Level 20 Marshal

As a marshal, you often began your career in the same way as rank-and-file soldiers but moved into a command position either by accident in the field when the former commanding officer fell to enemy attack, or more often when you took classes on how to be someone responsible for a team. Perhaps you had a natural talent for leadership despite being a soldier like the rest. You have 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 You are considered the leader in most parties. It will be assumed by outsiders, even if the assumption is inaccurate. You coordinate other members of the party, plot out strategies before a battle, and alter them tactically as the need arrives.

Command Presence

Starting at 1st level, your words and actions generate a presence that can motivate or generally boost those you deem your allies. Select one command presence from the list in the source book. These are always in effect. Each command presence you possess can also be temporarily boosted, after which you cannot boost it again until you finish a long rest. Unless otherwise stated, you gain no benefit from your own command presence. At 2nd level, and again at 6th, 10th, 14th, and 18th level, you can either select another command presence or increase the potential of a presence you already possess (gaining the tier 2 ability).

For the Good of the Team

Starting at 1st level, as an action, you can allow one ally within line of sight to take any action ordinarily available to her as a reaction to you or as an additional action on her next turn. Additionally, you can swap your initiative order with another ally once per round.

Team Power

Starting at 1st level, and every fourth level after, you can select one team power. Several powers are only available to choose after level 5.

Double / Triple / Quadruple Tap

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 9th level in this class and four attacks at 14th level in this class.

Manifestation of Greatness

Starting at 20th level, you gain a pool of 1d4 natural 20s when you finish a long rest, which you can use to replace any d20 rolled by any ally you can see and communicate with as a reaction.

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