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Why is There No Warlord Equivalent in 5E?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9338801" data-attributes="member: 6790260"><p>The <em>vast</em> majority of spells are completely unacceptable unchanged. Period. They would need to be changed so significantly, they would be barely recognizable.</p><p></p><p>They cannot have any components, especially not material nor somatic ones. They cannot permit being counterspelled. They cannot cease to function in certain areas because anti-spell effects are in play (AMF, dead magic zone). They cannot involve the <em>vast</em> majority of nonphysical damage types unless fueled by an actual material, e.g. if you bring along a bottle of alchemist's fire, then sure, that could enable fire damage, but unless it's psychic damage I'm not buying it as a martial action.</p><p></p><p>So, what does that leave? Even if we pretend that all spells are suddenly immune to <em>counterspell</em> and AMF/dead magic/etc., and allow not just psychic but also force and thunder damage (because I'm feeling generous), I'm counting a grand total of 16 damage spells and 31 non-damage spells. Of the damage spells, the only ones I can even remotely justify are <em>sword burst, ensnaring strike, thunderous smite, wrathful smite, zephyr strike,</em> and <em>staggering smite.</em> You may notice that most of these are Ranger spells, and most that aren't are Paladin spells—and are basically just psychic or thunder damage riding atop "do a weapon thing", "scare someone badly", or "push someone around."</p><p></p><p>Utility spells are even worse. The only ones I can see passing muster are a few heals, <em>hunter's mark, command,</em> and <em>knock,</em> with nothing above 3rd level being even remotely acceptable. Perhaps a dozen spells, <em>max,</em> and even those would need to be reworked to some degree.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9338801, member: 6790260"] The [I]vast[/I] majority of spells are completely unacceptable unchanged. Period. They would need to be changed so significantly, they would be barely recognizable. They cannot have any components, especially not material nor somatic ones. They cannot permit being counterspelled. They cannot cease to function in certain areas because anti-spell effects are in play (AMF, dead magic zone). They cannot involve the [I]vast[/I] majority of nonphysical damage types unless fueled by an actual material, e.g. if you bring along a bottle of alchemist's fire, then sure, that could enable fire damage, but unless it's psychic damage I'm not buying it as a martial action. So, what does that leave? Even if we pretend that all spells are suddenly immune to [I]counterspell[/I] and AMF/dead magic/etc., and allow not just psychic but also force and thunder damage (because I'm feeling generous), I'm counting a grand total of 16 damage spells and 31 non-damage spells. Of the damage spells, the only ones I can even remotely justify are [I]sword burst, ensnaring strike, thunderous smite, wrathful smite, zephyr strike,[/I] and [I]staggering smite.[/I] You may notice that most of these are Ranger spells, and most that aren't are Paladin spells—and are basically just psychic or thunder damage riding atop "do a weapon thing", "scare someone badly", or "push someone around." Utility spells are even worse. The only ones I can see passing muster are a few heals, [I]hunter's mark, command,[/I] and [I]knock,[/I] with nothing above 3rd level being even remotely acceptable. Perhaps a dozen spells, [I]max,[/I] and even those would need to be reworked to some degree. [/QUOTE]
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