Marshal (5e Class)

From D&D Wiki

Jump to: navigation, search

The king holds a speech to strengthen the line of his men while suffering the onslaught of overwhelming force,the orc warlord shouts mightily to embolden his orcs to charge into a fortified castle,the orders of the gnome's high pitched voice are heard even from behind enemy lines,guiding his companions to save him,all of these people are marshals

Marshal[edit]

The marshal is a physical support class that relies on charisma to help its allies,they can boost the health,attack damage,ac and general usefulness of all teammates fighting alongside them.The marshal truly excels in large-scale clashes of swords and metal,where the full breadth of their inspiring presence can be felt.

Creating a Marshal[edit]

When creating a marshal, think of how they got their battlefield experience. How they climbed the chain of command. Are they retired? Were they forced out of the military do to some terrible event? Consider their views on battle. Are they scared of it? Do they treat it as a game or with great respect?

Quick Build[edit]

To make a Marshal, first, make Charisma your highest ability score. Followed by either Strength, Dexterity, or Constitution. Then choose the Soldier Background.

Class Features

As a Marshal you gain the following class features.

Hit Points

Hit Dice: 1d10 per Marshal level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Marshal level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Shortswords, Longswords, Greatswords, and Rapiers
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Deception, Insight, Intimidation, Perception, Performance, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale Mail or (b) Leather Armor
  • (a) A Longsword or (b) A Greatsword
  • (a) A Light Crossbow and 20 Bolts or (b) Two Simple Weapons
  • (a) Dungeoneer's Pack or (b) Explorer's Pack

Table: The Marshal

Level Proficiency
Bonus
Features
1st +2 Battle Orders, Military Presence
2nd +2 Fighting Style, Commander's Expertise
3rd +2 Commanding Archetype
4th +2 Ability Score Improvement
5th +3 Battle Cry
6th +3 Commanding Archetype Feature
7th +3 Battle Tactics
8th +3 Ability Score Improvement
9th +4 Commanding Presence, Commander's Expertise
10th +4 Commanding Archetype Feature
11th +4 Inspiring Orders (d6)
12th +4 Ability Score Improvement
13th +5 Inspiring Orders (d8)
14th +5 Commanding Archetype Feature
15th +5 Inspiring Orders (d10)
16th +5 Ability Score Improvement
17th +6 Inspiring Orders (d12)
18th +6 Superior Tactics
19th +6 Ability Score Improvement
20th +6 Warlord

Battle Orders[edit]

At 1st level, you learn to give orders to your allies, improving their combat capabilities. As an action, you may shout an order to a willing creature other than you that is within 100 feet of you. The creature must be able to understand you. The next attack roll that creature makes in the next minute is made with advantage. If that attack hits, then it deals additional damage equal to your Charisma modifier + your proficiency bonus (minimum 1). A creature can only benefit from one battle order at a time.

Military Presence[edit]

At 1st level, you can use your commanding bearing to influence military men. You have advantage on Charisma checks made to interact with members of a military. They must be friendly to you in order for you to gain this benefit.

Fighting Style[edit]

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.

Defense: While you are wearing armor, you gain a +1 bonus to AC

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.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can preroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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 the second attack.

Commander's Expertise[edit]

At 2nd level, choose either Deception, Persuasion, Performance, or Intimidation to gain Commander's Expertise in. If you have proficiency in the chosen skill, you add double your proficiency bonus when you make a check using the chosen skill. If you do not have proficiency in the chosen skill, you gain proficiency. At 9th level, choose another skill from the same list to gain Commander's Expertise in.

Commanding Archetype[edit]

At 3rd level, you choose a specific path to follow in your command experience. Choose either General or Beast Leader as explained at the end of the class. Your chosen Archetype grants you features at 6th, 10th, and 14th level.

Ability Score Improvement[edit]

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.

Battle Cry[edit]

At 5th level, you learn to provide orders to large amounts of people at once. When you use your Battle Orders Feature, you can target a number of targets up to your Charisma modifier instead of one.

Battle Tactics[edit]

At 7th level, you learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature.

Full Infantry Defense: The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn.

Tactical Flanking: The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone.

Assassin's Strike: The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn.

Immovable Line: Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest.

Commanding Presence[edit]

At 9th level, your very presence inspires your allies. Friendly creatures within 100 feet of you that can understand you gain immunity to being charmed or frightened.

Inspiring Orders[edit]

At 11th level, your orders provide your companions with renewed vigor. When you use your Battle Orders feature, the chosen creatures gain 1d6 temporary hit points. The hit points increases to 1d8 at 13th level, 1d10 at 15th level, and 1d12 at 17th level. These hit points last for 1 minute.

Superior Tactics[edit]

At 18th level, your experience in battle tactics becomes unrivaled. You can use your battle tactics feature unlimited times.

Warlord[edit]

At 20th level, your experience in leading on the battlefield extends to legions of troops rather than small parties. When you use your Battle Orders feature, you may target an infinite number of creatures as long as they are friendly to you, are within 100 feet of you, and can understand you.

Commanding Archetypes[edit]

General[edit]

Generals are the ultimate battlefield leaders, experienced in both combat and command.

Warrior's Command[edit]

At 3rd level, you learn to both lead and fight at the same time. When you use your Battle Orders feature, you may make one weapon attack as a bonus action.

Extra Attack[edit]

Starting at 6th level, you can attack twice, instead of once, when you take the attack action on your turn.

Shoulder to Shoulder[edit]

At 10th level, you learn to coordinate your allies in near unbreakable lines. When you use your Battle Tactics feature, you may effect two creatures as long as the creatures are both within 10 feet of you.

Soldier's Champion[edit]

At 14th level, you learn to use your battle orders to coordinate your allies to give not only power to themselves but to you as well. When you use your Battle Orders feature, you may target yourself as long as another one of the creatures you targeted is within 10 feet of you.

Beast Leader[edit]

Bestial Command[edit]

At 3rd level, you learn to gain the loyalty of animals to fight for you. When you encounter a beast, you may take it under your command. To do so, you must use your action and succeed on a Persuasion or a Animal Handling check (DC 10 + the CR of the beast rounded down). While under command, the beast obeys your commands and is friendly to you and your allies. The beast will follow you into combat and you may use them as controllable mounts, provided they can support your weight. The total CR of beasts you take under your command cannot exceed 2 and a beast with CR 0 is considered to have CR 1/8th when calculating the number of beasts you can take under your command. Starting at 6th level, the total CR equals your marshall level / 2.

Natural negotiator[edit]

At 6th level, you can make a Persuasion or an Animal Handling check to tame a beast with advantage,if you have provided or show that you will provide something that it desires, such as food, shelter or safety. Note that you do not need to actually provide these things, or even be able to provide them, just adequately convincing the beast you are trying to command is enough to receive advantage on the roll.

Undying Loyalty[edit]

At 10th level, the loyalty of the beasts you command grows to the point where they would sacrifice themselves to protect you. When you are hit by an attack, you may use your reaction to order a beast under your command to protect you. That beast uses their reaction to move half their speed towards you. If it reaches you, then the beast takes the damage from the attack.

Weaver of Loyalties[edit]

At 14th level, you learn to gain the loyalty of all types of creatures. You can use your Bestial command feature on creatures other than beasts as long as their intelligence score is 6 or lower.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the marshall class, you must meet these prerequisites: Charisma

Proficiencies. When you multiclass into the marshall class, you gain the following proficiencies: Light armor, Medium Armor, Shields, Simple Weapons, Martial Weapons

3.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: