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You Don’t Have To Leave Wolfy Behind... In 'Pets & Sidekicks' Your Companions Level Up With You!
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Working on a Warlord Full Class
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<blockquote data-quote="the Jester" data-source="post: 8079904" data-attributes="member: 1210"><p>Here are the class features I've worked on so far:</p><p></p><p><strong>LEADERSHIP DICE (lvl 1): </strong>You have a pool of leadership dice whose number and type is dependent on your warlord level. Many of your warlord abilities are based on these dice. Many of the uses of these dice don't reduce your leadership dice pool, but some do. If your leadership dice pool is reduced, all rolls of your leadership dice use the reduced dice pool. You regain expended leadership dice when you complete a short or long rest.</p><p></p><p><strong>DIRECT ATTACK (lvl 1): </strong>When you take the Attack action on your turn, you can give up one of your attacks to grant a willing creature within 60' that can see or hear you an attack. When you do so, that creature uses its reaction to make a single weapon attack.</p><p></p><p><strong>INSPIRING WORD (lvl 1): </strong>By using a bonus action to call out encouragement to an ally that can hear you, you can grant it temporary hit points equal to the roll of one of your leadership dice. Doing so depletes your leadership dice pool by one die.</p><p></p><p>As you grow more experienced, you inspiring words become more potent. Beginning at 9th level, you can roll two leadership dice when you use this ability, at 13th level, you can roll three, and at 18th level, you can roll four. When you do so, you still only deplete your leadership dice pool by one die.</p><p></p><p><strong>COMMANDING PRESENCE (lvl 2): </strong>By virtue of your leadership ability, you improve your allies' abilities in combat. While you are not incapacitated, you can grant allies within 60' that can see or hear you certain benefits, depending on the nature of your commanding presence. Choose one of the following options. Once you make this choice, it can't be changed.</p><ul> <li data-xf-list-type="ul"><strong>Bravura Presence: </strong>While you are in combat, when an allied creature hits an enemy with an attack, you can use your reaction to move directly toward that enemy a number of feet equal to the roll of your leadership dice. You may choose to do so without provoking opportunity attacks, but doing so depletes your leadership dice pool by one die. In addition, if an ally incapacitates or kills an enemy with an attack, you can use your reaction to allow it to immediately move a number of feet directly toward an enemy equal to the roll of your leadership dice. You may choose to allow it to do so without provoking opportunity attacks, but doing so depletes your leadership dice pool by one die.</li> <li data-xf-list-type="ul"><strong>Insightful Presence: </strong>When you or an ally would be surprised, you can deplete your leadership dice pool by one die to negate that creature's surprise. You can deplete your pool by multiple dice to negate surprise on multiple creatures. In addition, when you or an ally makes an Insight, Investigation, or Perception check in combat, you can use your reaction to roll your leadership dice and add the highest one as a bonus to that check.</li> <li data-xf-list-type="ul"><strong>Inspiring Presence: </strong>While in combat, when an allied creature moves, you can use your reaction to give that creature a bonus to speed equal to a roll of your leadership dice. In addition, when an ally makes a saving throw, you can use your reaction to give it a bonus to the save equal to the roll of one of your leadership dice, but this depletes your leadership dice pool by one die.</li> <li data-xf-list-type="ul"><strong>Resourceful Presence: </strong>When an ally takes its turn in combat, you can use your reaction to increase its speed by a number of feet equal to the roll of your leadership dice. In addition, if an ally scores a critical hit in combat, you can use your reaction to roll your leadership dice and add each die to either the damage dealt or to the severity of the critical (choosing before you know what the severity dice will be). Doing so depletes your leadership dice pool by one die. [Note: Critical severity is tied to a "colorful critical hit" system that I use in my game.]</li> <li data-xf-list-type="ul"><strong>Tactical Presence: </strong>When you and your allies roll for initiative, you roll your leadership dice. You can add each die to the initiative of yourself or one ally. You can add more than one die to a single creature's initiative, but can add each die to only one initiative. In addition, when an ally uses the Attack action to attack a creature that has not yet acted in combat or that your ally is flanking, you can use your reaction to allow it to make one extra attack against that creature with that action, but this depletes your leadership dice pool by one die.</li> </ul><p><strong>GET UP! (lvl 2): </strong>As long as you have at least one leadership die in your pool, you can use your action to bring a creature within 5' of you that is at 0 hit points back into the fight. For the next minute or until it takes damage and has no temporary hit points, that creature remains conscious despite being at 0 hit points, and it can act normally. The creature retains any failed or successful death saves, and it continues to make death saves, but it can't fail unless it takes damage again.</p><p></p><p><strong>LEADERSHIP STYLE (lvl 3): </strong>At 3rd level, you choose a leadership style that informs how you direct your companions (and possibly yourself) in battle. [Note: I have only barely begun to work on these; this is most of where the Int vs. Cha warlord division is going to lie.)</p><p></p><p><strong>ABILITY SCORE INCREASE (lvl 4 etc): </strong>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. [Note: This schedule is tentative, pending what level other class features slot in at.]</p><p></p><p><strong>COMBAT LEADER (lvl 5): </strong>Beginning at 5th level, you can exhort your allies to deal more damage in combat. Once per round, when an ally within 60' that can see or hear you hits with a weapon attack, you can roll one of your leadership dice and add the result to the damage of the ally's attack. The damage is the same type as that dealt by the attack.</p><p></p><p>At 11th level, you can use this ability twice per round, but only once per ally. At 17th level, you can use it three times per round, but only once per ally.</p><p>[Note: This is the warlord's version of extra attack or increased cantrip damage.]</p><p></p><p><strong>SHAKE IT OFF (lvl 5): </strong>Beginning at 5th level, you can use your action to help a creature within 30' that can see or hear you to throw off conditions and effects. The creature makes a save against one condition or effect of your choice that a saving throw can end (whether made automatically on the creature's turn, as an action on its turn, or under certain conditions) or an effect that will end automatically during the next turn of the target or creator of the effect. After the creature rolls its saving throw but before you know whether it succeeds or fails, you may roll one of your leadership dice and add it to the result, but doing so depletes your leadership dice pool by one die.</p><p></p><p>Oh, and one more thing- the leadership dice pool goes like this:</p><p></p><p>lvl 1- 2d6</p><p>lvl 2- 3d6</p><p>lvl 5- 3d8</p><p>lvl 6- 4d8</p><p>lvl 9- 5d8</p><p>lvl 12- 5d10</p><p>lvl 14- 6d10</p><p>lvl 18- 6d12</p><p>lvl 20- 7d12</p></blockquote><p></p>
[QUOTE="the Jester, post: 8079904, member: 1210"] Here are the class features I've worked on so far: [B]LEADERSHIP DICE (lvl 1): [/B]You have a pool of leadership dice whose number and type is dependent on your warlord level. Many of your warlord abilities are based on these dice. Many of the uses of these dice don't reduce your leadership dice pool, but some do. If your leadership dice pool is reduced, all rolls of your leadership dice use the reduced dice pool. You regain expended leadership dice when you complete a short or long rest. [B]DIRECT ATTACK (lvl 1): [/B]When you take the Attack action on your turn, you can give up one of your attacks to grant a willing creature within 60' that can see or hear you an attack. When you do so, that creature uses its reaction to make a single weapon attack. [B]INSPIRING WORD (lvl 1): [/B]By using a bonus action to call out encouragement to an ally that can hear you, you can grant it temporary hit points equal to the roll of one of your leadership dice. Doing so depletes your leadership dice pool by one die. As you grow more experienced, you inspiring words become more potent. Beginning at 9th level, you can roll two leadership dice when you use this ability, at 13th level, you can roll three, and at 18th level, you can roll four. When you do so, you still only deplete your leadership dice pool by one die. [B]COMMANDING PRESENCE (lvl 2): [/B]By virtue of your leadership ability, you improve your allies' abilities in combat. While you are not incapacitated, you can grant allies within 60' that can see or hear you certain benefits, depending on the nature of your commanding presence. Choose one of the following options. Once you make this choice, it can't be changed. [LIST] [*][B]Bravura Presence: [/B]While you are in combat, when an allied creature hits an enemy with an attack, you can use your reaction to move directly toward that enemy a number of feet equal to the roll of your leadership dice. You may choose to do so without provoking opportunity attacks, but doing so depletes your leadership dice pool by one die. In addition, if an ally incapacitates or kills an enemy with an attack, you can use your reaction to allow it to immediately move a number of feet directly toward an enemy equal to the roll of your leadership dice. You may choose to allow it to do so without provoking opportunity attacks, but doing so depletes your leadership dice pool by one die. [*][B]Insightful Presence: [/B]When you or an ally would be surprised, you can deplete your leadership dice pool by one die to negate that creature's surprise. You can deplete your pool by multiple dice to negate surprise on multiple creatures. In addition, when you or an ally makes an Insight, Investigation, or Perception check in combat, you can use your reaction to roll your leadership dice and add the highest one as a bonus to that check. [*][B]Inspiring Presence: [/B]While in combat, when an allied creature moves, you can use your reaction to give that creature a bonus to speed equal to a roll of your leadership dice. In addition, when an ally makes a saving throw, you can use your reaction to give it a bonus to the save equal to the roll of one of your leadership dice, but this depletes your leadership dice pool by one die. [*][B]Resourceful Presence: [/B]When an ally takes its turn in combat, you can use your reaction to increase its speed by a number of feet equal to the roll of your leadership dice. In addition, if an ally scores a critical hit in combat, you can use your reaction to roll your leadership dice and add each die to either the damage dealt or to the severity of the critical (choosing before you know what the severity dice will be). Doing so depletes your leadership dice pool by one die. [Note: Critical severity is tied to a "colorful critical hit" system that I use in my game.] [*][B]Tactical Presence: [/B]When you and your allies roll for initiative, you roll your leadership dice. You can add each die to the initiative of yourself or one ally. You can add more than one die to a single creature's initiative, but can add each die to only one initiative. In addition, when an ally uses the Attack action to attack a creature that has not yet acted in combat or that your ally is flanking, you can use your reaction to allow it to make one extra attack against that creature with that action, but this depletes your leadership dice pool by one die. [/LIST] [B]GET UP! (lvl 2): [/B]As long as you have at least one leadership die in your pool, you can use your action to bring a creature within 5' of you that is at 0 hit points back into the fight. For the next minute or until it takes damage and has no temporary hit points, that creature remains conscious despite being at 0 hit points, and it can act normally. The creature retains any failed or successful death saves, and it continues to make death saves, but it can't fail unless it takes damage again. [B]LEADERSHIP STYLE (lvl 3): [/B]At 3rd level, you choose a leadership style that informs how you direct your companions (and possibly yourself) in battle. [Note: I have only barely begun to work on these; this is most of where the Int vs. Cha warlord division is going to lie.) [B]ABILITY SCORE INCREASE (lvl 4 etc): [/B]When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. [Note: This schedule is tentative, pending what level other class features slot in at.] [B]COMBAT LEADER (lvl 5): [/B]Beginning at 5th level, you can exhort your allies to deal more damage in combat. Once per round, when an ally within 60' that can see or hear you hits with a weapon attack, you can roll one of your leadership dice and add the result to the damage of the ally's attack. The damage is the same type as that dealt by the attack. At 11th level, you can use this ability twice per round, but only once per ally. At 17th level, you can use it three times per round, but only once per ally. [Note: This is the warlord's version of extra attack or increased cantrip damage.] [B]SHAKE IT OFF (lvl 5): [/B]Beginning at 5th level, you can use your action to help a creature within 30' that can see or hear you to throw off conditions and effects. The creature makes a save against one condition or effect of your choice that a saving throw can end (whether made automatically on the creature's turn, as an action on its turn, or under certain conditions) or an effect that will end automatically during the next turn of the target or creator of the effect. After the creature rolls its saving throw but before you know whether it succeeds or fails, you may roll one of your leadership dice and add it to the result, but doing so depletes your leadership dice pool by one die. Oh, and one more thing- the leadership dice pool goes like this: lvl 1- 2d6 lvl 2- 3d6 lvl 5- 3d8 lvl 6- 4d8 lvl 9- 5d8 lvl 12- 5d10 lvl 14- 6d10 lvl 18- 6d12 lvl 20- 7d12 [/QUOTE]
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