Strategist

While some prefer to come up with tactics on the spot you prefer a longer more refined strategy. You like to observe, plan and most of all win. When it comes to battles and wars the Strategist is a planner like none other, who can lead their friends to the right stratagem for victory. They just love it when a plan comes together.

Extensive Planning

Starting at 3rd level, when you choose this Military Path you have learned to plan ahead for any occasion. When you complete a long rest choose one skill in which you don’t have proficiency in, you now have proficiency in that skill until you take a long rest. Once you use this feature you can’t use it again until you complete long rest.

Strategic Plot

Starting at 3rd level, you have learned the art of planning for combat well in advance. After you complete a short or long rest you may choose between one of five Stratagems listed below. When you choose this Stratagem you are under the effect until you take a short or long rest. Once you use this feature you can’t use it again until you complete a short or long rest.

Expansive Learning

At 6th level, you have learned even more skills to help you on and off the battlefield. You gain proficiency in two skills in which you don’t already have proficiency in.

Adaptive Strategy

Starting at 10th level, you have trained to quickly adapt your Stratagems at a faster rate. You may use a bonus action to switch between one Stratagem to another Stratagem. Once you use this feature you can’t use it again until you complete a short or long rest.

Contingency Plan

Starting at 14th level, you have learned to keep a backup plan that you will use if all else fails. At the start of each day you may choose to ready an action and set the trigger (letting the DM know what the trigger is), this readied action lasts until triggered or until you take a long rest. If the trigger occurs, you may take the action without using your reaction. Once you use this feature you can’t use it again until you complete long rest.

Stratagems

Assault

While using this Stratagem you may use your reaction to allow an ally adjacent to you that has just rolled their weapon damage die to reroll all their weapon damage die, that ally must use the new result even if it is lower.

Defensive

While using this Stratagem you gain a +1 to AC while you have at least one ally adjacent to you. You can forgo adding this bonus to your AC to instead allow one of your adjacent allies to take the bonus. Once you are no longer adjacent to an ally or an ally under the effect of this ability is no longer adjacent to you, the effect ends.

Disengaging

While using this Stratagem you and any ally that starts their turn adjacent to you may use the Disengage action as a bonus action.

Fleet

While using this Stratagem you and any ally that starts their turn adjacent you may take the Dash action as a bonus action.

Protective

While using this Stratagem you may use your reaction to attack an enemy adjacent to you that has just attacked an adjacent ally.

Overlord

There are those that lead by cunning, those that lead by noble deeds and charisma, and then there are those that lead by overwhelming intimidation. The Overlord, is such a leader, they aren’t interested in so much as making friends as they are in finding subordinates. Their power lies in their incredible force of will that can break their enemies and drive their allies.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in Heavy Armor and Intimidation.

Crushing Word

Starting at 3rd level, you have picked up the knack for bringing ruin to your foes by utilizing your Heroic word differently. As a bonus action on your turn you utter a command to one ally within 30 feet that can hear you. That ally get to add your Proficiency bonus to their damage until the end of their next turn. You may this feature an amount times equal to your Charisma modifier (Minimum 1). You recover all uses of this feature when you complete a long rest.

Dominating Gaze

Starting at 6th level, your gaze can strike fear even in the most stalwart of foes. You have advantage on Charisma (Intimidation) checks, targets that you intimidate have disadvantage on Charisma skill checks until they can no longer see you.

Bringer of Despair

Starting at 10th level, your fierceness on the field of battle causes your foes to know true despair. As an action you force all enemies within 30 feet of you to make a Wisdom saving throw, those that fail have disadvantage on all their attack rolls until the end of their next turn. The Save DC = 8+ your proficiency bonus + your Charisma Modifier. Enemies immune to fear automatically save against this effect. Once you use this feature you can’t use it again until you complete a long rest.

Overlord’s Judgment

Starting at 14th level, your words carry the power of judgement, bringing with it ruin to all those that oppose you. As an action you give a devastating command to one ally within 30 feet of you that can hear you to make an attack as a free action. Add your Charisma modifier (Minimum of 1) to their attack roll, if the attack hits the target of the attack also take extra damage equal to your Marshal level. Once you use this feature you can’t use it again until you complete a short or long rest.