Field Marshal
Overview
Field marshal's specialize in maintaining control of the battle field, and supporting their allies while doing so. The Subclass is intended to focus on maximising the efficiency of wiping out key targets, while keeping the battle field under control.
Field Marshal
| Level | Features |
|---|---|
| 3rd | Tactical Agression, Armoured Inflitration, Field Marshal Magic |
| 7th | Redeployment |
| 11th | Overseer |
| 15th | Line Breaker |
Disclaimer
Starting off, this is my personal rebalance of the field marshal ranger subclass presented in Morgrave miscelleny. A link to the DM's Guild page will be presented at the end of this document.
Field Marshal Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Field Marshal Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Field Marshal Spells
| Level | Spell |
|---|---|
| 3rd | Faerie Fire |
| 5th | Enhance Ability |
| 9th | Clairvoyance |
| 13th | Hallucinatory Terrain |
| 17th | Skill Empowerment |
Armoured Inflitration
Starting at 3rd level, armour you are proficient with does not give you disadvantage on Dexterity (Stealth) checks you make.
Tactical Aggression
Starting at 3rd level, as a bonus action you can mark a creature within 60 feet of you. a creature is marked this way until you die, complete a short or long rest, or use this feature again to mark a different creature. the first time each round that a marked creature would take damage, they take an additional 1d6 of that type.
starting at level 11, this damage can be triggered once per turn instead of once per round.
Redeployment
Starting at 7th level, You can use a bonus action to select a number of creatures within 60 ft of you up to your wisdom modifier (minimum 1). a selected creature can immediately use their reaction to move up to half their speed without provoking opportunity attacks. Once you use this feature, you can not do so again until you complete a long rest.
Overseer
Starting at 11th level, whenever a creature within 60ft of you targets another creature, or is targeted, for an attack, you can use your reaction to make an attack against that creature. If you hit, the creature suffers the normal effects of the attack and either makes their attacks with disadvantage until the start of their next turn, or attacks against them are made with advantage until the start of their next turn (your choice). You can use this feature a number of times equal to your wisdom modifier (minimum 1), you regain all uses of it when you complete a short or long rest.
Line Breaker
Starting at 15th level, as an action you and any number of creatures of your choice within 5ft of you can move up to your speed and can either make one attack, or disengage (each creature chooses). All creatures moved this way must end up within 5 ft of you at the end of their movement. once you use this feature, you can not do so again until you finish a long rest.
Notes
-
A couple of the features may be in need of reworking, particularly toying with the idea of buffing the advatage/disadvantage presented in the level 11 and level 15 features.
-
The overview section will later be filled with a more flavourful introduction, much like the other subclasses.
Credits:
Original Work
big thanks to the authors of Morgrave Miscelleny, without them i wouldn't have actually been able to do this. https://www.dmsguild.com/product/270012/Morgrave-Miscellany
Feedback and development aid
big thanks to the following for their feedback and aid in developing this subclass.
- Sov#3324 on discord.
- Binge#4750 on discord.
- Zofi#4672 on discord
Playtesters
while currently none at the moment, big thanks to all those who do play test this.
\page