Class: Marshal

She has the same battle training as a front-line fighter, can use all the same weapons as them, but generally will favor lighter arms and armor for greater maneuverability and flexibility. In a pinch, the ability to convey orders with hand signals and facial expressions may mean life or death. A marshal must also be persuasive, and above all, brave, for nobody is going to risk life or limb for a coward. She is considered the leader in most parties. It will be assumed by outsiders, even if the assumption is inaccurate. She coordinates other members of the party, plots out strategies before a battle, and alters them tactically as the need arrives.

Proficiencies

Armor. Light armor, medium armor
Weapons. Simple weapons, one-handed and twohanded small arms, heavy weapons
Tools. All ground vehicles and aircraft Skills. Insight, Perception, Intimidation, and Persuasion

Command Presence

Her words and actions generate a presence that can motivate or generally boost those she deems her allies. These are always in effect. Each command presence she possesses can also be temporarily boosted, after which she cannot boost it again until she finishes a long rest. Unless otherwise stated, she gains no benefit from her own command presence.

By Example (Tier 2)

She doesn't keep back and order from a distance; she stands shoulder to shoulder with those she leads. Allies that can see and hear her have advantage on Intelligence, Wisdom, Charisma, Constitution and Strength saving throws.
Exemplary Example (boost). Use an action, and for one minute (10 rounds), all allies within 20 feet of her gain a +2 bonus to AC.

Stand As One (Tier 2)

As long as She stands, no one falls. All allies that can see and hear her reduce all damage inflicted on them by 3.
Brotherhood (boost). As an action, she advises her allies on the best way to avoid damage. Select an energy type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder)—for one minute (10 rounds), all allies that can see her gain resistance to that energy type.

Strategic Precision

She leads the attack, drawing allied fire to her target. Once per turn, if she hits a creature, pick one ally that can see or hear her—the targeted ally gains a +2 bonus to their next attack roll.
Strategic Superiority (boost). As an action, she conveys an attack plan—for one minute (10 rounds), all allies that can see and hear her gain a +1 bonus to attack rolls against the last target she hits until the beginning of her next turn. Her selected ally still only gains a +2 bonus.

For the Good of the Team

As an action, she can allow one ally within line of sight to take any action ordinarily available to them as a reaction to her or as an additional action on their next turn. She can swap her initiative order with another ally once per round.

Team Powers

Autocratic

If an ally suffers a critical hit from a creature, she can use her reaction to give another ally a single attack against the creature that inflicted the critical hit.

Big Picture

As an action, select one ally able to see and hear her. If the ally hits with an attack before the beginning of her next turn, that hit gains a +18 damage bonus.

Boar's Head

Spend 10 feet of movement to give an ally a 5-foot bonus to their speed until the beginning of her next turn. She can use boar’s head multiple times on her turn, but each ally cannot gain more than 5 feet of movement this way.

Control the Battle Theater

When rolling for initiative, each ally that can see or hear her gains a +2 bonus to their roll.

Face Slap

Use an action to wake up one adjacent unconscious creature. If the target was unconscious from being reduced to fewer than 0 hit points, they are healed to 1 hit point. When she uses this feature, she cannot use it again until she finishes a long rest.

Comments

Author's Notes

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