[D&D 4e/hack] Class: Vanguard Warlord

The Vanguard Warlord is a savvy solider who leads her squad by example. Her true strentgh is not merely in the weapon she wields, but in subtle way she drivers her allies to victory.

Warlords are my favorite class, and a great new iteration of a “leader” role that’s different than the traditional cleric. One of my favorite builds is the “lazylord” (i.e. a warlord focuses on granting its allies superior attacks), but that kind of build might be intimidating or problematic for a newer player (who may still be mastering gameplay).

With the stances (“tactics”), most gameplay should be straightforward in terms of picking a benefit and charging into the fray. The “Vanguard Command” power gives a little taste of what it’s like to command your allies, and hopefully the flexibility makes up for the complexity. (It’s also once-per-encounter complexity, so probably not a big deal.) This might be the (mechanically) lightest build for the leader role.

Vanguard Warlord (Martial Leader)
Primary/Secondary: STR/CHR

1. Basics

Build as standard warlord (including Inspiring Word). Ignore standard At-Will, Encounter and Daily attack powers.

2. Gain: Vanguard Command

Vanguard Command * Encounter * Free Action
Effect: Choose an ally than can see or hear you. They may do one of the following:

  • Take a standard action.
  • Shift as many squares as your Charmisma modifier.
  • Make a saving throw with a bonus equal to your Charmisma modifier.
  • Gain hit points equal to your Charmisma modifier.

Special: If you fall to 0 or fewer hit points, you may use this as an Immediate Reaction.

3. Pick two at-will stances

Tactic: Careful Maneuver * At-Will * Minor Action * Stance, Martial
Effect: When you hit with a basic attack, an ally adjacent to you or the target may shift 1 square.

Tactic: Swift Maneuver * At-Will * Minor Action * Stance, Martial
Effect: When you hit with a basic attack, an ally you can see may move as many squares as your Charmisma modifier.

Tactic: Coordinated Advance * At-Will * Minor Action * Stance, Martial
Effect: When you hit with a basic attack, your allies have a +2 bonus to attacks against this enemy until the start of your next turn.

Tactic: Merciless Advance * At-Will * Minor Action * Stance, Martial
Effect: When you hit with a basic attack, your allies have a +2 bonus to damage rolls against this enemy until the start of your next turn.

Tactic: Distracting Feint * At-Will * Minor Action * Stance, Martial
Effect: When you hit with a basic attack, you may choose to deal half damage; the target is instead dazed (save ends).

Tactic: Clever Feint * At-Will * Minor Action * Stance, Martial
Effect: When you miss with a basic attack, an ally you can see may make a basic attack against the target.

4. Advancement

Level 2: Utility power
Level 3: additional use of Vanguard Command
Level 6: Utility power
Level 7: additional stance
Level 10: Utility power

5. Optional feats

Warlord Training (Slayer): In addition to Vanguard stances, the character may also choose from those stances available to Slayers, but only if the stance does not refer to any Slayer-specific ability.

Warord Training (Knight): In addition to Vanguard stances, the character may also choose from those stances available to Knights, but only if the stance does not refer to any Knight-specific ability.

[D&D 4e/hack] Class: Elementalist Sorcerer

The Elementalist Sorcerer channels the elemental forces and becomes a conduit of raw power. She eschews the plodding ways of the wizard’s tower, instead seeking to prove her radical theories through hard-won experience.

This class is designed for players who want to blast their foes with flashy spells while sticking with a simple class structure. The different stances allow the player to choose from different controller powers, forging their own style.

EDIT: Check out someone else’s similar attempt at the Elementalist: http://www.northerngamers.org/files/Elementalist.htm

Elementalist Sorcerer (Arcane Controller)
Primary/Secondary: CHR/CON

1. Basics

Build as standard sorcerer. Ignore standard At-Will, Encounter and Daily attack powers. Take the “Ritual Caster” feat for free.

2. Gain: Elemental Bolt and Elemental Synthesis

Elemental Bolt * At-Will * Standard Action * Attack, Implement, Arcane
Burst 1 in Ranged 10
Target: All creatures in burst
Attack: CHR vs Fortitude
Damage: 1d6 + Charisma modifier damage
Special: You can use this as a ranged basic attack.

Elemental Synthesis * Encounter * Free Action
Trigger: You hit with Elemental Bolt.
Effect: You switch to a different stance and make another attack with Elemental Bolt.

3. Pick two at-will stances

Flame Stance * At-Will * Minor Action * Stance, Arcane

  • You gain resist 3 fire.
  • Your Elemental Bolt deals additional fire damage equal to your Constitution modifier.
  • When you hit with Elemental Bolt, the target takes ongoing 2 fire damage (save ends).

Frost Stance * At-Will * Minor Action * Stance, Arcane

  • You gain resist 3 cold.
  • Your Elemental Bolt deals additional cold damage equal to your Constitution modifier.
  • When you hit with Elemental Bolt, the target is slowed until the end of your next turn.

Gale Stance * At-Will * Minor Action * Stance, Arcane

  • You gain resist 3 thunder.
  • Your Elemental Bolt deals additional thunder damage equal to your Constitution modifier.
  • When you hit with Elemental Bolt, you slide the target 1 square.

Storm Stance * At-Will * Minor Action * Stance, Arcane

  • You gain resist 3 lightning.
  • Your Elemental Bolt deals additional lightning damage equal to your Constitution modifier.
  • When you hit with Elemental Bolt and the die roll is even, the creature is dazed until the end of your next turn.

Quake Stance * At-Will * Minor Action * Stance, Arcane

  • You gain resist 3 force.
  • Your Elemental Bolt deals additional force damage equal to your Constitution modifier.
  • When you use Elemental Bolt, you may change any terrain in the burst from difficult terrain to normal terrain or vice versa.

4. Advancement

Level 2: Utility power
Level 3: additional use of Elemental Synthesis
Level 6: Utility power
Level 7: additional stance
Level 10: Utility power

5. Possible Feats

Former Apprentice: You gain the “Magic Missile” power. (So if a player wants access to canonical wizard spell, they can have it.)

Theory of Elemental Synergy: When you switch from one stance to another, you have a +1 power bonus to attack and damage rolls on your next attack.

Theory of Elemental Might: Your Elemental Bolt power does d8 damage instead of d6.

Theory of Elemental Focus: You may use your Elemental Bolt power against a single target instead of a larger burst. The target grants combat advantage to you for this attack.

Theory of Elemental Control: When allies are targetted by your Elemental Bolt attack, you may take a -4 to that attack roll.

[D&D 4e/hack] Class: Inquisitive Cleric

The Inquisitive Cleric is a divine investigator, charged by his order to delve into dark places of the world. Unlike the warpriest, the Inquisitive Cleric prefers to lead from the back and strike foes at range, while protecting and guiding his allies.

This build is useful for a few reasons. The ability of attack and heal from range is a popular trope, and it is also an appropriate tactical choice: hold back, buff your allies, discourage your foes. It’s sometimes hard to encourage new players to take on the Leader role in a party, and we should do everything we can to make that more accessible.

Inquisitive Cleric (Divine Leader)
Primary/Secondary: WIS/CHR

1. Basics

Build as standard cleric (including uses of Healing Word).Ignore standard At-Will, Encounter and Daily attack powers.

2. Gain: Inquisitive Light, Inquisitive Judgement

Inquisitive Light * At-Will * Standard Action * Attack, Implement, Divine
Ranged 5
Target: One creature
Attack: WIS vs Will
Damage: 1d6 + Wisdom modifier radiant damage
Effect: The square is filled with bright light until the end of your turn.
Special: You can use this as a ranged basic attack.

Inquisitive Judgement * Encounter * Free Action
Trigger: You hit with a basic attack.
Effect: Target is blinded and dazed until the end of your next turn.

3. Pick two at-will stances

Enduring Grace * At-Will * Minor Action * Stance, Divine
Effect: When you hit with a basic attack, grant an ally in 5 squares your Charisma modifier in temporary hit points.

Saving Grace * At-Will * Minor Action * Stance, Divine
Effect: When you hit with a basic attack, grant an ally in 5 squares a saving throw.

Shielding Grace * At-Will * Minor Action * Stance, Divine
Effect: When you hit with a basic attack, grant an ally in 5 squares a +1 power bonus to all defenses until the end of your next turn.

Unyielding Grace * At-Will * Minor Action * Stance, Divine
Effect: Your Inquisitive Light power has Ranged 20 instead of Ranged 5. You may ignore cover and concealment when making your attack.

Sanctifying Grace * At-Will * Minor Action * Stance, Divine
Effect: When you hit an undead creature with a basic attack, it grants combat advantage to you and your allies until the end of your next turn.

4. Advancement

Level 2: Utility power
Level 3: additional use of Inquisitive Judgement
Level 6: Utility power
Level 7: additional stance
Level 10: Utility power