To cast the 1st-level spell Grease, you must spend one of those slots, and you cast it as a 3rd-level spell. You regain all expended spell slots when you finish a short or long rest.įor example, when you are 5th level, you have two 3rd-level spell slots. To cast one of your artificer spells of 1st level or higher, you must expend a spell slot. The table also shows what the level of those slots is all of your spell slots are the same level. The Artificer table shows how many spell slots you have. Your ledger is the repository of the artificer spells you have learned, except your cantrips, which are fixed in your mind. Note that this is 1/turn unlike Repelling Blast.Īt 1st level, you have a ledger containing six 1st- level artificer spells, known as schematics, of your choice. Grasp of Hadar, which is the same thing but pull instead of push. And I'm playing a Tiefling Battlemaster Fighter (I kinda wrote this guy in memoriam of Rathas, kek), so it's definitely on theme.Īt Warlock 2 I could take the Eldritch Invocation "Repelling Blast" to push on successful Eldritch Blasts. Taking a quick look at my 5e PHB, I can see that splashing a level in Warlock is immediately useful Eldritch Blast gives me some ranged punch, and Hex gives the enemy disadvantage against the Wisdom checks I'm forcing them to take with Menacing Attack.
Personally I made a Battlemaster Fighter/Hexblade Warlock so I could do the stuff you're mentioning and push and pull enemies with Eldritch Blast. It's just a shame that those are options I picked up early on and I'll never really have more options. One difficulty in bringing back Warlords is that there's not as much for them to do in 5E.Įvery time I've brought my Battlemaster Fighter to Adventure League tables, people are pretty surprised when I start handing out Temp HPs and inducing Frightened in monsters. Starting at 14th level when you rage you may spend a reaction when an ally hits an enemy with an attack on their turn in order to grant a different ally the ability to spend their reaction to gain an action (one attack only, hide, disengage, dash), or use an object/item. They're glad that they're on the other side of the fight and can contribute more. Starting at 10th level when you rage all allies outside of 30 feet but within 100 feet gain your rage bonus to damage to their damage. If they are charmed or frightened when you begin raging they may make another save against the effect using either their own or your save against the effect, whichever is higher. While you are raging and make the attack action on your turn as a bonus action you may direct one ally to spend a reaction and take a single action (one attack only), dash, disengage, hide, or use an object/item.Īt level 6 your allies within 30 feet cannot be charmed or frightened when you're raging. Starting when you choose this path at level 3 your rage inspires others to be their best. As you enter your berserker rage you channel every bad football coach you ever had. The path of the warlord is the path of venting your frustrations and getting your friends to not suck. The closest analog is a Battlemaster Fighter in 5e and they're just not the same =/įor some barbarians rage is their allies sucking. Rathas was the most enjoyable of all the 4e characters I ever played. Personally I'd really enjoy a class that is throwing out all kinds of crazy buffs instead of attacking directly. I never met someone that tried it and didn't love it. Yeah I think the Warlord (RIP in peace) was the quintessential "give other people bonuses" class and it was fantastic. I don't think I'd take that as a given, actually, given the existence of, e.g., bards, and people who like to remind others of the "+1 from me!" on attack rolls. It is buuuut no one will feel all that great by giving another character a boost to their effectiveness as, more or less, a primary class feature.
Making it so you can buff the swashbuckler with a poison sword that gets around magic resist is dope making a bunch of magic fire swords for the whole party is super dope. Many artificer spells are concentration, the likelihood of maintaining the fire sword for more than ten minutes is unlikely, concentrating all day even moreso. Make the duration 10 minutes and make up casting it give you more weapons enchanted rather than a longer duration. I still contend the arcane weapon spell would actually be an interesting twist on the huntersmark/hex mold (I think they figured out that any damage add spell has to kinda look like that) by having it target the weapon and affect it directly rather than as something you're channeling through yourself.