of all, thanks for the input to everyone who has posted.

About the battlemaster- Although I have nothing against the idea if it fits someone else's vision of their version of the warlord, I have no interest in making my warlord a fighter subclass, nor do I want to shift the battlemaster from being a fighter subclass to being a warlord subclass.

About "how vs. why" regarding subclasses- I think the distinction is an interesting one, but after considerable reflection, I think I'm going to have to disagree, at least in this case, that it is one that will improve the design. After asking myself, "What is a warlord subclass?", I keep coming back to a fundamental and simple description that is definitely a "how", not a "why". And that is that a warlord subclass is a style of leadership. A "why" would be, I think, too narrow for what I am going for for this class and its subclasses.

Now then- regarding further progress.

I haven't spent a lot of time working on this for the last few weeks, but much of the time I have spent has been used in thinking about possible 'ribbon' abilities, i.e. those that aren't strictly combat abilities.

So here's what I have done recently, starting with the description for subclasses:

My Notes said:
LEADERSHIP STYLES
When you reach 3rd level, you choose a leadership style. This style informs how you direct and aid your allies. Some leadership styles rely on Intelligence to make good tactical choices, while others rely on Charisma to inspire the actions of people. Still others might use either type to lead allies into making superior choices.

Then the start of one of the subclasses:

My Notes said:
BACK RANK LEADER
The back rank leader is focused on directing allies rather than joining battle herself. A warlord who appears to be a helpless bystander, such as a frail princess or defenseless merchant, is usually a back rank leader. Such a warlord incites others to attack and helps them focus their defenses. A back rank leader is the type of warlord most likely to have low Strength and Constitution scores, and often has high mental abilities. Most back rank leader abilities can derive from either Intelligence or Charisma, so a back rank leader can function through either inspiring others or through tactical acumen.
TACTICAL DEFENSE: Beginning when you choose this leadership style at 3rd level, you can aid the defenses of your allies. By using your action to call out instructions to an ally within 60' that you can see and that can see and hear you, you can grant that ally a bonus to AC equal to your Int or Cha bonus. This effect lasts until the start of your next turn or until you become unable to see the target, you or the target become incapacitated, or until the target can no longer see and hear you.
EXCELLENT COMMUNICATOR: Starting at 6th level, you become an expert at communication. You learn to speak, understand, write, and read 3 languages of your choice. In addition, you are able to communicate even with creatures with whom you don't share a language, provided that creature speaks at least one language and you and that creature can hear and see each other. Such communication takes ten times longer than normal verbal communication.
Furthermore, you can learn a new language by spending 30 days of downtime with a trainer, rather than needing 250 days.

Finally, here's the sketchiest of outlines of other potential ribbon abilities for the various subclasses that I've conceived so far:

My Notes said:
Dirty Tricks-
My Notes said:
use/enable dirty tricks and status effects
6th: Ribbon: Expertise in Deception, gain prof in disguise kit

Marshal- aura-based effects
6th: Ribbon: Aura grants bonus to Int and Cha checks within or against creatures in the aura.

White Raven- emphasis on moving allies/triggering attacks on a hit; fights
6th: Ribbon: Expend leadership die to grant expertise in one skill/tool for 10 minutes

Wolfpack Leader- gang up style; fights
6th: Ribbon: group benefits after short rest 1/day- lose exhaustion/regain spell slot/etc
 

Garthanos

Arcadian Knight
About the battlemaster- Although I have nothing against the idea if it fits someone else's vision of their version of the warlord, I have no interest in making my warlord a fighter subclass, nor do I want to shift the battlemaster from being a fighter subclass to being a warlord subclass.
I do not think you understand the idea.

The Eldritch Knight is a subclass of fighter which represents a Fighter/Wizard.
I was suggesting the Warlord as full class then causes the Battlemaster to retroactively be a subclass of Fighter which represents the Fighter/Warlord.

Now the idea may not be awesome but that is the thought
 

NotAYakk

Legend
I do not think you understand the idea.

The Eldritch Knight is a subclass of fighter which represents a Fighter/Wizard.
I was suggesting the Warlord as full class then causes the Battlemaster to retroactively be a subclass of Fighter which represents the Fighter/Warlord.

Now the idea may not be awesome but that is the thought
Yes, you take the Battlemaster mechanics.

And you make the Warlord that times 3, minus Fighter baseline.

EK have very few spell slots (Wizard fuel) and a restricted set of Wizard abilities to pick from.

BM will have very few Warlord ability fuel (maybe superiority dice), and have a restricted set of Warlord abilities (its maneuvers) to pick from.

On top of that, Wizard has features that enhance its spellcasting, both core and subclasses, that the EK lacks. The EK has a handful of spellcasting+melee hybrid abilities that the Wizard lacks.

---

Using that approach, you'd rename LEADERSHIP DICE into Superiority Dice, and the "tier 1-1.5" abilities would be similar to the battlemaster abilities from level 1 to 20. At level 20, a BM has something like 6d12/short rest; the warlord could have similar power scale by level 7.

EK has 1st level spells at 3, 2nd at 7, 3rd at 13 and 4th at 19.
BM has 4d8 dice at 3, 5d8 at 7, 5d10 at 10, 6d10 at 15 and 6d12 at 18.

We then scale for a "Pure Warlord" and we'd get something like:

4d8 at level 1
5d8 at level 3
5d10 at level 5
6d10 at level 6
6d12 at level 7

Now we could refactor further.

The Warlord could get at-will or per-turn superiority dice right out the gate, the BMs "per short rest" dice being an inferior version of them.

Level 1: 1d6 at-will superiority die per turn
Level 3: 1d8 per turn
Level 5: 2d10 per turn
Level 7: 2d12 per turn
Level 9: 3d12 per turn.

then level 11+ abilities would be a phase change. (Refresh at end of turn, because Warlords are all about that sweet off-turn boosts. Only the dice you don't burn on other people end up coming back to you, to mop up on your turn).

---

This isn't making a BM into a full class, nor is it making the BM a subclass of Warlord.

It is using the structure of the BM and retroactively making the BM a hybrid Fighter-Warlord to make the Warlord feel more naturally part of 5e.
 
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the Jester

Legend
I do not think you understand the idea.

The Eldritch Knight is a subclass of fighter which represents a Fighter/Wizard.
I was suggesting the Warlord as full class then causes the Battlemaster to retroactively be a subclass of Fighter which represents the Fighter/Warlord.

Now the idea may not be awesome but that is the thought

Well, the problem with that is that not all battlemasters have anything like a warlord ability- without checking my PH, I think only Commander's Strike (which is a very popular option) is a warlordish ability. It's easy to make a battlemaster that looks nothing at all like a warlord.

I don't mind that level of overlap, but I don't think it's the same level of overlap as, for instance, eldritch knight has with wizard. I certainly don't think it warrants redesigning the warlord to use superiority dice, and I rather like SD being a battlemaster niche thing. Also, given that the leadership dice work very differently than superiority dice, I think using them in my warlord will be more confusing rather than less confusing.

That said, we'll see where things go as I continue. I may change my tune if future elements of the class' design seem to fit better with the SD model.
 


Garthanos

Arcadian Knight
Well, the problem with that is that not all battlemasters have anything like a warlord ability- without checking my PH, I think only Commander's Strike
I am pretty sure that is an underestimate but one of the things I have been considered was altering most abilities to affect allies ie as a battlemaster you can parry but now you can make a warning shout to enable an ally to parry.
 

NotAYakk

Legend
Here is what happens when I apply Garth's ideas and yours together.

Warlord

HD: 1d8 per Warlord level
HP at 1st level: 8 + your Constitution modifier
HP at higher levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES
Armor:
Light and Medium armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: 1 Artisan's Tools of your choice
Saving Throws: Intelligence, Wisdom

Skills: Choose two skills from Animal Handling, Athletics, History, Intimdation, Medicne and Persuasion

EQUIPMENT:
You start with the following equipement, in addition to the equipment graned by your background:

* (a) Scale mail or (b) studded leather armor
* (a) A martial weapon and a shield or (b) two martial weapons
* (a) A light crossbow and 20 bolts or (b) two javelins
* (a) A diplomat's pack or (b) an explorer's pack

Combat Superiority:
At level 1 you gain a Warlord Superiority die - 1d6. At the end of your turn if you have expended it, it refreshes. At level 3 you instead have 1d8, at level 5 you have 2d10, at level 7 you have 2d12 and at level 9 you have 3d12 Warlord Superiority dice.

You cannot use Maneuvers when you are unable to freely choose your action (if on your turn), or unable to perform reactions (if not on your turn).

Maneuvers: You know your intelligence bonus (min 1) plus 1/2 of your Warlord class level (round up) maneuvers from the Warlord combat maneuver list.

Saving Throws: DC 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

Command Points: Starting at level 2 you gain a pool of command points equal to 1/2 of your Warlord class level. You can regain command points equal to your wisdom or charisma modifier (your choice) by spending an action, up to your limit.

Initially you can spend command points on:
  • For 1 command point, you can regain one Warlord Superioriy die. You can do this at most once per turn.
  • As a reaction, you can grant a creature who can see or hear you a bonus on a saving throw or attack roll equal to the number of command points you expend. You can do this after the roll is made, but before the results are applied.
  • As a bonus action you can attempt to bring a unconscious creature with 0 HP within 5' back into the fight. They can immediately make a death saving throw with a bonus equal to your warlord class level, and you can expend any number of command points to give them a bonus on the roll equal to 1d6 per command point spent after you see it. Ignore any failure from this death saving throw.

School of Leadership: At level 3 you pick your school of leadership, describing why and how you lead others. (this is subclass)

Ability Score Increase: When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can icnrease one ability score of your choice by 1, or you can increase two ability scores of your choice by 1.

Extra Command
At level 5, when you use a bonus action to do a Warlord Maneuver, you gain a 2nd bonus action you can use on your turn. This extra bonus action can be spent on another Warlord Maneuver or something else.

6th level feature

School Feature
: At 7th level you gain a school of leadership feature.

9th level feature

School Feature
: At 10th level you gain a school of leadership feature.

11th level feature

13th level feature

14th level feature

School Feature
: At 15th level you gain a school of leadership feature.

17th level feature

18th level feature

20th level feature

Warlord Maneuvers

These are superior versions of the Battle Master maneuvers. An "ally" in these maneuvers is an friendly creature who can see or hear you.

Commander's Strike (Requires level 3)
When you take the Attack action on your turn, you can use a bonus action to command an ally to strike. When you do so, choose an ally and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attacks' damage roll.

Disarming Attack
When you or an ally hits a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than the you or the triggering ally has advantage if the attack is made before the start of their next turn.

Evasive Footwork
When you or an ally moves, you can expend one superiority die, rolling the die and adding the number rolled to you or the triggering ally AC until they stop moving.

Goading Attack
When you or an ally hits a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking them. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than the attacker until the end of their next turn.

Maneuvering Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose another ally. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of the attack.

Parry
When another creature damages you or an ally with a melee attack, you can expend a supriority die to let the hit creature expend a reaction, reducing the damage done by the number rolled on the superiority die plus their dexterity modifier.

Precision Attack
When you or an ally makes a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the attacker pushes the target up to 15 feet away from them.

Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte
When a creature misses you or an ally with a melee attack, you can expend one superiority die to let the missed creature use their reaction to make a melee weapon attack against the original attacker. If the granted attack hits, add the superiority die to the attack's damage roll.

Sweeping Attack
When you or an ally hits a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within the attacker's reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the attack knocks the target prone.

---

I dropped HD down to d8s; I figure the tough version of the Warlord can grant extra HP at level 3.

Almost every maneuver I stole was modified to be "you or an ally". Off-turn this does not burn your reaction; just a superiority die.

Warlord's version of Commander's Strike doesn't burn one of your attacks (!), just a bonus action.

At level 5, instead of another attack, you get a 2nd bonus action. So you can attack, and get 2 allies to attack as well.

It is more than a bit MAD, because I like MAD. You will want Str/Dex to attack with, Charisma or Wisdom for DCs and Command Point recovery, and Intelligence for extra maneuvers known.

Your Command Points are your per-encounter superiority dice, but can be burned for other purposes. I figure the level 11+ abilities might be fueled by them.

The recovery mechanism is "burn an action, gain attribute mod back".

I could port UA maneuvers over to this framework as well.

The rapid scaling of count and size of dice makes level 1-10 exciting I think. After 10, I don't like more or bigger dice, hence the idea of a 2nd tier of abilities. We need to compete with T3/4 casters.
 
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Garthanos

Arcadian Knight
You are good at running with a ball arent you LOL
Here is what happens when I apply Garth's ideas and yours together.

Warlord

HD: 1d8 per Warlord level
HP at 1st level: 8 + your Constitution modifier
HP at higher levels: 1d8 (or 5) + your Constitution modifier

PROFICIENCIES
Armor:
Light and Medium armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: 1 Artisan's Tools of your choice
Saving Throws: Intelligence, Wisdom

Skills: Choose two skills from Animal Handling, Athletics, History, Intimdation, Medicne and Persuasion

EQUIPMENT:
You start with the following equipement, in addition to the equipment graned by your background:

  • (a) Scale mail or (b) studded leather armor
  • (a) A martial weapon and a shield or (b) two martial weapons
  • (a) A light crossbow and 20 bolts or (b) two javelins
  • (a) A diplomat's pack or (b) an explorer's pack

Combat Superiority:
At level 1 you gain a Warlord Superiority die - 1d6. At the end of your turn if you have expended it, it refreshes. At level 3 you instead have 1d8, at level 5 you have 2d10, at level 7 you have 2d12 and at level 9 you have 3d12 Warlord Superiority dice.

You cannot use Maneuvers when you are unable to freely choose your action (if on your turn), or unable to perform reactions (if not on your turn).

Maneuvers: You know your intelligence bonus (min 1) plus 1/2 of your Warlord class level (round up) maneuvers from the Warlord combat maneuver list.

Saving Throws: DC 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

Command Points: Starting at level 2 you gain a pool of command points equal to 1/2 of your Warlord class level. You can regain command points equal to your wisdom or charisma modifier (your choice) by spending an action, up to your limit.

Initially you can spend command points on:
  • For 1 command point, you can regain one Warlord Superioriy die. You can do this at most once per turn.
  • As a reaction, you can grant a creature who can see or hear you a bonus on a saving throw or attack roll equal to the number of command points you expend. You can do this after the roll is made, but before the results are applied.
  • As a bonus action you can attempt to bring a unconscious creature with 0 HP within 5' back into the fight. They can immediately make a death saving throw with a bonus equal to your warlord class level, and you can expend any number of command points to give them a bonus on the roll equal to 1d6 per command point spent after you see it. Ignore any failure from this death saving throw.

School of Leadership: At level 3 you pick your school of leadership, describing why and how you lead others. (this is subclass)

Ability Score Increase: When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can icnrease one ability score of your choice by 1, or you can increase two ability scores of your choice by 1.

Extra Command
At level 5, when you use a bonus action to do a Warlord Maneuver, you gain a 2nd bonus action you can use on your turn. This extra bonus action can be spent on another Warlord Maneuver or something else.

6th level feature

School Feature
: At 7th level you gain a school of leadership feature.

9th level feature

School Feature
: At 10th level you gain a school of leadership feature.

11th level feature

13th level feature

14th level feature

School Feature
: At 15th level you gain a school of leadership feature.

17th level feature

18th level feature

20th level feature

Warlord Maneuvers

These are superior versions of the Battle Master maneuvers. An "ally" in these maneuvers is an friendly creature who can see or hear you.

Commander's Strike (Requires level 3)
When you take the Attack action on your turn, you can use a bonus action to command an ally to strike. When you do so, choose an ally and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attacks' damage roll.

Disarming Attack
When you or an ally hits a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than the you or the triggering ally has advantage if the attack is made before the start of their next turn.

Evasive Footwork
When you or an ally moves, you can expend one superiority die, rolling the die and adding the number rolled to you or the triggering ally AC until they stop moving.

Goading Attack
When you or an ally hits a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking them. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than the attacker until the end of their next turn.

Maneuvering Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose another ally. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of the attack.

Parry
When another creature damages you or an ally with a melee attack, you can expend a supriority die to let the hit creature expend a reaction, reducing the damage done by the number rolled on the superiority die plus their dexterity modifier.

Precision Attack
When you or an ally makes a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the attacker pushes the target up to 15 feet away from them.

Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte
When a creature misses you or an ally with a melee attack, you can expend one superiority die to let the missed creature use their reaction to make a melee weapon attack against the original attacker. If the granted attack hits, add the superiority die to the attack's damage roll.

Sweeping Attack
When you or an ally hits a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within the attacker's reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack
When you or an ally hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, the attack knocks the target prone.

---

I dropped HD down to d8s; I figure the tough version of the Warlord can grant extra HP at level 3.

Almost every maneuver I stole was modified to be "you or an ally". Off-turn this does not burn your reaction; just a superiority die.

Warlord's version of Commander's Strike doesn't burn one of your attacks (!), just a bonus action.

At level 5, instead of another attack, you get a 2nd bonus action. So you can attack, and get 2 allies to attack as well.

It is more than a bit MAD, because I like MAD. You will want Str/Dex to attack with, Charisma or Wisdom for DCs and Command Point recovery, and Intelligence for extra maneuvers known.

Your Command Points are your per-encounter superiority dice, but can be burned for other purposes. I figure the level 11+ abilities might be fueled by them.

The recovery mechanism is "burn an action, gain attribute mod back".

I could port UA maneuvers over to this framework as well.

The rapid scaling of count and size of dice makes level 1-10 exciting I think. After 10, I don't like more or bigger dice, hence the idea of a 2nd tier of abilities. We need to compete with T3/4 casters.
 

NotAYakk

Legend
Subclass thoughts:

School of Hard Knocks: A "Fighter" subclass of Warlord. Strength-based subclass. Gains +1 HP per Warlord level, heavy armor at level 3. You and allies can reroll HD used to regain HP during a short rest. Extra Attack at level 7 or 10 (maybe 10, to allow for a utility power at 7).
Aspiring Ruler: You want to be queen; this may or may not be "legitimate", it doesn't matter. Charisma-based subclass.
Academic Tactician: Chessmaster. Intelligence-based subclass.
Experienced Officer: Traditional "military leader" experience. Wisdom-based subclass.
Cryptic Shadow: A "Rogue" subclass of Warlord. Dex-based subclass.
 

Garthanos

Arcadian Knight
Bravura is one of the 4e Warlord types that had very interesting dynamics for me - by taking risks he inspired his allies and by showing them when and how to take risks he enhances their results when they do.
Exemplified by these :
His bravery in dashing past enemies to save an ally inspired any viewing ally in effect a boost to rally by daring behavior.
Or another example might be allowing an ally to take an extra attack at advantage by provoking an enemy attack.
 

Garthanos

Arcadian Knight
Bravura is one of the 4e Warlord types that had very interesting dynamics for me - by taking risks he inspired his allies and by showing them when and how to take risks he enhances their results when they do.
Exemplified by these :
His bravery in dashing past enemies to save an ally inspired any viewing ally in effect a boost to rally by daring behavior.
Or another example might be allowing an ally to take an extra attack at advantage by provoking an enemy attack.
Perhaps this Brash Warlord could recover his dice faster by risking opportunity attacks.
 

Garthanos

Arcadian Knight
Finally, here's the sketchiest of outlines of other potential ribbon abilities for the various subclasses that I've conceived so far:

use/enable dirty tricks and status effects
6th: Ribbon: Expertise in Deception, gain prof in disguise kit

Marshal- aura-based effects
6th: Ribbon: Aura grants bonus to Int and Cha checks within or against creatures in the aura.

White Raven- emphasis on moving allies/triggering attacks on a hit; fights
6th: Ribbon: Expend leadership die to grant expertise in one skill/tool for 10 minutes

Wolfpack Leader- gang up style; fights
6th: Ribbon: group benefits after short rest 1/day- lose exhaustion/regain spell slot/et
Like the flavor of Wolfpack and White Raven being a Schools / Archetypes of Warlord
 

Garthanos

Arcadian Knight
It is using the structure of the BM and retroactively making the BM a hybrid Fighter-Warlord to make the Warlord feel more naturally part of 5e.
There were people who thought that the CS die and maneuvers had a lot of potential... I agree. But one thing that needs buffed for a Warlord context is well whole party benefits. The aid a single ally trick is just a low hanging fruit on those maneuvers the trickier part is opening it up. "Everybody Charge","On your toes everyone" ... we are not talking about the kind of things that are "just rub some dirt in it" or similar targeted things.
 

NotAYakk

Legend
There were people who thought that the CS die and maneuvers had a lot of potential... I agree. But one thing that needs buffed for a Warlord context is well whole party benefits. The aid a single ally trick is just a low hanging fruit on those maneuvers the trickier part is opening it up. "Everybody Charge","On your toes everyone" ... we are not talking about the kind of things that are "just rub some dirt in it" or similar targeted things.
One has to be super careful with that.

A bonus or effect should be of at least a modest size to ve worth bothering, and then multiplying it by the party size makes it huge.

Bless is a top tier spell. Paladin aura is crazy good, and size limited. You can't have many things like that without being broken good.

"Everyone makes an attack" is an action-surge scale feature, for example.

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In my sketch above, I envisioned that the schools would use command points to fuel new abilities. The basr use would be inefficient to nova with.
 

Presents for Goblins

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