Hytheter
2014-11-05, 09:00 PM
This is something I threw together on account of a discussion in the 5e forum about how the Warlord class from 4th edition could be adapted to 5th. So far it seems to have appeased those who are fans of the warlord, but I'm a bit concerned about balancing and whether there's anything I should add/remove.
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Fighter Archetype: Commander
Commander's Tactics:
When you take this archetype at 3rd Level, when you use the attack action you can forgo one attack to apply one of the following effects to an ally of your choice:
- They may move as a reaction.
- They may make a single weapon attack as a reaction
- They gain +2 AC for the next round.
You can only use Commander's Tactics once per use of the attack action.
Morale Boost:
At 7th level, when you use your Second Wind you may forgo the normal effect and instead have any ally gain Temporary HP equal to d10+Your Fighter Level. That ally also gains advantage on their next attack.
Advanced Tactics:
From 10th level, when you use Commander's Tactics you can grant one of the following effects to an ally by forgoing 2 attacks instead of one.
- They may move and make a single weapon attack as a reaction.
- They may, as a reaction, cast a cantrip that has a casting time of 1 action.
- They gain advantage on all attacks until the start of your next turn.
You can only use Commander's Tactics or Advanced Tactics once per use of the attack action.
Tactical Mastery:
From 15th level when you can use any number of Commander's Tactics and Advanced Tactics in a single action as long as you forgo the required number of attacks for each effect. You can also use Commander's Tactics (but not Advanced Tactics) by spending a bonus action instead of forgoing an attack.
You can't apply the same effect to the same ally more than once in a single turn.
Battlecry:
From 18th Level, when you use Morale Boost you can choose a number of allies, including yourself, up to your Charisma modifier (minimum 2) and have all selected allies gain the effect.
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Design Notes/Concerns:
My overall approach was to mirror the features desired by user Eslin, a vocal advocate of the Warlord, without relying on too many disassociated mechanics or magic-seeming effects.
Commander's Tactics is intentionally designed to be compatible with Action Surge. This let's that ability still work with the Commander's niche, and at later levels can become very cool.
I'm not sure about the +2 AC effect; I wanted some sort of defensive buff, but +2 might be too powerful for a level three ability under bounded accuracy. Maybe it should just be that the next attack against them has disadvantage?
The advantage effect on morale boost is there because the effect seemed a little weak otherwise; it's basically just transferring the second win from you to someone else which isn't a net gain for the party as a whole especially when it's only temp HP. But if the class is deemed powerful enough as is that would probably be the first thing to go.
As for why it's temp HP, I based it vaguely on the Inspiring Leader feat and Rally maneuver, and flavour wise represents an increased will to carry on rather than actual healing of wounds (which would seem magical).
I don't have any qualms about Advanced Tactics, except that between both the basic and advanced tactics the ability might be too versatile for an at will ability.
Tactical Mastery however... flavour wise I love it. It allows you to play a commander who's sole role is an expert tactician and inspiring motivator but doesn't actually contribute directly to the fight (though he's well capable of getting his hands dirty too). I am concerned that it could be overly powerful though depending on party make up, even if it does use up all their reactions.
Battlecry I struggle with. Again I love it flavour wise, but it seems quite powerful. That's why I added the Charisma limitation instead of a flat modifier, but it kind of sticks out when no other effects are charisma based. And even then, it seems pretty powerful. Perhaps it should be once per long rest? And should I remove the charisma limit in favour of a flat number, or add some other Charisma based effects, or just leave it be?
So what are your thoughts?
edit: some more possibilities I just thought of now:
- increase the number and variety of Tactics, but limit the total number that can be learned (both basic and advanced combined) according to something like Charisma modifier. So if you have 16 charisma you can only use three tactcs, for example.
- Make battlecry the level 7 ability but drastically decrease effectiveness; say dX+cha HP for all allies within Y feet, possibly scaling (as opposed to directly mirroring second wind). Then have the 18th level ability be an improved version with more range or other effects, or have something else entirely.
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Fighter Archetype: Commander
Commander's Tactics:
When you take this archetype at 3rd Level, when you use the attack action you can forgo one attack to apply one of the following effects to an ally of your choice:
- They may move as a reaction.
- They may make a single weapon attack as a reaction
- They gain +2 AC for the next round.
You can only use Commander's Tactics once per use of the attack action.
Morale Boost:
At 7th level, when you use your Second Wind you may forgo the normal effect and instead have any ally gain Temporary HP equal to d10+Your Fighter Level. That ally also gains advantage on their next attack.
Advanced Tactics:
From 10th level, when you use Commander's Tactics you can grant one of the following effects to an ally by forgoing 2 attacks instead of one.
- They may move and make a single weapon attack as a reaction.
- They may, as a reaction, cast a cantrip that has a casting time of 1 action.
- They gain advantage on all attacks until the start of your next turn.
You can only use Commander's Tactics or Advanced Tactics once per use of the attack action.
Tactical Mastery:
From 15th level when you can use any number of Commander's Tactics and Advanced Tactics in a single action as long as you forgo the required number of attacks for each effect. You can also use Commander's Tactics (but not Advanced Tactics) by spending a bonus action instead of forgoing an attack.
You can't apply the same effect to the same ally more than once in a single turn.
Battlecry:
From 18th Level, when you use Morale Boost you can choose a number of allies, including yourself, up to your Charisma modifier (minimum 2) and have all selected allies gain the effect.
~~~~
Design Notes/Concerns:
My overall approach was to mirror the features desired by user Eslin, a vocal advocate of the Warlord, without relying on too many disassociated mechanics or magic-seeming effects.
Commander's Tactics is intentionally designed to be compatible with Action Surge. This let's that ability still work with the Commander's niche, and at later levels can become very cool.
I'm not sure about the +2 AC effect; I wanted some sort of defensive buff, but +2 might be too powerful for a level three ability under bounded accuracy. Maybe it should just be that the next attack against them has disadvantage?
The advantage effect on morale boost is there because the effect seemed a little weak otherwise; it's basically just transferring the second win from you to someone else which isn't a net gain for the party as a whole especially when it's only temp HP. But if the class is deemed powerful enough as is that would probably be the first thing to go.
As for why it's temp HP, I based it vaguely on the Inspiring Leader feat and Rally maneuver, and flavour wise represents an increased will to carry on rather than actual healing of wounds (which would seem magical).
I don't have any qualms about Advanced Tactics, except that between both the basic and advanced tactics the ability might be too versatile for an at will ability.
Tactical Mastery however... flavour wise I love it. It allows you to play a commander who's sole role is an expert tactician and inspiring motivator but doesn't actually contribute directly to the fight (though he's well capable of getting his hands dirty too). I am concerned that it could be overly powerful though depending on party make up, even if it does use up all their reactions.
Battlecry I struggle with. Again I love it flavour wise, but it seems quite powerful. That's why I added the Charisma limitation instead of a flat modifier, but it kind of sticks out when no other effects are charisma based. And even then, it seems pretty powerful. Perhaps it should be once per long rest? And should I remove the charisma limit in favour of a flat number, or add some other Charisma based effects, or just leave it be?
So what are your thoughts?
edit: some more possibilities I just thought of now:
- increase the number and variety of Tactics, but limit the total number that can be learned (both basic and advanced combined) according to something like Charisma modifier. So if you have 16 charisma you can only use three tactcs, for example.
- Make battlecry the level 7 ability but drastically decrease effectiveness; say dX+cha HP for all allies within Y feet, possibly scaling (as opposed to directly mirroring second wind). Then have the 18th level ability be an improved version with more range or other effects, or have something else entirely.