The Marshal
| Level | Proficiency Bonus | Features | Tacticians Insight Uses | Maximum | Gambits |
|---|---|---|---|---|---|
| 1st | +2 | Leader Style, Commanding Presence, Fighting Style | – | – | – |
| 2nd | +2 | Tactical Focus, Tactician's Insight | 2 | 1 | 0 |
| 3rd | +2 | Marshal School | 2 | 1 | 0 |
| 4th | +2 | Ability Score Improvement | 3 | 1 | 0 |
| 5th | +3 | Extra Attack | 3 | 1 | 0 |
| 6th | +3 | Marshal School feature | 3 | 1 | 0 |
| 7th | +3 | Tactical Gambits | 7 | 2 | 3 |
| 8th | +3 | Ability Score Improvement | 7 | 2 | 3 |
| 9th | +4 | Hold the Line | 7 | 2 | 3 |
| 10th | +4 | Lead from the Front | 9 | 2 | 4 |
| 11th | +4 | Extra Attack (2) | 9 | 2 | 4 |
| 12th | +4 | Ability Score Improvement | 9 | 2 | 4 |
| 13th | +5 | Improved Tactical Focus | 14 | 3 | 5 |
| 14th | +5 | Marshal School feature | 14 | 3 | 5 |
| 15th | +5 | Tactical Maneuvers | 14 | 3 | 5 |
| 16th | +5 | Ability Score Improvement | 16 | 3 | 6 |
| 17th | +6 | Survivor | 16 | 3 | 6 |
| 18th | +6 | Perfect Coordination | 16 | 3 | 6 |
| 19th | +6 | Ability Score Improvement | 20 | 4 | 7 |
| 20th | +6 | Marshal School feature | 20 | 4 | 7 |
Marshal
When dark forces muster in the wilderness, when hosts of monsters assemble to sack civilization's last redoubts, it falls to the marshal to lead the warriors in defense of their lands. Marshals draw from their experience and passion to lend courage, skill, and hope to those under their command. A marshal forms the iron core of any unit of soldiers, uniting their purpose and bolstering their commitment to see the conflict to its conclusion.
A marshal's talents can come from many different aspects of personality or endeavor. Some depend on their bravado, goading their companions to take risks to reap great rewards. Others have keen insight into their enemies' minds. Some marshals specialize in hit-and-run tactics, and others are resourceful leaders who always have some trick up their sleeves. The most common marshals include those whose presence alone is enough to bind disparate heroes together and the tactical savants who spot weaknesses and exploit them.
Marshals develop specialized combat maneuvers called exploits. In their elementary form, they are strikes and commands designed to shift the battle toward a more favorable outcome. In addition to these exploits, marshals issue commands and orders that improve their allies' performance. Some of these commands can restore health and vigor, while others make allies more alert and ready for new challenges.
Most marshals have already had experience in the field, even if it came from leading a tiny expedition. Some are former military leaders who have relinquished their commands to seek their fortunes in the world. Others might have lost their units and be out for revenge against the enemy that brought them to ruin. Whatever the individual's triumphs or defeats were before becoming an adventurer, every marshal can lead, and lead well.
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) + your Constitution modifier per marshal level after 1st
Proficiencies
- Armor: Light, Medium, Shields
- Weapons: Simple weapons, Martial weapons
- Tools: Choice of vehicles (land), vehicles (sea) or vehicles (airships)
- Saving Throws: Constitution, Charisma
- Skills: Choose three from Athletics, History, Insight, Intimidate, Medicine, and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain Mail or (b) leather, Longbow, and 20 Arrows
- (a) a martial weapon and a Shield or (b) two martial Weapons
- (a) a Light Crossbow and 20 bolts or (b) two hand axes
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
Leader Style
At 1st level, you have chosen your preferred style of leadership. Each style is detailed in Leader Styles.
Commanding Presence
At 1st level, you have chosen your preferred style of presence. Each presence is detailed in Commanding Presence Options.
Fighting Style
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 reroll 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.
Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Tunnel Fighter
You excel at defending narrow passages, doorways and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Tactical Focus
At 2nd level, your tactical acumen allows you to study an area of a battlefield and provide direction to your allies that can tilt a battle in your favor.
As a bonus action or as part of the attack action, you can select an area on the ground that measures 25 feet on a side.
This area is your tactical focus. It remains your tactical focus until you use this ability again or you are unable to take actions.
When you select an area as your tactical focus, you choose one of your tactics to apply to that area. You gain three tactics at 2nd level. You gain an additional tactic at 7th and 15th level.
Each time you complete a long rest, you can swap one of your tactics for a different one.
Tactician's Insight
Starting at 2nd level, you can grant your allies useful tactical insights while they are in the area of your tactical focus.
You gain a number of uses of insight based on your marshal level.
As a bonus action or as part of an attack action, you grant insight to yourself or allies in your tactical focus. You can grant this benefit to yourself and as many allies as you wish in your focus, but you cannot expend more uses than you currently have.
A creature that gains your insight can use it in two ways. It can regain hit points immediately upon receiving it. Roll 2d10 and the creature regains that many hit points. If the creature would gain hit points that place it above its maximum, it gains the difference as temporary hit points.
Alternatively, a creature can save the insight to use when it hits with an attack. It increases the attack's damage by 2d10 of the attacks damage type.
You regain expended uses of Tactician's Insight when you complete a long rest.
Marshal School
At 3rd level, you choose a school of tactics that you strive to emulate in your Combat styles and techniques, such as the Battle Captain. The archetype you choose grants you features at 3rd level and again at 6th, 14th, and 20th level. Each school is detailed in Marshal School Options.
Ability Score Increase
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.
The number of attacks increases to three when you reach 11th level in this class.
Tactical Gambits
Starting at 7th level, your tactical cunning allows you to seize the moment in battle.
At 7th level, you learn two gambits. You learn an additional gambit at 10th and 18th level.
You use a gambit as an action. You can use your gambits a number of times based on your fighter level.
Each time you complete a long rest, you regain expended use of your gambits and can swap one of your gambits for a different one.
Hold the Line
At 9th level, you master the ability to harass and slow your enemies. As a reaction when a creature moves at least 1 foot within 5 feet of you, you can make one melee weapon attack against that creature. If you hit, the attack’s
Lead from the Front
At 10th level, you strike with a cunning insight that allows your allies to make effective follow up attacks.
If you hit a creature with a weapon attack, it has disadvantage on all saving throws against your gambits until the end of your next turn.
Improved Tactical Focus
At 13th level, your tactical acumen improves and allows you to study a larger area of a battlefield.
The area you select can either be two separate areas of 25 feet on a side, or a single area of 50 feet on a side.
Tactical Maneuvers
At 15th level, you can provide leadership that allows your allies to move in perfect harmony.
In place of moving, you can instead allow up to three allies who can see or hear you to move up to half their speed. The chosen allies must be capable of taking actions in order to move in this manner.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
Perfect Coordination
Starting at 18th level, you gain the ability to unleash a devastating combination of your allies' abilities.
As a bonus action, select up to five allies who can see or hear you. They can use their reactions to immediately take actions.
Once you use this ability, you cannot use it again until you complete a long rest.
Leader Styles
Archer Marshal
When you make a ranged attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.
Battlefront Leader
Once per Short rest, when Initiative is rolled, you or one ally within 15ft may move half their speed.
Canny Leader
You and any ally within 60ft of you who can see and hear you gain an Advantage on Insight checks and Perception checks.
Combat Leader
You and each ally within 60ft who can see and hear you gain Advantage to Initiative checks.
Commanding Presence Options
Bravura Presence
When an ally who can see you uses an Action to make an Attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a Bonus Action to Attack or Dash after the initial attack. If the attack misses, the ally grants advantage to all enemies until the end of his or her next turn.
Insightful Presence
When any ally who can see you uses their Action, that ally gains a bonus to all defenses equal to half your Wisdom modifier or half your Charisma modifier until the start of his or her next turn.
Inspiring Presence
When an ally who can see you uses an action, that ally also regains hit points equal to one-half your level + your Charisma modifier.
If the ally can see multiple marshal allies who have this class feature, the ally regains hit points from only one of them (the ally's choice).
Resourceful Presence
When an ally who can see you uses an action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
Skirmishing Presence
When an ally who can see you uses an Action to make an Attack, that ally can use a Bonus Action to Disengage a number of 5ft increments equal to your Intelligence or Wisdom modifier before or after the attack.
Tactical Presence
When an ally you can see uses an Action to make an attack, the ally gains a bonus to the first attack roll of that attack. The bonus equals half your Intelligence modifier.
If multiple marshal allies who have this class feature can see the ally, he or she gains the bonus from only one of them (the ally's choice).
Marshal School Options
Battle Captain
You become the epitome of the combat leader in action, an inspiring battle captain who easily flows from issuing commands to engaging the enemy and back again as conditions on the battlefield warrant. As a leader who fights as well as he leads, you have earned the loyalty and respect of your allies, and together you have been forged into a cohesive combat team.
Battle Action
At 3rd level, when you use your action to attack, your allies gain a +1 bonus to attack rolls until the start of your next turn. To gain this bonus an ally must see and hear you when you attack.
Cry Havoc
At 3rd level, on the first round of combat (or both the first round and the surprise round if your allies act during the surprise round), any ally who starts his or her turn within 60ft of you gains advantage on attack rolls.
Battle Inspiration
At 6th level, when you heal an ally with your inspiring word, the ally gains a +1 bonus to attack rolls and add 15ft to their speed until the end of your next turn. If you have the Tactical Presence class feature, the bonus equals your Intelligence modifier.
Force Retreat
You hurl yourself into your adversary, knocking him back into his allies and causing them all to stumble away from you.
At 14th level, on a successful hit, you deal damage as normal, and you push the target several 5ft increments up to your Intelligence modifier. Make a second attack versus each enemy that was adjacent to the primary target before the push, is its size or smaller, and is within your melee reach. On a hit, deal 2d6 + Strength modifier damage, and you can push the secondary target 5ft.
Bolt of Genius
You share a moment of brilliant clarity with a close comrade.
At 14th level, select one ally within 25ft. The target regains the use of the previously used class resource.
Cunning Flurry
You whirl around like a cyclone of steel terror, slashing at foes. With each landed blow, you knock your enemy prone or send it stumbling backward.
At 20th level, once per short rest, you can use your action to make a melee Attack against any number of creatures within 5 feet of you, with a separate Attack roll for each target. On a hit, multiply your damage by 2, and you either push the target 5ft or knock it prone.
Captain of Fortune
You believe that a great destiny awaits anyone who has the audacity to take fate into his or her own hands. Self-awareness, confidence, and a sharp eye for opportunity allow a hero to reach a destiny, yet sometimes destiny needs a little bit of help. And that's where you come in.
You teach your comrades and followers the principles of self-empowerment to help them reach for greater heights. You believe that someone who is alert and grabs opportunities as they come can triumph against any adversary. A force of balance is at work within the world, and fortune, fate, luck, or chance—whatever you care to call it—gathers around the bold like an invisible mantle. Fortune rarely smiles for long on those who prey on others or who stand on the side of iniquity; their day of ill fortune comes eventually. You intend to be there when it does.
Those you lead see you as a good luck charm. They feel empowered in your presence, believing that you have a supernatural gift that improves their chances. You, on the other hand, understand that luck is made, not found. You know that if luck and fate do guide the destinies of you and your friends, without the proper effort and outlook, those destinies will never be fulfilled.
Know Your Strength
At 3rd level, when rolling damage for a weapon attack, you treat a roll of 1 or 2 as a roll of 3.
Seize the Day
At 3rd level, when you use your action to attack and you roll an odd number on the first attack roll, you gain temporary hit points equal to 5 + one-half your level. If you roll an even number on the first attack roll, each ally within 5 squares of you gains temporary hit points equal to one-half your level.
Presence of Greatness
At 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible Bonus Action.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Lady Luck Smiles
You're a good luck charm to your allies, attracting the blessing of Lady Luck in everything you do.
At 14th level, on a successful hit, you multiply your damage by 2. Until the end of your next turn, whenever an ally within 25ft of you makes a melee or a ranged attack roll, they have advantage on the attack roll.
Favored Fortune
You believe in luck, but you also believe in seizing opportunities when they come.
At 14th level, when you or an ally within 25ft of you makes a damage roll, the damage may be rerolled, and can use either result.
Strike of Foul Fate
You strike your foe and infuse it with ill fortune to keep it from harming your comrades.
At 20th level, once per short rest, when using your action to attack, on a successful hit, you multiply your damage by 4. Until the end of the encounter, the target is marked. While the target is marked by you, whenever it attacks one of your allies, it has disadvantage on the attack roll.
Combat Veteran
You are a veteran of many battles, and it shows. You have learned tricks and techniques that can be picked up only on the field of battle, and you have learned more than just how to survive—you have learned how to win. Moreover, your combat skills and innate leadership translate to those who fight beside you. You make those around you better, and your allies are happy to have you fighting at their side.
Combat Veteran's Action
At 3rd level, when you use your action to attack, one of your allies within 60ft of you can take a move action as a reaction.
Tough as Nails
At 3rd level, you gain an extra hit dice. In addition, whenever you spend a hit dice to regain hit points, add double your Constitution modifier to the hit points you regain.
Battle Healer
At 6th level, when you use your inspiring word, the target can also make a saving throw.
Skirmish Ploy
You score a glancing blow, which you turn into an opportunity to thrust your enemy out of position and into the path of a nearby ally.
At 14th level, on a successful hit, you deal damage as normal, and the target is stunned until the end of your next turn. In addition, you push the target up to 10ft, and an ally within 10ft of you can move 5ft closer to the target as a reaction action.
Miss Me Once
You dodge an enemy's attack, then look at him as though he were already dead.
At 14th level, when an enemy within 60ft of you that you can see misses you with an attack, the enemy grants advantage until the start of its next turn.
Superior Tactics
Your experience on the battlefield allows you to deal terrible wounds to your enemy and brings out the best in your allies.
At 20th level, once per short rest, when using your action to attack, on a successful hit, you multiply your damage by 3, and you grant an ally within 60ft of you who has not yet acted this round a turn immediately following yours.
Dragon Marshal
Entire schools of study have been devoted to the topic of making war upon dragons and other fearsome beasts of great size, and you have studied them all. Whether leading an adventuring party or an entire army, you are most at home with the swords and spells of allies behind you, and one really big target before you.
Dragon-Slayer's Action
At 3rd level, you can use your bonus action to reroll an attack roll against a dragon, or to end a condition currently affecting you that originated from a dragon, and that a save can end.
Vengeance for All
At 3rd level, when you take damage from an area attack, each ally you can see who was also a target of that attack gains a +1 bonus to attack rolls against the creature that attacked you until the end of your next turn. If the attacker is a dragon, it is advantage.
Unflagging Spirit
At 6th level, when an ally you can see uses their action to make an attack and misses, the ally gains temporary hit points equal to your level and can make a saving throw. If the ally's attack missed a dragon, the ally regains hit points equal to your level instead of gaining temporary hit points.
Beast-Surrounding Maneuver
You and an ally skim along the enemy's flank, stabbing as you go.
At 14th level, on a successful hit, you deal damage as normal, and an ally adjacent to the target can make a melee attack against the target as a reaction. You then move 5ft and make a bonus attack. If the target is a dragon, you can instead move 15ft. On a successful hit, you deal damage as normal, and an ally adjacent to the target can shift 5ft and make another attack. If the target is a dragon, the ally can instead move 15ft.
Hit Him Where It Hurts!
With a shout, you direct your ally's blow where it will inflict the most harm.
At 14th level, when an ally within 25ft attacks an enemy, the attack scores a critical on a natural roll of 19 or 20. If the target is a dragon, it scores a critical on a natural roll of 18, 19, or 20.
Breath-Taking Slam
You and your allies are ready to strike at the first sign of the dragon's breath.
At 20th level, once per short rest, when using your action to attack, on a successful hit, you multiply your damage by 3. Until you end your turn in a square not adjacent to the target, when the target makes an area attack, you and each ally adjacent to it can make a bonus melee attack against the target as a reaction.
If the target is a dragon, it takes a –1 penalty to the triggering attack for each such melee attack that hits.
Flamebrow Commander
A dragon driven to wrath is a terrifying foe. It stops at nothing to quench its fury in the blood of those who wronged it. Only the desire to protect its young can drive a dragon to even greater heights of recklessness. A dragonborn warrior is little different, and a dragonborn officer displays parental loyalty to those alongside whom he fights. Such is the dragonborn warrior ideal.
An exemplar of this standard was Dhuryan Flamebrow, an audacious but beloved dragonborn mercenary from the fringes of the empire of Arkhosia. Dhuryan was noble born, but upon him fell the consequences of his father's dark deeds. Without title or property in the empire, and living under the shadow of family history, he made his way as a soldier and leader. He made a habit of leading from the front with a brashness born of being indifferent to death. Glory and the erasing of the past was his overriding aim, yet he was unwilling to sacrifice his fellow fighters for his own gain.
Dhuryan succeeded in reshaping the armies of a border province known for its barbarism and monster problems. Eventually, that province and its dragon lord became the most prominent in Arkhosia, although only Dhuryan's name is widely remembered to this day. At long last, Dhuryan had cleansed his family name. He rose then to prominence as a military advisor and became a general in the wars that eventually destroyed Arkhosia.
During this time, he penned the military manifesto titled Flamebrow, in honor of his clan. Myths from many cultures say that Dhuryan fought in numerous wars in this world and beyond, and that he fell but returned to life more than once. Tales say that he stands now beyond the touch of time, alongside other legendary generals, awaiting the world's need.
Flamebrow still exists, copied into many languages. It is a treatise for the commander who wishes to defeat enemies head-on. Although it speaks of deceptive planning and long-term strategies, it also talks of brutal efficiency and courageous leadership when battle is joined.
Whether through influence, reading and practice, or direct training, your path has been influenced by Flamebrow. Boldness of action fails to fully describe your methods. You act decisively, willing to lay your own survival on the line to get the job done and protect your allies.
Flamebrow Revival
At 3rd level, when you are dying, you add your Charisma modifier to any hit points you regain, and you gain a bonus to death saving throws equal to your Charisma modifier.
Relentless Action
At 3rd level, when you spend an action to attack, you can use your Bravura Presence class feature as if you were your own ally.
Roaring Recovery
At 6th level, each time you regain hit points when you are below half health, you gain advantage to attack rolls until the end of your next turn.
Flamebrow Assault
On your cue, your comrade attacks. You build on his or her success to land your own strike.
At 14th level, before attacking, one ally below half health within 25ft of you can make an attack using a reaction, with a bonus to the attack roll equal to your Charisma modifier. If that attack hits, you gain advantage to your attack roll; if it misses, you take disadvantage to your attack roll. On your successful hit, you multiply your damage by 3.
Rallying Lure
Paying more attention to the welfare of your flagging friends than to your own safety, you shout heartening words.
At 14th level, you take a martial stance. Until the stance ends, you grant advantage to all enemies. At the start of your turn, each ally below half health within 25ft of you regains hit points equal to your Charisma modifier. If no allies below half health are within 25ft of you at the start of your turn, the stance ends.
Renewal Smite
An ally pushes to greater heights, urged on by your dauntless attack.
At 20th level, once per short rest, when using your action to attack, on a successful hit, you multiply your damage by 4 and you grant one ally below half health within 60ft of you who has not yet acted this round a turn immediately following yours.
Infernal Strategist
Bael Turath's armies were warlike beyond mortal measure. Backed by the power of the Nine Hells, the leaders of the tiefling empire thought their forces could overcome any challenge. And in fact, the legions of Bael Turath were often victorious, a testament to their officers as much as their supernatural might.
The most infamous of Bael Turath's generals was a tiefling known today as Malachi. As a lower-ranking officer in campaigns of conquest, Malachi proved to be a disciplined and innovative commander, renowned for being able to adapt to any situation. He watched and learned from his enemies, changed tactics at pivotal moments, and regularly used what he knew of his enemies against them. Malachi never knew defeat until he faced forces under the command of Dhuryan Flamebrow of Arkhosia.
Stories differ on what happened next. Some say Arkhosia's leaders put Malachi to death. Others claim that he retired alongside Dhuryan, whom he befriended. A few claim that Malachi now marshals the forces of the Nine Hells.
Whatever his fate, Malachi's brilliance is the root of a tradition of battlefield leadership that has spread across the world. A collection of writings from Bael Turath known as The Hellpath Tome supposedly preserves a portion of Malachi's own writings. You might have benefited from such education. Perhaps your leanings led you on a crafty path much like Malachi's. Whatever your background, you know how to conjure victory from situations most dire.
Felling Action
At 3rd level, you can use your reaction to allow an ally who can see and hear you to reroll an attack roll.
Infernal Pincer
At 3rd level, when you and an ally are both flanking an enemy, you and that ally gain a bonus to melee damage rolls against that enemy equal to your Intelligence or Charisma modifier.
Pliable Command
At 6th level, you gain a second marshal Commanding Presence. You can apply only one Commanding Presence benefit per round.
Deceiver’s Ploy
You feint, then lunge, setting your foe off balance.
At 14th level, one creature you target must make a wisdom save versus your Maneuver save DC. If you are using a shield, they suffer disadvantage on this save. On a successful hit, you multiply your damage by 2, and the target has disadvantage to attack rolls until the end of your next turn.
Smite of Devil's Luck
Your intrepid attack lands, setting up the opportunity for greater daring.
At 20th level, once per short rest, when using your action to attack, on a successful hit, you multiply your damage by 4 and you may use your action to attack again.
Shadow Captain
Not all heroic warriors walk in the light. As a shadow captain, you know there is strength to be found in darkness. Among the lost souls, you gain the power to command shadows. Spirits carry out your wishes on the battlefield, and those forces are strong and disciplined.
Shadow Captain's Action
At 3rd level, when you use your action to attack, you and an ally within 25ft of you deal 1d6 extra necrotic damage on melee attacks until the end of your next turn. Increase this damage to 2d6 at 14th level.
Shadow's Reconnoitering
At 3rd level, shadowy spirits constantly whisper to you, describing the unseen. You gain advantage on Perception and Insight checks
Inspiring the Invisible Legion
At 6th level, when you score a critical hit, the target of the attack is harried by shadows, causing the creature to grant advantage to any attacker until the end of your next turn.
Underworld Gambit
Shadows writhe around your weapon, infusing your attack with necrotic energy that deprives your enemy of strength.
At 14th level, when you successful hit a target, you deal damage as normal. They then must make a Dexterity save versus your Maneuver save DC, with disadvantage. On a fail, they take your Charisma modifier necrotic damage, and the target is stunned until the end of your next turn.
Shadow Guardians
Soldiers of shadow heed your call and aid your defenses.
At 14th level, you may, as an action, conjure several shadow soldiers equal to your Intelligence modifier (minimum 1) that last until the end of your next turn. Each shadow soldier appears in an unoccupied square within range. The shadow soldiers provide cover to allies but not enemies. An enemy that enters a shadow soldier's square is restrained (save ends). As a bonus action on subsequent rounds, the shadow soldiers persist. As a move action, you can move each shadow soldier several squares equal to your Charisma modifier (minimum 1).
Shadow Turncoat
With a single strike, you tear off a shadowy piece of your opponent. That shadow then rebels against its former master.
At 20th level, once per short rest, when using your action to attack, on a successful hit, you multiply your damage by 3 and you conjure a shadow in an unoccupied square adjacent to the target. Until the end of the encounter, each time you hit the target, a new shadow is created and the old one is destroyed.
The shadow is a reflection of the target. It has the defenses, immunities, resistances, speed, and melee basic attacks of the target. The shadow also has the same type and keywords, though it has the shadow origin. The shadow has 1 hit point, and a missed attack never damages the shadow. You control the shadow as a free action, which acts on your turn and has one standard action.
The Marshal,
The Missing Class
Front Cover Art: William O'Connor -
D&D4e PHB Marshal Insert
Back Cover Art: [Unknown] -
D&D4e Core 3 Slip Case