Saturday, October 26, 2024

Warlord class [2e]

 Created using my CP D&D rules

 Updated on 2024-10-29

The warlord is designed to be a non-magical combatant, whose primary purpose is supporting other characters; giving them extra attacks, and bonuses to attack and defense. This can be hard to model in 2e, where such abilities are usually the domain of spells... a cleric can Bless you, or cast Prayer, or a Wizard can use Haste, but let's see what we can build.

Warlord
A warlord is a warrior subclass who, while capable combatants themselves, are highly skilled in the leading of troops into battle. As Warriors, they have a d10 HD, can use any weapons or armor, and receives the warrior bonuses for exceptional Strength or Constitution. Beginning at 7th level, they may make additional attacks per round, as other warriors. They may use general or warrior magic items, and pay standard cost for non-weapon proficiencies of the General, Warrior, and Priest groups. Their XP table is as follows:

Level Experience
2 2000
3 4000
4 8000
5 20000
6 40000
7 80000
8 150000
9 280000
10+ 300000/ additional level
(Suggestion: Just use fighter table)

At 1st level, they may Alter Moods, Read Languages, and know History (including magic items) like a bard.
*Twice per day, they may quickly bind wounds, healing 2hp/level/day
*They may also Inspire their allies within 10 feet; after spending three rounds exhorting and directing their allies, they receive a +1 to attack rolls and saving throws, and +2 to Morale. The bonuses continue so long as the warlord continues to exhort them, and for 1d3 rounds after. The Warlord can walk while Inspiring their allies, but no other action.

At 3rd level, a Warlord begins to expand their skills
*At 3rd level, and every level thereafter, the Warlord learns the language of one human, demi-human, or humanoid creature that they have joined in battle, either as allies or as enemies.
*Also at 3rd level, when a warlord joins battle (leading from the front, or in the melee), their allies gain a +1 to attack rolls and suffer no morale penalties.
*They may train allies in the use of weapons that they, themselves, are proficient with. They may train a number of student equal to their level, and training requires 8 hours of practice a day for a month. At the end of training, the students make an intelligence check; if they succeed, they receive the weapon as a bonus proficiency, without spending slots or character points.

At 4th level, a warlord expands their martial skills; they may choose one tight group of weapons; thereafter, they gain a +1 to hit and damage with those weapons.

At 5th level, they gain the services of a loyal squire. This squire is a fighter of one-half the experience of the Warlord, and will remain in the Warlord's service. Most often, this will be a single-classed fighter of the warlord's race, but, depending on the campaign, other characters may be appropriate.

At 6th level, a Warlord can, three times a day, let out a thunderous battle cry that affects all beings in front of them within 20'. Beings whose hit dice are less than or equal to theirs must save vs. spells or be stunned for 1 d4 rounds from the force of the yell.. A victim who saves is deafened for 1d4 rounds. Beings whose Hit Dice are higher than the character's are unaffected.

At 7th level, they are able leaders, able to effectively direct up to 100 troops/level.

At 10th level, a warlord becomes a warlord, in truth. Their loyal squire becomes the captain of a troop of soldiers (as a fighter's), and they also gain the services of 10d6 0th level warriors. The troop of soldiers comes prepared, but the warlord will need to find arms and armor for 0th level warriors.

There you have it. A Warlord can do well in small-group setting, being a capable combatant... not quite as good as a fighter, but good, getting better at 4th and great at fighting mooks at level 6. They eventually get a sizable army, and they have some basic ability to heal. Access to priest group NWPs means they can learn things like Healing, Engineering, and Literacy.

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