Marshal

Through training and natural talent you have become gifted in the art of combat. Your skills allow you not only able to handle your own in the middle of combat but also gives you the ability to drive your allies farther in the fight. Deep down you know that you can command your allies and you know how to bring your enemies to heel, after all you are a master in the art of war, you are Marshal

Battlefield Savant

The Marshal is a master of field combat, training long and hard to master the art of war they offer their allies the edge in combat. Some Marshals are gifted with a natural talent to understand the tactics of war and combat while others study long and hard to master the flow of battle. Either way, what separates the Marshal from the fighter or even the Bard is their ability to utilize their allies to the fullest extent of tactical combat.

Natural Born Leaders

A Marshal often end up in leadership roles, whether this means small groups of adventurers are even massive armies. Using their leadership to full effect the Marshal often command in the thick of battle leading their allies towards victory. Off the field of battle the Marshal often relies on their powerful presence and charisma to win them the social matches that they face in life. Whether or not the Marshal accepts a leadership position is up to them but many benefit from having a strong leader that can organize the group.

Creating a Marshal

As you build the Marshal, consider where they came from and where they plan on going. Perhaps you were trained in the art of war in a famous war college? Or perhaps you are one of the few naturally gifted leaders? Alternatively, you could have learned your talents from hand on raids, combat. Also think about who taught you when working on creation. Was it a collection of teachers? A single master? Or perhaps you just picked up what you saw. Finally, think about how you want to portray your character. Are you the tactical mastermind? The charismatic leader? Or are you a savage with the foresight to read the flow of battle? All of these things should be considered when working on the Marshal. Since the Marshal is a tactical class, you should also take special measures to talk with party members to learn what they do and how you can all work together to be effective.

Quick Build

You can make a Marshal following these suggestions. First make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee or archery (or finesse weapons). Your next highest score should be either Charisma, Intelligence or Wisdom, depending on which path you want to take. Next, Constitution should be your third highest score giving you some durability to survive in combat. Finally, you should take the Soldier or Knight background.

Class Features

As a Marshal you get this class features.

Hit Points

Hit Dice: 1d8 per Marshal Level.
Hit Points at 1st level: 8+ Your Constitution Modifier.
Hit Points at Higher Level: 1d8 (or 5) + Your Constitution Modifier

Proficiencies

Armor: Light and Medium Armor, Shields
Weapons: Simple and Martial Weapons,
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose two skills from Animal Handling, Athletics, History, Persuasion, Insight, Perception.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather
(a) a martial weapon and a shield or (b) two martial weapons (a) a Iight crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack

Marshal


Level Proficiency Bonus Features
1st +2 Heroic Word 1/ Rest (1 HD), Tactical Acumen
2nd +2 Fighting Style
3rd +2 Military Path
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Military Path Feature
7th +3 Heroic Word Improvement 2/ Rest
8th +3 Ability Score Improvement
9th +4 Combat Ready 1/ Long Rest
10th +4 Military Path Feature
11th +4 Iron Will
12th +4 Ability Score Improvement
13th +5 Heroic Word Improvement 3/ Rest
14th +5 Military Path Feature
15th +5 Combat Ready 2/Long Rest
16th +5 Ability Score Improvement
17th +6 Heroic Word Improvement 4/ Rest (2 HD)
18th +6 Deny Death
19th +6 Ability Score Improvement
20th +6 Internal Heroic Word

Heroic Word

As a bonus action you can use Heroic word on an ally within 30 feet that can hear you and is conscious. That ally then may roll 1 of their hit die as if they had expended it to heal damage. When the target rolls to heal from this feature they add your Marshal level to the result of the die and recover that many Hit Points. Once you use this feature you can’t use it again until you complete a short or long rest. At 7th, 13th and 17th level, you get one more use of this feature per rest. At 7th level, when the Marshal uses Heroic Word the target of this feature gets to make a saving throw to remove all charm and fear conditions that are currently effecting them. At 17th level, that ally can use 2 of their hit die, plus the Heroic Word increases its range to 60 feet and the ally no longer needs to hear or be conscious to recover from this feature. This feature does not expend the hit die of the target, and if the target has more than one type of hit die they roll the lowest ones first in recovering.

Tactical Acumen

You add your Proficiency Bonus to the result that you roll for Initiative.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

ARCHERY

You gain a +2 bonus to attack rolls you make with ranged weapons.

DUELING

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

PROTECTION

When a creature you can see attacks a target other than you that is within 5 feet of you,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

TWO-WEAPON FIGHTING

When you engage in two-weapon fighting, you can add your ability modifier to the damage of lhe second attack.

Military Path

When you reach 3rd level you follow a path that will determine how you carry yourself in combat. You get to choose between these Military Paths; Battle Chaplain, Tactician or Warlord. The path you choose grants you a feature at 3rd, 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Combat Ready

Beginning at 9th level, when you roll for initiative you can choose to have advantage on the roll. Once you use this feature you can’t use it again until you take a long rest. At 15th level you can use this feature twice in between long rests.

Iron Will

At 11th level, you have trained hard to steel yourself against the assaults on the mind that could rob you of your skills on the field of battle. You become immune to charm and fear effects.

Deny Death

Starting at 18th level, when an ally you can see within 30 feet feet of you that can hear you would be reduced to 0 Hit Points or killed by an effect, you can instead use your reaction to save that ally, putting them at 1 Hit Point instead. Once you use this feature you cannot use it again until you take a long rest. This ability does not remove other effects that might lead to your allies demise, such as if they are on fire or if they are taking ongoing damage from a dangerous area such as an acid pit.

Internal Heroic Word

When you roll for initiative, if you have no Heroic Words left you regain one.

Military Paths

Marshals choose many different paths in order to accomplish supremacy in the field of battle. The Military Path that you choose, incorporates your combat style and training.

Battle Chaplain

Some leaders review battle after battle to learn the tactics of combat, while others have an almost natural gift on insight in combat Battle Chaplains on the other hand use their unyielding charisma to inspire a fervor and turn the tide of battles. Battle Chaplains bring about a seemingly religious experience to the field of battle as they utilize their force of will to urge themselves and their allies to victory.

Bonus Proficiency

You gain proficiency in Intimidation and one artisan tool of your choice.

Inspiring Presence

Starting at 3rd level when you choose this Military path you learn to inspire you allies to go further than they ever thought possible. As a bonus action you can grant yourself or an ally that can see and hear you that is within 30 feet of you temporary Hit Points equal to 2d10 + Your Marshal level. As long as a target has these temporary hit points, they have advantage on all their saving throws. These temporary hit points last until used up or until ten minutes have passed. Once you use this feature you can’t use it again until you complete a short or long rest.

Charismatic Leader

At 6th level, your Charisma has made it rather easy for you to organize others and to lead. When you make a Charisma (Persuasion Check) to lead others you have advantage on the roll. You also have advantage on Charisma (Intimidation Check) to demoralize enemies in battle.

Fervent Rally

At 10th level, you have learned to use your fervent belief in victory to allow your allies to push towards ultimate victory. As an action all your allies that are within 30 feet of you that can see and hear you add your Charisma modifier (Minimum 1) to the next ability check, attack roll or saving throw that they make. One you use this feature you can’t use it again until you take a short or long rest.

Heroic Faith

At 14th level, you and your allies have learned to put faith in each other, allowing for all of you to push further than ever dreamed before. As an action, all allies within 30 feet of you that can see and hear you, can spend up to 1/3rd your Warlord level rounded down of their hit die and recover the number they rolled on their own Hit die + their Constitution Modifier. Once you use this feature you can’t use it again until you complete a long rest. .

The Tactician

Some have the charisma to lead, others have the wisdom and the keen insight to turn the tide of battle, the Tactician though uses their mind and the knowledge that they have formulated to lay plans and provide orders that will lead to victory. The sharp intellect of the Tactician allows for a high level of strategic combat maneuvers that can turn a losing situation into a win.

Tactical Order

Starting at 3rd level, when you choose this Military Path you gain Tactical Orders that are fueled by tactical dice.

Orders

You learn three orders of your choice, which are detailed under "Orders" below. You learn a new order of your choice at 6th, 11th and 14th level.

Tactical Dice

You start off with three tactical dice, which are d8. A tactical die is expanded when you use it. You regain all of your expended tactical dice when you complete a short or long rest. You gain another tactical die at 6th level and another 14th level.

Tactical Lore

At 3rd level, you gain proficiency in History and you have advantage on Intelligence (History Checks) in regards to historical facts regarding battles and wars. You also gain proficiency in one gaming set of your choice.

Tactical Understanding

Starting at 6th you gain the ability to read deeper meaning behind maps. If the Tactician spends an hour studying a detailed map of a given area you gain advantage on Wisdom (Perception) checks for the next 24 hours in the area that you have studied to notice traps or ambushes. The largest area that you can study is twenty cubic miles.

Improved Order

At 10th level, your order die increases to a d10.

Tactical Mastery

At 14th, you have become a master of tactical combat. As an action you can choose an ally within 30 feet of you whose initiative is lower than yours and move their initiative turn to directly after yours. Once you use this feature you can't use it again until after you complete a short or long rest

orders

The Tactical Orders are listed in aplhebetical order.

Accurate Order

When an ally within 30 feet of you makes an attack roll you can as a reaction roll your tactician die and add the result to your ally’s attack roll. You may do this after seeing the roll but before it is announced whether it is a hit or miss.

Advantage Order

As a bonus action on your turn you can give one ally within 30 feet advantage on the next attack roll or skill check that they make. If the ally does not or cannot make an attack or fails to use a skill on their turn then the advantage is wasted.

Attack Order

You may forgo one of your attacks when you make the attack action to allow one ally of your choice within 30 feet to use their reaction to make an attack. If your ally hits with this attack they add your tactical die to the damage.

Bolstering Order

As a bonus action on your turn you can allow one of your allies within 30 feet that can hear you to add your tactician die to the damage of the next attack they make. If this attack misses it still does half damage.

Defense Order

When an ally within 30 feet of you is hit by an enemies attack you can use your reaction, to roll your tactician die and add the result to their AC.

Distraction Order

As a bonus action you can give a special command to one of your allies within 30 feet of you to provide a distraction. In doing so, on that ally's next turn they may make an attack adding your Tactical die to the weapon damage of the attack, if they hit the enemy with this attack, that creature can not take reactions until the start of their next turn.

Item Order

As a bonus action you can allow for one ally that can hear you to use their reaction to use one item they have on their person. They may draw the item as a part of the reaction to use it. The item they use cannot be used to make attacks or do damage.

Move Order

You can forgo your move in order to allow an ally within 30 feet of you to move up to their speed as a reaction when they do they can roll your tactical die and add the result to their AC against attacks they provoke during this move.

Pinpoint Order

As a bonus action you can allow one of your allies within 30 feet of you to ignore, ½ and 3/4th cover and concealment but not total cover or concealment with their next ranged attack. Your tactical die is added to the damage roll of the first attack that hits before the start of your next turn.

Resolve Order

As a bonus action you can allow one ally that can see and hear you to make a saving throw against a condition they are suffering from that allows for a saving throw.

Warlord

Brains and looks will get you far when leading people into battle but the Warlord uses guile, wit and insight to directly engage a foe and bring them to heal. Those that choose to walk the path of the Warlord use their ability to great effect in combat, by lending their insight to their allies allowing for coordinated attacks to bring down strong opponents or to over-run their enemies.

Bonus Proficiency

Starting at 3rd level, you gain proficiency in heavy armor and one tool of your choice.

Insightful Opening

Starting at 3rd level, when you choose this Military Path, you gain the ability to leave an enemy open for further attacks from your allies. When you hit a creature with your attack you may as a bonus action lower its AC by an amount equal to your proficiency bonus until the start of your next turn. You can use this ability an amount of times equal to your Wisdom Modifier. When you complete a long rest you recover all your uses of this ability

Warlords Intuition

At 6th level, your instinct have become so finely honed that you can tell easier when someone is attempting to get one over on you. You have advantage on Wisdom (Insight) checks. Also you can never be fooled by a creature or person disguising themselves as a close friend or relative (DM’s discretion).

Warlords Presence

Starting at 10th level, your presence on the battlefield provides a startling clarity to your allies. While you are conscious, you and all your allies that are within 15 feet of you cannot be surprised.

Towards Conquest

At 14th level, you have learned to drive your allies forward to conquer the foe by leading by example. As an action you let lose a powerful cry, allies that are within 30 feet and can hear you get to add your Proficiency Bonus to the damage of their first attack that hits an enemy on their turn. This effect lasts until the start of your next turn. Once you use this feature you can’t use it again until you complete a long rest.