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| #1MaplessManiac620Nov 26, 2014 16:29:32 | Looking to build a character similar to the Warlord class from 4e. We’re starting at 8th level for Rise of Tiamat, and I’m hoping to get some feedback about what I’ve come up with.
The goals are to enable attacks, give out hitpoints (temps or traditional heals), and enhance d20 rolls while still being able to compete on the front line.
So far, I’ve gathered that the best way to do this is with Fighter (Battlemaster) and Bard (Valor), with Magic Initiate [Cleric] to access Guidance and an extra Cure Wounds or Healing Word once a day.
Race: Human (Variant)
Background: Sailor Class: Fighter (Battlemaster) 4/Bard (Valor) 4 Skills: Athletics, History, Intimidation, Perception, Persuasion Feats: Inspiring Leader, Magic Initiate [Cleric: Guidance, Sacred Flame, Cure Wounds], Martial Adept Fighting Style: Protection Battlemaster Maneuvers: Commander’s Strike, Maneuvering Strike, Precision Attack, Rally, Trip Attack Bard Spells: 0th: Light, Vicious Mockery // 1st: Cure Wounds, Dissonant Whispers, Heroism, Sleep // 2nd: Enhance Ability, Hold Person
I plan to go Fighter 5 for the Extra Attack and Bard 5 for Inspiration dice refills on a short rest.
Are there any "off the wall" ideas you guys have that would enhance this concept?
Thanks everyone!
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| #2bonethug0108Nov 27, 2014 17:55:00 | Definitely seems like you've got something good here. I'm no expert at builds, but on a quick look through the only other thing I saw that conjures up the image of a warlord is maybe barbarian if you wanted to go a more barbarian warlord route. If you want to stay more military general type I think you have it nailed down pretty well.
As far as how far to take Bard vs. Fighter, I wouldn't go past level 6 Bard(level 7 if you want a 4th level spell slot but it doesn't sound like you're focusing on that). Countercharm definitely sounds like a Warlord type ability. But the drawback is since you are a Valor Bard you have now lost 2 features(the bonus proficiences and the extra attack) since you get equal or better features from Fighter. You'd also lose two maneuvers so it may not be worth it. |
| #3PramxnimNov 28, 2014 0:11:50 | If you have a base of Fighter, Lore Bard is just better in every way than a Valor Bard. Not only do you gain 3 skill proficiencies, bringing you up to 9 proficient skills (2 from fighter, 1 from multiclass bard, 2 from background, 1 from human, 3 from lore bard), you also get Cutting Words, which function very similarly to 1/2 of Combat Inspiration. You lose the ability to use it more than once a turn since it is tied to your reaction, but on the upside, you can use it yourself (unlike Combat Inspiration). Sure you don't get to let people add the inspiration die to damage rolls, but that's not a big deal.
The nail in the coffin for Valor Bard as a choice is the fact that you don't want its level 6 ability, thus leaving you at an odd Fighter 15/Bard 5 build if you want to take advantage of the Bard's Font of Inspiration class feature (and really, if you plan to make use of Inspiration dice, that ability is super necessary). As a Lore Bard, you have incentive to take it to the 6th level, and gain access to 2 level 3 spells from any class. You can take Haste, a Paladin Smite spell, Aura of Vitality (which gives you a 2d6 bonus action heal every round for 10 rounds), Fly or anything you can fancy. If you want to take more Bard levels, you'll likely want to focus more on being a Bard than a Fighter, since there's no way to get Fighter 11 and have more powerful Bard abilities. Otherwise, Bard 6 is ideal since you still have 6 ASIs from your levels, 3 attacks per round, 2 uses of Indomitable and a nice array of buff spells from the Bard.
Magic Initiate (Cleric) may seem awesome at first, but Cure Wounds scales horribly, and your WIsdom likely won't be high, Healing an extra 1d8+1 isn't going to be worth it, even at level 8. Sacred Flame is a good spell, but your DC will be low because again you're relying on Wisdom for the spell save DC. If you still want to use Magic Initiate, I'd recommend stealing from the Warlock for the powerful Hex spell. You can use it to give the big bad a disadvantage on STR or DEX ability checks, making him more susceptible to grapples and shoves, while gaining a nice damage bonus against him. Blade Ward is a nice spell when you have Aura of Vitality up and you just want to focus on healing peeps without taking too much damage yourself, and Eldritch Blast scales quite well even without the CHA mod bonus to damage. It won't give you Guidance or anything, but Guidance is only useful out of combat anyway. You also forgot that you get a 3rd cantrip at 4th level in Bard, so there's that too.
In any case, these are all just suggestions and recommendations. Just play whatever you feel like will result in the most fun, and you'll be fine ^^ |
| #4awaken_D_M_golemDec 01, 2014 15:33:56 | Yeah it isn't an exact match, but not bad. Fighter 2 / Lore Bard 18 works for me.
Rogue Thief 3 var Human with Healer gets the possible in-combat object use.
I made a list off site, of Non-Conc spells that have durations of 1+ minutes. It isn't long and doesn't really look at all like something the 4e Warlord was doing.
It is early in the 5e product cycle, and perhaps wotc will throw a bone to 4e'ers with a legit and functional Warlord. |
| #5Mommy_was_an_OrcDec 02, 2014 6:26:50 |
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