• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 4E A quick conversion of the 4e Warlord

mellored

Legend
While I love the exploring the new ideas everyone has (in particular, getting bonus reactions). I haven't actually seen any attempts at simply converting the 4e warlord into 5e.
So here's a quick one.



Warlord

Level 1:
Inspiring word:
As a bonus action, you can let an ally with 20' spend a hit die. If the target does so, they regain an extra 1d4 hit points. You can use this feature twice per short rest.
At level 5, they can spend 2 hit dice and gain a 2d4 bonus. The range increases to 30'.
At level 11, they can spend 3 hit dice and gain a 3d4 bonus. You can use this feature an additional time per short rest.
At level 17, they can spend 4 hit dice and gain a 4d4 bonus. The range increases to 40''

Direct The Strike:
As an action, you can designate an attacker and a target. You must be within 5' of either one. If the attack takes the attack action on their turn, they can make 1 additional attack against the designated target.
If you are adjacent to both the attacker and the target, and the bonus attack hits, it deals extra damage equal to your Int modifier.

Wolf Pact Tactics:
When you take the attack action, you can use your bonus action to let one creature adjacent to either your or the target move 5'.

Level 2: Commanding Presence. Select one of the following. The choice also gives you a bonus to certain features at levels 5, 7, X, Y, and Z.
  • Tactical: When a creature within 30' makes an attack, you can use your reaction to give them a bonus to-hit equal to your Intelligence modifier. Once you use this feature, you cannot use it again on the same creature until they take a short rest.
  • Inspiring: When a creature takes damage, you can use your reaction to reduce the damage by your half your warlord level + your charisma modifier. Once you use this feature, you cannot use it again on the same creature until they take a short rest.


Level 3:
Battle Leader: When you and your allies within 30' roll initiative, you gain a +1d4 bonus. In addition, one of the targets can move upto half their speed without provoking.
Lead the Assault: When you take the attack action, you can use your bonus action to give the next attack against the target advantage.

Level 4: ABI

Level 5:
Multi-attack: 2 attacks.
Gambit: Once per battle you can use one of the following as a bonus action.
*Knights Move: As a bonus action, you can let one creature within 30'immidatly move up to half their speed without provoking. If you are a Tactical warlord, any number of creatures within 30' can move.
*Rub Some Dirt in It: When a creature is suffering from a condition that ends with a saving throw, you can use your bonus action to give let them immediately make a saving throw against it. If you are an Inspiring warlord, they have advantage on the saving throw.

Level 6:
No Gambit Wasted: When a target uses an expendable resource and completely fails to have any effect, such as if a wizard used a spell slot to cast hold person or a monk used ki for a stunning fist and the target saved, or a fighter uses his action surge to attack and misses with all his attacks; then you can use your reaction to let them keep that resource. You cannot use this if there was any secondary effect, such as half damage from a fireball.
Once you use this feature, you cannot use it again until you take a short rest.

Level 7:
A Rock and a Hard place: When an adjacent creature is missed by an attack, you can use your reaction to make an attack against the target. If you are a tactical warlord, you can add your Intelligence modifier to your attack roll.
Powerful Warning: When a creature within 30' is hit bit an attack, you can use your reaction to give them +1d4 AC against the triggering attack. If you are an inspiring warlord, you can add your Charisma modifier instead.

Level 8: ABI

???
 

log in or register to remove this ad

Tony Vargas

Legend
While I love the exploring the new ideas everyone has (in particular, getting bonus reactions). I haven't actually seen any attempts at simply converting the 4e warlord into 5e.
So here's a quick one.
OK, to really transliterate it, though:

Warlord

Level 1:
Inspiring word:
As a bonus action, you can let an ally with 20'
25'
spend a hit die. If the target does so, they regain an extra 1d4 hit points. You can use this feature twice per short rest.
Encounter. Or 4x short rest. Doesn't really matter, they'll run out of HD pretty fast.
At level 5, they can spend 2 hit dice and gain a 2d4 bonus. The range increases to 30'.
At level 11, they can spend 3 hit dice and gain a 3d4 bonus. You can use this feature an additional time per short rest.
At level 17, they can spend 4 hit dice and gain a 4d4 bonus. The range increases to 40''
At low-level it's unmanageable, but surges were 1/4 hps, and the d6s on top of them ranged from significant (nearly doubling in some cases if you rolled high), to trivial (rolling a 1, high-hp defender types).

Maybe:

1 HD through 4th level.

3rd target adds CON bonus, up to the maximum of the Warlord's CHA bonus.
(inspiring Warlord: just add the full CHA bonus)

5th: 2nd HD, (basically +1 HD per 4 Warlord levels above 1st).

11th 3rd use of Inspiring Word.


Wolf Pact Tactics:
When you take the attack action, you can use your bonus action to let one creature adjacent to either your or the target move 5'.
Could focus on what it generally let you accomplish. Typically one of three things:

1) Shift an ally away from the enemy, to avoid an AoO for moving on his turn: 5e, Ally can Disengage as a Bonus Action on it's next turn.
2) Shift an ally into flank so you can attack with CA: 5e, make your attack with Advantage.
3) Shift an ally into a position so that he can flank on his turn: 5e, give an ally Advantage on his next turn, iif you are both still adjacent to the same enemy.

Level 2: Commanding Presence. Select one of the following. The choice also gives you a bonus to certain features at levels 5, 7, X, Y, and Z.
  • Tactical: When a creature within 30' makes an attack, you can use your reaction to give them a bonus to-hit equal to your Intelligence modifier. Once you use this feature, you cannot use it again on the same creature until they take a short rest.
  • Inspiring: When a creature takes damage, you can use your reaction to reduce the damage by your half your warlord level + your charisma modifier. Once you use this feature, you cannot use it again on the same creature until they take a short rest.
Of course, Commanding Presence triggered on Action Point use, and those charged up per milestone - 2 combats - so this is about the only thing in 4e that maps more closely to Short Rests than do encounter recharges.

So very tricky, that. We could be curmudgeonly and have it trigger on Action Surge, so only fighter's benefit. ;)


And, if it's a direct port, might as well have AEDU Gambits....

...and convert Paragon Paths to sub-classes.
 
Last edited:

Remove ads

Top