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D&D 5E I NEED A WARLORD

Chaltab

Explorer
Yeah. Honestly a 'once per encounter' instead of 'once between short rests' would do a lot of good for the Fighter class a whole. (I think it's a distinction that needs to be made because otherwise the Wizard's spell recovery ability could get a bit out of hand. RAW it just seems like the classes were designed with two different rules for short rests in mind.)
 

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Rygar

Explorer
The first problem with the fighter is that he is a striker pure and simple. He is not a defender this edition and is made to kill things himself. The battlemaster is like take the first warlord feat in 4th. It might open you up to some warlord stuff but it does not make you a warlord.

The warlord class needs to act like a warlord before you even get to your sub class. Instead of second wind he would have something like battlecry(gives 1d8+cha and lvl HPs or THPs) usable maybe twice per short or long rest that get a couple more as you level up. Then he would get a power that would be defesive for the team instead of actionsurge(maybe a 1 round haste for a teammate). Only the cha based subclass would get the multiattack at 5th, the int based subclass would get commanders strike that allows a teammate to take the second attack. The warlord would start out with martial weapons and med armor and shields with maybe the cha warlord getting heavy while the int warlord get a class feature letting him use int instead of dex for med armor.

As for the subclasses the cha sub would focus on buffs that either set up nova rounds for teammates or give temp HPs. Where as the int sub would focus on mobility and extra attacks for others. saving throws would probalily be wis and either str int or cha.

Yes you can sorta do some warlord like stuff with feats or bard magic but its not a warlord and anyone who played alot of warlords knows it.

There isn't a "Striker" or a "Defender" in 5th edition. Hardcoded combat roles are not in 5th edition.
 

I'd pick a bard, choose College of Valor, remove jack of all trades, expertise and magical secrets and raise the hit dice to d10. Pick some spells that can easily be flavored as combat moves and you get a warlord. For bonus warlord action, choose the martial adept feat and pick the commander's strike and maneuvering attack maneuvers. Certainly, not a 4E Warlord, but a good filler until something better appears, either official or third party.
 

Chaltab

Explorer
There isn't a "Striker" or a "Defender" in 5th edition. Hardcoded combat roles are not in 5th edition.
That doesn't change the validity of using it as a descriptor. The fighter builds we've seen so far in DDN certainly lend themselves far more to killing things than protecting their allies.
 


Khaalis

Adventurer
Call to Heroes: Beginning when you choose this archetype at 3rd level, you can inspire another creature as a bonus action, by appealing to its hopes or fears. To do this, you must know or guess the target's Bond, Ideal, or Flaw. If your guess is correct, the creature gains advantage on one attack roll, saving throw, or ability check before the start of your next turn. That ally cannot be affected by this ability again until it takes a long rest.
Allied Attack: Starting at 5th level, you do not gain the Extra Attack ability. Instead, you learn to distract foes and create openings for your allies. When you attack a creature, you may choose one ally within 60 feet of you. That ally can make an attack or cast a cantrip as a reaction.
Fighting Withdrawal: Starting at 7th level, you can coordinate your allies' retreat or retrenchment. When you take the Disengage action, its benefits apply to all allied creatures within 60 feet of you, and each of those creatures can move up to half its speed as a reaction.
Tactical Mastery: Starting at 10th level, when you use Allied Attack and your own attack hits, the ally can add your Intelligence or Charisma modifier (your choice) to his or her damage roll.
Improved Allied Attack: Starting at 11th level, your Allied Attack allows two allied creatures to attack or cast a cantrip, instead of one.
Heroic Resurgence: Starting at 15th level, your own resurgence inspires your allies. When you use Second Wind, each ally within 60 feet gains temporary hit points equal to the amount you regain.
Unity of Purpose: Starting at 18th level, your presence grants your allies almost supernatural alertness. Whenever initiative is rolled, choose up to 5 allied creatures before the roll is made; you and all the affected creatures use the highest initiative among your rolls. Furthermore, if one of you is not surprised, none of you is surprised.
Legion Attack: Starting at 20th level, your Allied Attack allows all allies within 60 feet to attack or cast a cantrip.

I really like where this idea is going. Could use some tweaks (i.e. Unity of Purpose # of sallies should be based on a stat mod rather than a flat number) but its a good place to start I think. You might want to toss this over into the House Rule forum.
 

Jackal_

First Post
Yeah. Honestly a 'once per encounter' instead of 'once between short rests' would do a lot of good for the Fighter class a whole. (I think it's a distinction that needs to be made because otherwise the Wizard's spell recovery ability could get a bit out of hand. RAW it just seems like the classes were designed with two different rules for short rests in mind.)


After playing some encounters with frequent short rest and without, this is what I've found as well for the Monk. Just not enough Ki points for frequent encounters without a short rest.
 

pemerton

Legend
Fighting Style: Marshal
If you do not attack on your turn, you may use a Bonus Action to point out an enemy to your allies. You grant Advantae on the first attack by one of your allies against the chosen foe.

Or something like that.
This is extremely underpowered. If the character just attacks, then it is much the same as advantage - both the marshal and the ally get a roll to hit - except that there is the possibility of hitting twice. Only in very corner cases is it better to give the ally a greater chance of hitting while limiting the overall maximum success to a single hit.
 

1of3

Explorer
This is extremely underpowered. If the character just attacks, then it is much the same as advantage - both the marshal and the ally get a roll to hit - except that there is the possibility of hitting twice. Only in very corner cases is it better to give the ally a greater chance of hitting while limiting the overall maximum success to a single hit.

Yes, it is rather weak. Do you have a better idea?
 


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