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JNAProductions
2020-08-05, 02:25 PM
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10+Con Mod
Hit Points at Higher Levels: 1d10 (6)+Con Mod

PROFICIENCIES
Armor: Light, Medium, and Heavy Armor, as well as Shields
Weapons: All Simple and Martial Weapons
Tools: Any one from Land Vehicles, Water Vehicles, or a gaming set of choice

Saving Throws: Constitution and Intelligence
Skills: Choose any three skills

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Leather Armor, (b) Scale Mail, or (c) Chain Mail
-Any two weapons you have proficiency in, with 20 pieces of ammo (if it uses ammo) or two additional copies (if it is thrown)
-(a) Any simple weapon or (b) a shield
-Any one pack

Warlord




—Technique Slots per Level—


Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th


1st
+2
Archetype, Commander
—
—
—
—
—


2nd
+2
Techniques, Fighting Style
2
—
—
—
—


3rd
+2
Rallying Cry
3
—
—
—
—


4th
+2
Ability Score Improvement
3
—
—
—
—


5th
+3
Extra Attack
4
2
—
—
—


6th
+3
Stand Strong
4
2
—
—
—


7th
+3
Archetype Feature
4
3
—
—
—


8th
+3
Ability Score Improvement
4
3
—
—
—


9th
+4
Archetype Feature
4
3
2
—
—


10th
+4
Combined Assault
4
3
2
—
—


11th
+4
Master Commander
4
3
3
—
—


12th
+4
Ability Score Improvement
4
3
3
—
—


13th
+5
Archetype Feature
4
3
3
1
—


14th
+5
Canny Survivor
4
3
3
1
—


15th
+5
Battlefield Awareness
4
3
3
2
—


16th
+5
Ability Score Improvement
4
3
3
2
—


17th
+6
Extra Attack II
4
3
3
3
1


18th
+6
Archetype Feature
4
3
3
3
1


19th
+6
Ability Score Improvement
4
3
3
3
2


20th
+6
Grand Order
4
3
3
3
2



Archetype
At level one, choose what your commanding style will be. You may choose from Canny and Courageous.

Commander
Also at level one, you may choose to issue a Command as a bonus action or in place of an attack. You may not target yourself with a Command, unless it explicitly allows you to. You have access to all commands available to a Warlord of your level, as listed below.

Techniques
At level two, you gain Techniques. Techniques are, in many ways, similar to casting a spell-however, they are (unless otherwise noted) non-magical.

You automatically know all Techniques available to use, but may only prepare a number equal to half your Warlord level (rounded down) plus your Intelligence modifier, to a minimum of one.

Intelligence determines how potent your Techniques are. Your attack roll with a Technique, should one be made, is equal to your proficiency bonus plus your Intelligence modifier. Your save DC for any Techniques are 8+your proficiency modifier+your Intelligence modifier.

Fighting Style
At level two, you may pick any Fighting Style of your choice. Warlords tend to favor Protection or Defense.

Rallying Cry
At level three, you can, once per short rest, unleash a mighty cry of bravery and heroics as an action, rallying your allies. Any ally within 60' may spend a hit die (adding their Constitution bonus as normal to the amount healed) and, if they were conscious before spending the hit die, gain advantage on their next attack roll or save roll (their choice).

Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you may increase any two stats by one, or any one stat by two.

Extra Attack
At level five, you may attack twice instead of once when you take the Attack action on your turn. At level seventeen, this increases to three times.

Stand Strong
At level six, you provide steadfast comfort and determination to you and your allies. All allies within 10' (including yourself) reduce any damage by an amount equal to your proficiency bonus.

At level eighteen, this extends to 30'.

Combined Assault
At level ten, you can direct allies into a devastating combined assault once per short rest. As an action, declare a single enemy you can perceive, and make a single attack against them. Any ally who makes an attack against that enemy gains a cumulative +1 bonus to attack and damage rolls for each attack made by an ally made since you declared the Combined Assault. This effect lasts till the start of your next turn.

A Party consisting of a Warlord, a Paladin, a Wizard, and a Rogue, all 10th level, are fighting a Lich.

The Warlord declares a Combined Assault, and attacks the Lich once-the Lich uses Shield and the attack misses.
Next, the Lich goes, and attempts to Fireball the party, but is Counterspelled.
The Paladin attacks next, swinging twice-their first attack is made with an extra +1 to attack and damage, as the Warlord has attacked the Lich once. Their second attack is made with +2, as their own attack counts as well.
The Rogue then goes, attacking once with +3 to their attack and damage rolls.
The Wizard finally goes, and uses Synaptic Static-which requires a save roll, and therefore is unaffected.
Then, the Warlord's turn starts, and the effect of Combined Assault ends.

Master Commander
At level eleven, you may issue two Commands as a bonus action, instead of just one. You may, as normal, replace an attack with a Command as well.

Canny Survivor
At level fourteen, you gain proficiency in any one save of your choice that you do not already have proficiency in.

Battlefield Awareness
At level fifteen, you and your allies work as a seamless unit when it comes to knowing who's where and what's needed. You may designate a number of people equal to your intelligence modifier to be part of your core unit. (Your core unit always includes yourself, not counting against the number of people who can be in it.) If anyone in the core unit is not surprised by an ambush, then no one in it is. If anyone in the core unit is aware of an enemy's location, then all are. This works for anyone part of the core unit within 120' of the Warlord and able to see or hear them.

Grand Order
At level twenty, you gain access to a single Grand Order. This is usable once per long rest, in place of any other order, and has monumental effects.


Canny Commander

Quick-Witted
At level one, you may add your Intelligence modifier to your Initiative rolls.

Unified Alacrity
At level seven, you may add your Intelligence modifier to any allies' Initiative rolls, provided they are within 10'. At level eighteen, this increases to 30'. Additionally, you may now add your proficiency modifier to your Initiative rolls.

Technique Recovery
At level nine, you may regain a single Technique slot over the course of a short rest. You may only do so once per long rest.

Quick Travel
At level thirteen, you may travel at a normal pace while still moving Stealthily, and at a fast pace without a penalty to Perception.

Impossibly Keen
At level eighteen, you may choose to simply go first in a combat. You may do so once per long rest.


Courageous Commander

Brave
At level one, you gain advantage on saves against becoming Frightened.

United We Stand
At level seven, allies within 10' gain advantage on saves against becoming Frightened. At level eighteen, this increases to 30'. Additionally, you become immune to the Frightened condition.

Snap Out Of It
At level nine, you may, as a bonus action, allow an ally within 60' who can see or hear you to make an immediate save against an ongoing effect.

Deeds And Words
At level thirteen, you gain proficiency in Persuasion. If you already had proficiency, gain Expertise. If you already had Expertise, you may gain any one other skill of your choice.

Sure Strike
At level eighteen, you may choose to make any attack roll into a critical hit. You may do so once per long rest.


Commands

Kip Up
Prerequisite: 1st Level
A prone ally within 60' may use their reaction to stand up.

Take Cover
Prerequisite: 1st Level
An ally within 60' may use their reaction to either fall prone, or move up to half their speed into cover.

Brace
Prerequisite: 1st Level
An ally within 60' may use their reaction to gain advantage on the next save they make.

Mighty Blow
Prerequisite: 5th Level
An ally within 60' gains your proficiency bonus to their damage rolls until the start of your next turn.

Total Defense
Prerequisite: 5th Level
An ally within 60' gains your proficiency bonus to their AC until the start of your next turn.

Move
Prerequisite: 5th Level
An ally within 60' may use their reaction to move up to their speed.

Strike
Prerequisite: 11th Level
An ally within 60' may use their reaction to make a single attack.

Dodge
Prerequisite: 11th Level
An ally within 60' may use their reaction inflict disadvantage against all attacks from a single target, until the start of your next turn.

Get Up
Prerequisite: 11th Level
An ally within 60' may use their reaction to expend a single hit die, adding their Constitution modifier and your proficiency modifier to the amount of HP regained.

Grand Orders

Act
An ally within 60' may use their reaction to immediately take a turn.

Survive
An ally within 60' immediately spends up to five hit dice, adding their Constitution modifier and your proficiency modifier to each die, immediately makes a save with advantage against any conditions inflicting them, and inflicts disadvantage on any attacks made against them until the start of your next turn.


Techniques

Action Time: 1 Action
Range: 30'
Duration: Concentration, up to 10 minutes
You or an ally you target gains a +2 bonus to their AC for the duration.
Action Time: 1 Bonus Action
Range: 30'
Duration: Concentration, up to 1 minute
You or an ally you target inflicts Disadvantage on any Attacks of Opportunity made against them.
Action Time: 1 Action
Range: Personal
Duration: Instantaneous
You make a mighty, walloping blow. As part of the technique, make a weapon attack against an enemy. On a hit, they must make a Constitution save or be unable to take their main action on their next turn. Additionally, you deal double the weapon's normal damage.

At Higher Levels
At 2nd level, you deal triple weapon damage, and increase the multiplier by one for each higher level.
Action Time: 1 Action
Range: Personal
Duration: Instaneous
As part of this technique, make a weapon attack against an enemy. Hit or miss, you may also swap places with an adjacent ally.

Action Time: 1 Action
Range: 30'
Duration: Concentration, up to 1 minute
All enemies in range must make a Wisdom saving throw. On a failure, they have disadvantage to attack or perceive anyone but you. They may repeat the save at the end of each of their turns, ending the effect on a success.
Action Time: 1 Action
Range: Personal
Duration: Instantaneous
As part of this technique, make a weapon attack against an enemy. On a hit, the enemy is knocked prone and restrained until the end of your next turn.
Action Time: 1 Minute
Range: 10'
Duration: 8 Hours
Choose an ally who is within range for the entirety of the action time for this technique. They gain access to a single Command available at first level, and may use it as if they were a Warlord.

At Higher Levels
When cast from a 3rd level slot, they may be granted up to a fifth level Command.
When cast from a 5th level slot, they may be granted up to an eleventh level Command.



This is still semi work in progress.

It's good enough for level six, which is the game I'm angling to use it in, but definitely needs more Commands and a LOT more techniques. Anyone got any ideas?

FrozenMag
2020-08-22, 02:26 PM
I love this class so far and it seems like a lot of fun to play! I just have a few questions/comments.
What fighting styles can it pull from?
Battlefield Awareness seems really powerful for its current range, maybe 30/60 feet to start and then increase it later?
And lastly, does Strike and Swap trigger an attack of opportunity?

Again really like the class, it is really cool!

JNAProductions
2020-08-22, 07:01 PM
I love this class so far and it seems like a lot of fun to play! I just have a few questions/comments.
What fighting styles can it pull from?
Battlefield Awareness seems really powerful for its current range, maybe 30/60 feet to start and then increase it later?
And lastly, does Strike and Swap trigger an attack of opportunity?

Again really like the class, it is really cool!

From the entire list.

When is later? It's a 15th level ability!

No.

FrozenMag
2020-08-22, 07:53 PM
From the entire list.

When is later? It's a 15th level ability!

No.

Honestly I'm not sure when later is. I just seems like it has a super long range. Wouldn't something like that need communication or is it some form of supernatural ability or telepathy?

JNAProductions
2020-08-22, 07:55 PM
Honestly I'm not sure when later is. I just seems like it has a super long range. Wouldn't something like that need communication or is it some form of supernatural ability or telepathy?

They have to be able to see or hear someone from the unit. That's stated in the ability.

sandmote
2020-08-24, 12:52 PM
I somehow missed this when you posted it. If you want more ideas, I'd break maneuvers techniques into a few schools. Initial thoughts:
Evasive: techniques that grant movement or bonuses to movement, as well as forcibly moving enemies
Stalwart: resisting other effects, mainly self buffs, ignoring conditions or bonuses on saving throws)
Educator: involve teaching others, mostly party buffs
Canny: tricks you would associate with feats requiring high Dex and/or Int in 3.5e
Furious: unexpected maneuvers, mostly on a hit effects that deal extra damage


No ideas of what level to give them, but:

Action Time: 1 Bonus Action
Range: Personal
Duration: Concentration, up to 1 minute
For the duration of this technique, your movement speed increases by 15 feet.

Action Time: 1 Reaction, made when a creature within your reach attacks an ally
Range: Reach
Duration: 1 Round
Before the enemy's attack resolves, you can make an attack roll against the target. On a hit, the enemy loses their attack, and cannot target that ally until the start of its next turn.

Action Time: 1 Bonus Action
Range: Self
Duration: 1 Round
As part of this technique, make a weapon attack against an enemy. On a hit, you gain 2d12+ your technique ability temporary hit points, which last 1 hour.

Action Time: 1 reaction, when a creature misses you with an attack.
Range: Self
Duration: 1 Round
Missing you reminds your enemies their skill cannot hope to match yours. You gain a +2 bonus to AC, and gain an additional +2 bonus for each attack that misses you. The tequnique ends at the start of your turn.

JNAProductions
2020-08-24, 12:55 PM
Thanks for the suggestions, Sandmote!

I am also not 100% sure what level to give them, and am going to be going out soon, so I'll have to judge them later. They're cool techniques, though!

Yakk
2020-08-26, 08:56 AM
Techniques
At level two, you gain Techniques. Techniques are, in many ways, similar to casting a spell-however, they are (unless otherwise noted) non-magical.

You automatically know all Techniques available to use, but may only prepare a number equal to half your Warlord level (rounded down) plus your Intelligence modifier, to a minimum of one.

Intelligence determines how potent your Techniques are. Your attack roll with a Technique, should one be made, is equal to your proficiency bonus plus your Intelligence modifier. Your save DC for any Techniques are 8+your proficiency modifier+your Intelligence modifier.


I see no need for this to be a "prepared caster". I'd make it a "known caster".

In addition, why not make it a half-pact style caster instead of a per-day caster? Short-rest resources often feel "more martial" than daily ones. The blatant spell-slot-ness of it needs as much help as you can pull off!

You could go even further, and grant an ability to burn an action to gain back one of your "technique slots". That effectively makes techniques a "per combat" resource, with the option to recover (at great expense) during combat. The action-recovery could be called "tactical analysis" or something.


Extra Attack II
I'd say no. 3rd attacks should be reserved for fighters. It is their one special thing.

In addition, level 17-19 you have as many attacks as a Fighter, which is impolite.


Rallying Cry
So I'd consider something like Rallying Cry to be a Technique.


Archetype
In a problem common with the Fighter, both the class and the archtype are all about "how you command" and not "why you command".

And "command" is narrowly understood as an in-combat thing.

The result is a class+subclass combo that is almost completely devoid of non-combat flavor.

In reality, military commanders are more about the out of combat work before a fight than they are about shouting things in a fight. There is plenty of texture that could be grabbed and used to give this class social and exploration features.

If you where willing to pivot, and make the archtype "why you fight", and work hard to ensure that half of the abilties or more are exporation/social based, you would have a better-roudned class.

---

Too many systems.

You have Commands, Techniques, and Abilities.

You know _all_ commands, you know _all_ techniques. You prepare techniques.

Your abilities have a variety of refreshes. You have auras. You use concentration.

You have technique attacks and weapon attacks.

Simplify.

sandmote
2020-08-27, 08:04 PM
I was half considering this idea previously, but given you don't need to keep techniques on the same level as spells you could take a half caster progression but make techniques refresh on a short rest. Then simply make each one far shorter (or weaker) than a spell available to a half caster of equivalent level.