I made a fighter subclass based on fighting with allies or minions. This is my first fully-melee subclass, so I am unsure of how good it is, even if it seems balanced to me. Any feedback would be very much appreciated.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
It seems pretty balanced, and definitely one of my favorite homebrew subclasses. If I could change one thing it would be buffing Avenging Blow, it seems too weak to get at 15th level, perhaps give the attack advantage and have the movement not provoke opportunity attacks. The reason I think this is because only on rare occasions (at least in my campaigns) does an ally get knocked to 0 hp, unless you were in a large battle. That is my opinion.
You couldn't just have named it the Warlord? If you're tied to Warleader, that's fine. Warlords in previous editions were more of a support class than one that boosts themselves in combat due to their allies, but this is fine if you like it.
Mechanical Thoughts:
Strength in Numbers
This is fine. It's less damage than the Rune Knight deals, but this is probably okay, as it is always on.
Deflection
Way, way, way too underpowered. I would change this to your Proficiency bonus or Dexterity/Strength modifier.
Warrior's Command
Okay, I would change the wording here to make it more clear for what this does. I would change this to a bonus action, and allow call it "entering a Warlord's Focus". Otherwise, I think it's fine staying like this.
Avenging Blow
I personally disagree with kooma_ruma. I think this is fine. It's always active, and is basically a Riposte that you use on your allies and allows you to move, which makes this very potent and useful.
Aura of Bravery
No, no, no, no. This's way, way, way too powerful. This is one of the most OP features I have ever seen on a homebrew. I mean no offense, but just want to make this clear. This aura isn't an aura of courage (I don't think fighters should get auras, that's a paladin thing), this is an aura of permanent foresight on every ally within 15 feet of you (not exactly foresight, but mostly foresight). I am not sure how to change this, but it needs to be seriously, completely nerfed.
First, about the Avenging Blow, I would change "melee attack" to something else. There are two options I have for this.
First, "weapon attack". this will allow the character to make a ranged attack with a bow, crossbow, or a thrown weapon and not allow them to make a spell attack, such as Shocking Grasp. Using the terminology "melee attack" doesn't allow for ranged weapon attacks but allows for melee spell attacks.
Second, "attack". Changing the wording to just say attack will allow a war leader to make melee and ranged attacks with either weapons or spells. This would be my choice because it allows for more versatility in the playstyle. This allows for the Orc / Half-Orc / Other monstrous race to play the battle shaman of their dreams (with a little multiclassing)
I have a suggestion on a replacement for the Aura of Bravery.
Great General
Starting at 18th level, you can bolster a friend's failing resolve. As a bonus action on your turn, one creature of your choice within 60 feet of you regains hit points equal to your level and has advantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.
I think this addresses the problems Third_Sundering pointed out. This still might be a little off.
So it's basically a nerfed version of Sneak Attack? I guess it's fine.
Deflection
Increase the AC but limit it to only one attack deflected. The fighter should be able to protect their ally better, but they don't turn into an anime protagonist able to deflect 1000 arrows at once using a great sword. Make it prof bonus/dex mod/str mod but the effect only works on that one attack.
Warrior's Command
So basically Bless ? If so, make it concentration too. Don't make it the actual spell though. Fighters get prof with con saving throws so it shouldn't be too problematic anyway.
Avenging Blow
Specify it's a single attack. It's not crucial but the wording is important. Other than that I think it's fine, even if it clashes with Deflection.
Aura of Bravery
I understand that this subclass was basically built to make your rogue OP af, but this is too much. Like @Third_Sundering pointed, it's both way too powerful and pretty much a paladin thing.
I think you should change it to fit the subclass' description more.
"Warleaders are commanders, bravely charging into battle among their troops. Their training focuses on battling alongside allies, whether fellow adventurers or soldiers under their charge."
I think of smth like this: You let out a battle cry and charge into battle. For a duration equal to your charisma modifier (minimum of 1) rounds, you can use the Dash action as a bonus action. This bonus action must be used before your action. If you take the attack action to make a melee attack after your dash, your first attack is made with advantage. The first creature you hit on that turn becomes 'marked' for your allies (if you choose to use this you'll need to word it better than me). Your allies gain an advantage on all attacks against that creature until you use this feature against another creature. This effect also ends a number of rounds equal to your charisma modifier (min 1) after the battle cry is over. (So if you have a modifier of +2, you can use the dash and attack twice, and then the advantage lasts for two rounds after, essentially giving your allies 4 rounds of advantage.)
Once you use this feature, you cannot use it again until you finish a short or long rest.
This might also need balancing, but it's surely more balanced than the aura. The (probably) low amount of rounds due to charisma is intended, so you don't become a kind of barbarian.
I made a fighter subclass based on fighting with allies or minions. This is my first fully-melee subclass, so I am unsure of how good it is, even if it seems balanced to me. Any feedback would be very much appreciated.
https://www.dndbeyond.com/subclasses/668529-warleader
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
It seems pretty balanced, and definitely one of my favorite homebrew subclasses. If I could change one thing it would be buffing Avenging Blow, it seems too weak to get at 15th level, perhaps give the attack advantage and have the movement not provoke opportunity attacks. The reason I think this is because only on rare occasions (at least in my campaigns) does an ally get knocked to 0 hp, unless you were in a large battle. That is my opinion.
Not all those who wander are lost.
Check out my Monsters, Magic Items, and Spells. (These are all links.)
General Thoughts:
You couldn't just have named it the Warlord? If you're tied to Warleader, that's fine. Warlords in previous editions were more of a support class than one that boosts themselves in combat due to their allies, but this is fine if you like it.
Mechanical Thoughts:
Strength in Numbers
This is fine. It's less damage than the Rune Knight deals, but this is probably okay, as it is always on.
Deflection
Way, way, way too underpowered. I would change this to your Proficiency bonus or Dexterity/Strength modifier.
Warrior's Command
Okay, I would change the wording here to make it more clear for what this does. I would change this to a bonus action, and allow call it "entering a Warlord's Focus". Otherwise, I think it's fine staying like this.
Avenging Blow
I personally disagree with kooma_ruma. I think this is fine. It's always active, and is basically a Riposte that you use on your allies and allows you to move, which makes this very potent and useful.
Aura of Bravery
No, no, no, no. This's way, way, way too powerful. This is one of the most OP features I have ever seen on a homebrew. I mean no offense, but just want to make this clear. This aura isn't an aura of courage (I don't think fighters should get auras, that's a paladin thing), this is an aura of permanent foresight on every ally within 15 feet of you (not exactly foresight, but mostly foresight). I am not sure how to change this, but it needs to be seriously, completely nerfed.
Hope this helps!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
First, about the Avenging Blow, I would change "melee attack" to something else. There are two options I have for this.
First, "weapon attack". this will allow the character to make a ranged attack with a bow, crossbow, or a thrown weapon and not allow them to make a spell attack, such as Shocking Grasp. Using the terminology "melee attack" doesn't allow for ranged weapon attacks but allows for melee spell attacks.
Second, "attack". Changing the wording to just say attack will allow a war leader to make melee and ranged attacks with either weapons or spells. This would be my choice because it allows for more versatility in the playstyle. This allows for the Orc / Half-Orc / Other monstrous race to play the battle shaman of their dreams (with a little multiclassing)
I have a suggestion on a replacement for the Aura of Bravery.
Great General
Starting at 18th level, you can bolster a friend's failing resolve. As a bonus action on your turn, one creature of your choice within 60 feet of you regains hit points equal to your level and has advantage on the next attack roll, ability check, or saving throw it makes before the start of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.
I think this addresses the problems Third_Sundering pointed out. This still might be a little off.
Strength in Numbers
So it's basically a nerfed version of Sneak Attack? I guess it's fine.
Deflection
Increase the AC but limit it to only one attack deflected. The fighter should be able to protect their ally better, but they don't turn into an anime protagonist able to deflect 1000 arrows at once using a great sword. Make it prof bonus/dex mod/str mod but the effect only works on that one attack.
Warrior's Command
So basically Bless ? If so, make it concentration too. Don't make it the actual spell though. Fighters get prof with con saving throws so it shouldn't be too problematic anyway.
Avenging Blow
Specify it's a single attack. It's not crucial but the wording is important. Other than that I think it's fine, even if it clashes with Deflection.
Aura of Bravery
I understand that this subclass was basically built to make your rogue OP af, but this is too much. Like @Third_Sundering pointed, it's both way too powerful and pretty much a paladin thing.
I think you should change it to fit the subclass' description more.
I think of smth like this:
You let out a battle cry and charge into battle. For a duration equal to your charisma modifier (minimum of 1) rounds, you can use the Dash action as a bonus action. This bonus action must be used before your action.
If you take the attack action to make a melee attack after your dash, your first attack is made with advantage. The first creature you hit on that turn becomes 'marked' for your allies (if you choose to use this you'll need to word it better than me). Your allies gain an advantage on all attacks against that creature until you use this feature against another creature. This effect also ends a number of rounds equal to your charisma modifier (min 1) after the battle cry is over. (So if you have a modifier of +2, you can use the dash and attack twice, and then the advantage lasts for two rounds after, essentially giving your allies 4 rounds of advantage.)
Once you use this feature, you cannot use it again until you finish a short or long rest.
This might also need balancing, but it's surely more balanced than the aura. The (probably) low amount of rounds due to charisma is intended, so you don't become a kind of barbarian.
Varielky