Homebrew Warlord

Post/Author/DateTimePost
#1

mellored

Jul 29, 2014 6:57:02

Using a rogue as a rough guide.

Note that i specificly left the healing in a subclass to make it more palpable.  It also rather steps on the paladin/clerics toes.

Also, not balanced tested.

 

Warlord v 0.38

 

1d8+Con HD

 

Proficencies

medium armor, all simple weapons, shields.

Wisdom and Intelligence saving throws.

 

Warlord

Level 1:

Commander's Cant:  You learn a commanders handsigns, shouts, banners, trumpet blasts, smoke signals, blinking lights, and other forms of battle communications.  You can give commands to your allies without the enemy understanding your battle plan.  You can also use handsign silently.  Any non-ally ho can see or hear these signals knows something is happening, but is unable to discern their real meaning.

 

Level 1: Choose a Command Style (sub-class)

*Skirmisher: You gain proficency in martial ranged weapons and stealth.

*Battle: You gain proficency in martial weapons and heavy armor.

*Rear: You can give one of your attacks to another ally.  The ally can then make 1 attack as a reaction.  If you have multi-attack, you can do this for multiple allies.

*Medic: You can cast healing word 1/short rest as a level 1 spell.

 

Level 2:

Command Actions:

You can use your bonus action to help.

You can give up an attack to let an ally do one of the following as a reaction.

*Dash

*Dodge

*Interact with an object.

*Disengage

*Help

*Hide

 

Level 3:

Expertise: Gain double your proficency bonus in 2 skills.

 

Level 4:

Ability Score / Feat.

 

Level 5:

Battle Plan:  Durring a short rest or long rest, you lay out a battle plan to your allies.  One plan can be active at a time.  As long as they can see and hear you they gain the bonus.  You can change durring another short or long rest.

*First Strike: You and each ally gains +your proficency bonus on initivive checks.

*Phalanx: You and each ally gains +1 AC while adacent to another ally.  To a maximum of +3 AC.

*Skirmish:  Enemies cannot take oppertunity attack against an you or an ally while adjacent to a second ally.

*Warn Eachother: Each ally gain proficency on Dexterity saving throws if one person can see the attack.

*Encourage Eachother: Each ally gains proficency on Wisdom Saving throws.

*Forced March: Each ally can move 5' faster.

 

Level 6: 

Leave No One Behind: When your party makes a group check, count the lowest result equal to the highest result.

Expertise: Gain double your proficency in 1 skill.

 

Level 7: 

Multi-Attack
#2

bawylie

Jul 29, 2014 7:16:09

This looks pretty fun! Although as a Warlord, I think I expect better weapons, armor, or both. 

#3

Hebitsuikaza

Jul 29, 2014 7:36:54

You know, I had just posted a complete one not 24 hours ago.
http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4118311

 

Anyway, virtually every ability you have so far don't work because they basically require you to be standing at the table and shout INTERRUPT!!! every turn when you use it.

 

Abilities shouldn't interrupt the turn flow. Everything you are going to have the class do needs to be completed on their turn.

 

Now, you can give a fellow party member a boon that they have the ability to trigger whenever they like within a reasonable set period of time afterwards. But you cannot have abilities that need to be activated in the middle of other player's turns. And don't try the whole "destroying the whole smooth flow of the game is totally the class's gimmick!"

 

A lot of these advantages are incredibly static and boring... basically just having this guy around, he can be stiff as a board and the rest of the party gains immunity to surprise, fear and so forth which is... well... boring. Granting outright immunities to a bunch of the game mechanics is boring.

 

And, moreover, as boring as these small immunities are... the truth is that it really isn't having a meaningful enough impact on the game in the ways that count. You say you based this on the Rogue, but it looks like you hardly considered trying to make the abilities you were switching in as potentent as the abilities you were switching out. Coupled with the fact that this class has mutliattribute dependency compared to the Rogue who basically just needs to max out Dexterity to become a combat god... well... it is unimaginable that anyone would play this for long.

 

Also, you've got way too many subclasses you are trying to plan out. Stick with 2.

 

 

#4

mellored

Jul 29, 2014 8:17:06

bawylie wrote:
#5

mellored

Jul 29, 2014 8:17:12
 
#6

Hebitsuikaza

Jul 29, 2014 8:31:58

mellored wrote:
#7

Lawolf

Jul 29, 2014 8:38:18

I think using the valor bard as the base for the class makes more sense. Strip away the spellcasting and replace it with maneuvers. 

#8

mellored

Jul 29, 2014 8:59:29

Combo attack - Who gets the bonus? Just the first ally who strikes an enemy creature?
#9

mellored

Jul 29, 2014 9:00:35

Lawolf wrote:
#10

Mephi1234

Jul 29, 2014 9:10:23

Mmmm....  first of all, I'd like to point out that you're giving out martial weapons, and no extra attacks, or anyway to do comparable damage.    There's no real reason to be using anything but a short bow or club, or throwing stones even.      As your warlord levels, it has no way to doing anything remotely looking like appropriate level damage.    Even the Life Cleric is getting Divine Strikes to scale damage roughly equal to a cantrip.     While the 4e warlord wasn't a striker or a heavy dpr-person, it still did a decent amount of damage.    

 

The level 5 milestone is lackluster.  Actually, all of them are.   Compared to a fighter getting  a second action surge, the wizard and cleric hitting 9th level spells, and the thief getting extra turns, you give a +3 initiative?

 

Lots of random immunities - I feel this is rather lackluster.   Defensive abilities are boring.   

 

Warlords are martial characters.   A strong part of their appeal is the lack of magic.   I suggest ditching the healing word part.   

 

 

 

#11

tallric_kruush

Jul 29, 2014 9:12:02

I think it's a very good start, Mello. I like it.

 

It makes me realize just how much I'm going to miss having a Warlord in my party (if we don't use a homebrew, such as this). Warlords and Multiclass Warlords were typically the Leader we had in our 4E games. Aside from it being an amazingly effective class, it fits well in every setting (we play Eberron, Dark Sun, Forgotten Realms and a PoL homebrew). That couldn't be said of all Leader-those classes.

 

I'll definitely be reading Hebitsuikaza's Warlord, also. The more ideas the better.

#12

mellored

Jul 29, 2014 9:35:57

Mephi1234 wrote:
#13

GhostStepper

Jul 29, 2014 9:56:29

mellored wrote:
#14

Mephi1234

Jul 29, 2014 10:02:51

mellored wrote:
#15

Hurin88

Jul 29, 2014 10:20:08

It makes me so very sad that we have to resort to making this class ourselves.

#16

mellored

Jul 29, 2014 10:22:35

Mephi1234 wrote:
(Reply to #15)

Ashrym

Hurin88 wrote:
#18

Hebitsuikaza

Jul 29, 2014 11:50:15

mellored wrote:
#19

Luis_Carlos

Jul 29, 2014 15:45:50

For the "powers" for warlord I suggest the maneuvers from the school of White Raven, from "Tome of Battle: Book of Nine Swords". I have thought about a subclass, the marshall, whith auras.

 

Some ideas: Bonus for willpower check. If warlord spend money for the healthcare of the troopers, special extra Fort save. If warlord spend time to train the troops, maybe extra Ref save.

 

For the module of mass battles I have thought the squad monster subtype. It is a group of humanoid or monsters fighting like a swarn moster. And I have thought about a "no-magical" healing...points of pain. I mean the squad with zero points wouldn´t really injured but demoralized, and the warlod could "heal" adding extra hitpoints to avoid that demoralitation.

 

How do I imagine warlord? I imagine the future D&D miniature skirmises where warlord is the boss, the knight the bodyguard (maybe a monster rider), the gladiator a master of 1vs1, the swarsbuckler like an wuxia/anime-style swordman with ki maneuvers.... and the starndar fighter like a colection of feats. 

 

I like the concept of variant classes, where some class features are changed with another to present a different type of character with a special gameplay.

 

I don´t imagine warlord without allies, henchmen or monster pets. Warlord is a variant class to be used with the future module of skirmishes and mass battles.