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5E Working on a Warlord Full Class

These maneuvers were even rougher in this document than the class details. Again. Sorry for the rudimentary nature. I've been wondering about writing it up again, but never managed to yet, to passing it out in the state it is currently in in the hopes it might be helpful.

Maneuvers:
Warlord maneuvers are similar to Battlemaster maneuvers in most aspects. Where the target is an ally of the Warlord, the target must either have line of sight and be able to hear the Warlord's voice, or be adjacent and within touch range of the Warlord. Unless specified otherwise, 'ally' can include the Warlord themselves.
Some maneuvers have prerequisites of class level of the warlord, or other maneuvers known that the character must have before being able to select that maneuver.


Name Prerequisites Effect

Rally 1 Warlord level 1 Action. Dice + Prof to temp HP

Rally 2 Level Multiple dice

Rally 3 Level 10 As reaction pre-empting damage


Fortify 1 Lvl 3 Dice + Prof to next saving throw

Fortify 2 Lvl 7 As reaction

Fortify 3 Lvl 11 Make new save on ongoing or mind-affecting effect.


Exhort 1 Lvl 3 Action. As reaction, ally makes an immediate attack.

Exhort 2 Lvl 7 Multiple dice

Exhort 3 Lvl 13 Action. As Reaction, ally takes an additional action.


Guard! 1 Lvl 1 Dice to AC until beginning of your next turn

Guard! 2 Lvl 7 As reaction, pre-empting an attack.

Guard! 3 Lvl 13 If while under the effects of this maneuver, your ally is attacked and missed by an attack, they may use their reaction to make an attack against their attacker if within their weapon's range.


Strike! 1 Lvl 1 Dice to ally's next attack roll

Strike! 2 Lvl Make an additional attack next attack action

Strike! 3 Lvl All allies


Work as one! 1 Lvl 1 +dice to ability check

Work as one! 2 Lvl Boosts help action

Work as one! 3 Lvl 15 Grant dice for future


Maneuver! 1 Lvl Maneuvering attack as BM

Maneuver! 2 Lvl Full move, no AoO, add dice to AC

Maneuver! 3 Lvl Multiple allies


Disable 1 Lvl Attack. Inflicts Condition (Deafened, Restrained, frightened )

Disable 2 Lvl Attack. Inflicts Condition (Blinded, Incapacitated )

Disable 3 Lvl Attack. Inflicts Condition (Stunned, Paralysed. )
 

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the Jester

Legend
I've been working on my 'dirty tricks' subclass. Here's what I have so far:

SKULLDUGGER
A skulldugger works to win by any means necessary. He or she encourages the use of escamotage, dirty tricks, and unusual tactics, and places victory above honor or fairness. To a skulldugger, winning is all that matters. There’s no point in offering an enemy the chance to recover from a misstep, and anything that gives the skulldugger and his allies an edge is good form, regardless of what judgement an observer might render about it. A skulldugger’s features, when they rely on his or her ability scores at all, rely on Intelligence.

ENABLE DIRTY TRICKS: Beginning at 3rd level, when an ally you can see within 60’ that can see or hear you makes an ability check to grapple, shove, disarm, or climb on an enemy, you can use your reaction to give it advantage on that check.
In addition, when you or an ally you can see within 60’ that can see or hear you attacks a surprised creature, you or that ally gains advantage on the first attack on that turn.

TRICKY: At 6th level, you gain proficiency in Deception and the disguise kit. (If you already have proficiency in one or both, choose a different skill or tool to gain proficiency with in place of each that you are already proficient in.) Then, choose either Deception or the disguise kit. When you make an ability check with the chosen skill or tool, you may add your proficiency bonus twice, instead of once, to the check.

ENHANCE DIRTY TRICKS: Starting at 10th level, when an ally you can see within 60’ that can see or hear you successfully grapples, shoves, disarms, or climbs on an enemy, you can use your reaction to grant its maneuver extra benefits. If you use your reaction to enable the dirty trick with your 3rd level feature, you can use this feature as part of the same reaction.
  • If the ally grapples the target, you can allow that ally to also restrain the target.
  • If the ally shoves the target, you can allow that ally to shove the target an extra 10’ (including if the shove knocks the enemy prone).
  • If the ally disarms the target, you can allow that ally to knock the disarmed weapon an additional 10’ away from the target.
  • If the ally climbs on an enemy, you can choose to give that enemy disadvantage on attacks against the ally until the end of the ally’s next turn.

DIRTY TRICK COMBINATION: Beginning at 15th level, when an ally you can see within 60’ that can see or hear you successfully grapples, shoves, disarms, or climbs on an enemy, you can use your reaction and deplete your leadership dice pool by one die to add even more insult to injury by enabling a combination dirty trick. If you use your reaction to enable the dirty trick with your 3rd level feature or to enhance it with your 10th level feature, you can use this feature as part of the same reaction. If you do, you can choose any of the following options.
  • You can enable the creature performing the dirty trick to make one weapon attack against the target of the dirty trick as part of the same attack or action with which it performed the dirty trick.
  • You can enable another ally within 60’ that you can see and that can see or hear you to use its reaction to make one weapon attack against the target of the dirty trick.
  • You can allow the creature performing the dirty trick to add an eye gouge to the target, which must make a Con save (DC 8 + your proficiency bonus + your Int bonus) or be blinded until the end of the next turn of the creature performing the dirty trick.
  • You can allow the creature performing the dirty trick to add an ear clap to the target, which must make a Con save (DC 8 + your proficiency bonus + your Int bonus) or be deafened for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
  • You can allow the creature performing the dirty trick to clamp a hand over the target’s mouth, provided the creature has a hand free and is at least as large as the target. The target must make a Dex save (DC 8 + your proficiency bonus + your Int bonus) or be unable to speak until the end of the next turn of the creature performing the dirty trick or until the target is out of that creature’s natural reach.
  • You can allow the creature performing the dirty trick to add a shove or grapple attempt to the dirty trick, provided that it did not already perform that maneuver against the target. The shove or grapple is resolved normally, with no enhancements from your class features.

I don't yet have a 20th level feature for this subclass.
 

I hope WotC will read it.
That approach could lead to good results in playtests. 4e lies far enough back that you can start to tale the good elements and adapt them to 4e.
If they go the battlemaster full class route, they also don't add a completely new system but build upon what is already there.
It is also a very underutilized system they already tried to enhace with different fighter subclasses.
The approach back then failed because the question was: why not chose battlemaster and an appropriate background instead of a more limited version.
By turning superiority dice into a full class (at will) feature and by reducing the base class fighting capabilities to that of a standard warrior you have your justification.
 

the Jester

Legend
Prospective skulldugger lvl 20 feature:

KICK THEM WHILE THEY’RE DOWN: Once you have attained 20th level, you have truly mastered the art of taking advantage of dirty tricks. When an ally you can see within 30’ successfully grapples, shoves, disarms, or climbs on an enemy, each other ally of yours that can see or hear you that is within 5’ of the target of that maneuver can make an opportunity attack against the target of that maneuver.
 

the Jester

Legend
@Brain pointed out (on my Discord) that I need to specify how Kick Them While They're Down interacts with the positioning of the target of the shove. So a slight alteration:

KICK THEM WHILE THEY’RE DOWN: Once you have attained 20th level, you have truly mastered the art of taking advantage of dirty tricks. When an ally you can see within 30’ successfully grapples, shoves, disarms, or climbs on an enemy, each other ally of yours that can see or hear you that is within 5’ of the target of that maneuver after that maneuver resolves can make an opportunity attack against the target.
 

the Jester

Legend
I'm also going to move the two dice Inspiring Word to 7th level to make room for a ribbon at 9th; since the subclasses give a ribbon at 6th, giving a base class ribbon at 7th as well seems like bad progression design, and I definitely need another ribbon in there somewhere.
 

Garthanos

Arcadian Knight
I hope WotC will read it.
That approach could lead to good results in playtests. 4e lies far enough back that you can start to take the good elements and adapt them to 5e.
If they go the battlemaster full class route, they also don't add a completely new system but build upon what is already there.
It is also a very underutilized system they already tried to enhance with different fighter subclasses.
The approach back then failed because the question was: why not chose battlemaster and an appropriate background instead of a more limited version.
By turning superiority dice into a full class (at will) feature and by reducing the base class fighting capabilities to that of a standard warrior you have your justification.
We could probably make a thread all for that concept of its own.... also would let The Jesters thread do its thing that way.
 

We could probably make a thread all for that concept of its own.... also would let The Jesters thread do its thing that way.

I like the Jesters ideas. It is a very good concept. The only thing I don't agree with is a new dice mechanic you could easily call superiority dice with little tweaks.
 

the Jester

Legend
I like the Jesters ideas. It is a very good concept. The only thing I don't agree with is a new dice mechanic you could easily call superiority dice with little tweaks.

That's fair. I see where you're coming from on this- but I prefer to let the battlemaster be the home of superiority dice. I like the battlemaster as the fighter's dabble into warlord-dom, but I like the notion of a dice pool that you don't always deplete to enable your (or your allies') abilities. And I don't see the point in using a pool of superiority dice and having them behave drastically differently from the battlemaster fighter's (and those offered by the feat). Different tastes, etc. Also, I like the idea of a multiclassed warlord/fighter with both pools operating independently.

That said, once I'm at the stage where I am actually playtesting this, I may well change my tune. That's still a little way off though.
 

That's fair. I see where you're coming from on this- but I prefer to let the battlemaster be the home of superiority dice. I like the battlemaster as the fighter's dabble into warlord-dom, but I like the notion of a dice pool that you don't always deplete to enable your (or your allies') abilities. And I don't see the point in using a pool of superiority dice and having them behave drastically differently from the battlemaster fighter's (and those offered by the feat). Different tastes, etc. Also, I like the idea of a multiclassed warlord/fighter with both pools operating independently.

That said, once I'm at the stage where I am actually playtesting this, I may well change my tune. That's still a little way off though.

Thanks for the explanation. So I hope that your playtest goes well. :)
So I will go back to just following the thread. ;)
 

Garthanos

Arcadian Knight
I quoted this post, because the other one was too long.
Instead of changing fighter maneuvers to you or an ally, you probably should just give the warlord a level one feature that says:
if a power says you, you can also allow an ally to do it as a bonus action. If a power grants an attack to your ally, you can do an attack as a bonus action.
I think maybe I am liking this better the more that I think about it...
Basically the idea is roughly
Meta Maneuvers
Battle Shout
: you can use help or trigger an allies use of a maneuver you yourself know from range of up to 30 feet. Keep or fix the battlemaster maneuvers written the same.
Battle Signals : allies only need to see you for you to help them at range (but they can be deafened).
Coordinated Maneuvering: you may allow multiple targets to perform maneuvers you know against the same target.
Battle Plan: you may allow multiple targets to perform different maneuvers as part of a single bonus action.

And some might be less related to maneuvers.
War Cry : you may allow allies to use your initiative value.
 
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the Jester

Legend
Okay, here's another subclass. I have some concerns that I made it too strong. Also, I never used the 3e marshal class, which is the inspiration for it, so I would love to hear from anyone who has played one whether this seems to catch the basic feel and flavor of that class. Anyhow:

MARSHAL
A marshal projects magical auras, similar to those generated by a paladin, to aid his or her allies. These auras have a variety of effects that bolster and boost the marshal’s auras. A marshal relies on his or her Charisma to lead, with the auras manifesting through sheer force of personality.

MARSHAL’S AURA: Beginning at 3rd level, you learn to magically project an aura that helps your allies. Activating an aura uses your bonus action and involves cajoling, directing, haranguing, and encouraging your allies. The aura extends to a range of 30’ around you and effects allies that can hear or see you. The aura remains active for as long as you concentrate, as if concentrating on a spell, to a maximum of one minute. It can also be ended early if you or it are the target of a dispel magic spell. You can only have one minor aura active at a time, and you can activate an aura a number of times equal to your Charisma bonus, then must complete a long rest before you can do so again. When you use this ability, choose one of the following auras to activate.
  • Art of War Aura: Once per round, each ally in the aura can add one of your leadership dice to an attack roll it makes while flanking an enemy, or to an ability check made to grapple, shove, or to resist a grapple or shove or to escape a grapple.
  • Inspiring Aura: Once per round, each ally in the aura can add one of your leadership dice to a Strength, Dexterity, or Constitution check.
  • Motivating Aura: Allies in the aura can’t be charmed or frightened.
  • Opportunistic Aura: Once per round, each ally in the aura can make an opportunity attack without using its reaction.
  • Watchful Eye Aura: Once per round, each ally in the aura can add one of your leadership dice to an Intelligence or Wisdom check, or to a Dexterity save.
HEROIC INSPIRATION: Beginning at 6th level, when an ally in range of your aura makes an Int, Wis, or Cha check and rolls a 3 or less on the d20, it rerolls the check until the die comes up a 4 or higher. You need not have an active aura or any uses of your aura remaining for this feature to function.

EXTEND AURA: Once you reach 10th level, your warlord auras extend 60’.

GREATER AURA: Starting at 15th level, when you activate an aura, you may choose to use one of the following auras as well as one of your marshal’s auras.
  • Aura of Hardiness: Once per round, when it takes damage, each ally in the aura can reduce the damage it takes by an amount equal to the roll of one of your leadership dice. You can use your reaction to instead reduce the damage it takes by the roll of your leadership dice pool, but doing so depletes your pool by one die.
  • Aura of Perseverance: Allies in the aura can’t be stunned and gain advantage on Strength, Constitution, and Wisdom saving throws.
  • Aura of Swiftness: Once per round, each ally in the aura can use its reaction at the end of any creature’s turn to move its speed. You can use your reaction to increase the creature’s speed for that movement by the roll your leadership dice, but doing so depletes your pool by one die.
  • Deadly Aura: Your allies in the aura expand their critical range by one (typically scoring a critical hit on a 19-20). If an ally in the aura scores a critical hit, it increases the damage and the critical severity each by the roll of one of your leadership dice. You can use your reaction to instead increase the damage by the roll of your leadership dice, but doing so depletes your leadership dice pool by one die.
  • Energizing Aura: When an ally starts its turn in the aura, it gains temporary hit points equal to the roll of one of your leadership dice. You can use your reaction to instead grant the ally temporary hit points equal to the roll of your leadership dice pool, but doing so depletes your pool by one die.
REFRESHING AURA: Beginning at 20th level, when you roll for initiative, if you have no remaining uses of your aura, you regain one use of your aura.
 

the Jester

Legend
All right, here's my last subclass (for the first draft)- the White Raven.

WHITE RAVEN
Originally, the White Ravens were a noble house that founded a school of military tactics. After the noble house died out, the school remained. Even after the school passed out of history, the tactics and the school of thought taught there continued to be practiced by groups of soldiers, mercenaries, and even occasional bands of bandits or brigands. The White Ravens practice a method of leadership that focuses on maneuver, formation advance, and taking advantage of momentary lapses in the attention of adversaries. A White Raven can use either Intelligence or Charisma in directing his or her allies, and often but not always leads from the front.
WHITE RAVEN ADVANCE: Starting at 3rd level, when you or an ally you can see within 60’ hits a creature with a weapon attack, you can allow each willing ally that can see both you and the creature that was hit to move 10’ directly toward the hit creature without provoking opportunity attacks. You can use this feature a number of times equal to your Intelligence or Charisma bonus, then must complete a short or long rest before using it again.
REACH NEW HEIGHTS: At 6th level, you learn to enable your allies to reach new heights with their skills or tools. By urging your allies on, you can cajole them into exceeding their normal capacity. As an action, you can choose one willing ally that can hear or see you within 60’ and a skill or tool that it is proficient in. You deplete your leadership dice pool by one die, and for 10 minutes, that ally gains expertise in that skill or tool.
WHITE RAVEN STRIKE: At 10th level, when you or an ally you can see within 60’ hits a creature with a weapon attack, you can use your reaction to invigorate the attacks of allies that can see or hear you against that creature. Until the end of your next turn, attacks against that creature gain advantage. You can use this feature a number of times equal to your Intelligence or Charisma bonus, then must complete a long rest before using it again.
WHITE RAVEN MANEUVER: Beginning at 15th level, you can use an action to enable each ally you can see within 90’ that can see or hear you to move its speed. If you deplete your leadership dice pool by one die, those movements don’t provoke opportunity attacks.
WHITE RAVEN ONSLAUGHT: At 20th level, you can designate a target for your allies to attack. As a bonus action, you choose a target you can see within 120’. Each ally within 90’ that can see or hear you can join the onslaught, which lasts for 1 minute. Once per round when the target is hit by a weapon attack, each creature that joined the onslaught can move 10’ without provoking opportunity attacks, as long as it ends that movement closer to the target than it began.
 

the Jester

Legend
One final touch: the last ribbon ability for the base warlord, gained at lvl 9:

TACTICAL ACUMEN: Beginning at 9th level, when you make a Dex check or save, you can use your Intelligence bonus in place of your normal ability bonus. In addition, when you make a Wis check or save, you can use your Charisma bonus in place of your normal ability bonus.

Now I need to review everything, and I (probably) have a version 0.1 ready! On to playtesting!
 

Question, are those movement maneuvers that rely on a die roll to set their movement still part of the class? Because that has some issues. Mostly that I'm not sure how to deal with rolls that aren't a multiple of 5.
 

the Jester

Legend
Question, are those movement maneuvers that rely on a die roll to set their movement still part of the class? Because that has some issues. Mostly that I'm not sure how to deal with rolls that aren't a multiple of 5.
Yes.

While I often use a battlemap, I don't tie things to the grid or to squares. I'm fine with a creature moving halfway into a square or in non-straight/45 degree angle directions. I guess if you are putting the grid forward in your gameplay, where you tie locations to squares and the like, you'd have to do some rounding; I'd probably specify a minimum of one square in such cases.
 

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