I did include some ideas for exploits above and the warlock does get sone daily ones. The warlord gets better saves, weapons and armor over the warlock.
Sure, so does the Cleric, but it doesn't exactly sacrifice spell power for it.
Every warlord also gets superiority dice which combined with weapons are armor are spell replacements.
That's what I thought, so the question of how do they stack up compared to spells is inevitable.
No reason why some of the exloits can't recharge after short rests or long rests that design was intentional for a modular warlord.
How does that mesh with CS dice?
Crunching the numbers should be one of the first things done. Thankfully, the numbers should be pretty easy. The battlemaster dice are equal to 1/3rd of casting (as it replaces eldritch knight). So assuming the class gets few other abilities the warlord should heal comparative to a cleric using 1/3rd of their spells.
Its not fair thougj to compare my warlord to thw battlemaster fighter. Sure its better in sime ways but it has sacrificed multiple attacks and things like action surge.
To paraphrase the old saying: all's fair in hate & War(lords). ;P
Seriously, though, the logic of reasoning from 1/3rd-caster-equivalent (because: Battlemaster) would lead to 3x the CS dice of the battlemaster: 6 at third (presumably 2-4 before that), going up to 12, maybe ~18 if optimized.
But, even that logic is questionable, since CS dice synergize with battlemaster multiple attacks.
Since you based it on the Warlock, maybe how much healing could a Warlock dish out using all it's slots over a standard 2-rest day if casting from the Cleric list?
Another important factor is that the cleric should just be the best at healing. Period. No class should compare with a life cleric going full healer.
We still haven't seen the sheer giant number that would be: Life Cleric, optimized for healing, optimally assigning all it's slots to maximize healing for a party.
Which would be one of my big complaints over this build. Most of it is entirely focused on healing. It makes the warlord's schtick healing. It becomes the healer class, not the class that grants attacks or lets allies move.
If the cleric and bard (and likely the artificer) can choose to heal or not, then isn't the warlord entitled to the same flexibility?
Uh.... what he said... ??? (JC: weren't you violently opposed to that idea in another thread?)
Z: You could move all the rallying stuff under
exploits maneuvers...
If designing I'd double down on maneuvers (which should be called maneuvers and not exploits).
[sblock="just need to rant about WotC for a moment, nothing to see here"]As a general rule, I don't go and rant against WotC being somehow mean to it's fans, but there is one, little, cynical, disingenuous, trivial little thing they've been doing that has been annoying me since 4e was announced. Effing around with language to try to defuse valid criticism, by introducing key words used in that criticism into jargon. 3.5 caught a lot of flack for unintended synergies that could break the game, if they were 'exploited,' thus, they got called 'exploits.' They get ready to roll rev, and use 'exploit,' for martial maneuvers. 3.5 got played 'Core Only' a lot to avoid all those exploits - not martial maneuvers, but broken combos - so they start slapping 'Core Rule Book' on every other thing they publish and, to give it teeth, spread out classes that were core over a couple of those books. People complain there's too much 'errata,' so they take to calling errata 'updates.' Fans say they want the Warlord so they can play an "Inspiring Leader," and that phrase becomes a feat - and an out-of-place indie mechanic and a Bard feature /both/ get called 'Inspiration.' [/sblock] So, yeah, 'maneuvers,' please.
The warlord should be the maneuver class. More maneuvers known, more dice, and larger dice. Again, use the 1/3rd caster level as the ballpark. Either make the warlord a 1/2 maneuver class or full maneuver class.
If you're going to be 'the' maneuver class, probably all the way, so around 3x the Battlemaster maneuvers as a guide, but keeping in mind that it doesn't have Extra Attacks to synergize with them nor blow through them. Level- or tier- gating maneuvers would also make a lot of sense. The Battlemaster's maneuvers are essentially all 1st-level abilities (again, using the BM-EK equivalency).
Give the warlord some flexibility.
Y'know, I've double-checked just whom I'm quoting twice, now.
