Marshal
On the front lines of battle, a human in sturdy half plate shouts orders to his companions to coordinate their defense. His words fill them with renewed vigor, inspiring them to fight on despite their injuries.
In a dimly lit tent, a slim dragonborn looks over her hand-drawn map, making small adjustments to her plans. The enemy encampment is well-defended, but their patrols are predictable—if she finds just the right moment, she and her companions can sneak in and capture their leader with no one the wiser until morning.
Out on the open seas, a cackling gnoll leads his pirate crew in a lightning-fast boarding assault. striking fear into his enemies with just a word. His crewmates fight with impeccable coordination, exploiting every opening their allies create just as their captain showed them.
All of these are marshals, masters of leadership and tactics who can bring out the best in their companions. Some marshals fight on the front lines as fearsome combatants in their own right, while others call instructions and encouragement from behind while supporting their more fragile companions. In either case, while a marshal is rarely the one to deal the killing blow, they know how to ensure they are always on the winning side.
Tactical Experts
Marshals are defined by a mastery of group tactics. While a skilled fighter might be able to read the flow of a fight and position herself exactly where she needs to be, marshals can do the same for all under their command. Experienced marshals often have specific styles of tactics they can teach to their allies, ensuring everyone works together to triumph over any challenge.
Outside of combat, many marshals spend time planning and seeking new information, or coordinating their allies in pursuit of some less violent goal. A marshal's talent for strategy can prove as useful for a heist, a complex crafting project, or political maneuverings as it does on the battlefield.
Inspiring Leaders
Perhaps more impressive than a marshal's strategic expertise is the ability to lead a team to effectively follow such plans. Marshals have a talent for inspiring powerful emotions in both their allies and enemies. Trust, love, respect, fear—all can be useful in certain situations, and most marshals will inspire each as needed.
However, most marshals also have a particular style of leadership they prefer. Some use raw charisma, persuading their allies to fight on even when all seems lost with inspiring words, while others use keen insight to determine what others want and how they might be able to help them attain it. Still others rely on fear, leaving enemies trembling in terror and ensuring their subordinates are more afraid of failing their marshal than they are of falling to the enemy.
Creating a Marshal
As you create your marshal, consider how you first became a leader. Were you a guard or soldier who worked your way up to a position of command? Did you find yourself thrust into unexpected danger, taking charge because no one else around you would? Perhaps your position of leadership is not just on the battlefield, but reinforced by your society or culture—maybe you are a noble expected to rule over a province one day, or the leader of an outlands clan who earned your position by some great deed.
How do you make use of your ability to influence others? Do you inspire your allies through bold speeches, quiet and kind encouragements, or perhaps threats instead? Or do you focus on influencing your enemies instead, either by sowing fear and confusion with your words or convincing them to step aside or even aid you rather than fight?
Quick Build
You can make a marshal quickly by following these suggestions. First, make Charisma your highest ability score, followed by Strength or Dexterity, depending on whether you want to use melee or ranged weapons. If you plan to choose the Tactician presence, you may wish to focus on Intelligence rather than Charisma. Second, choose the soldier background. Third, choose Defend and Move for your Battlefield Orders and Persuasion as your skill for Warleader.
Optional Rule: Multiclassing
To multiclass as a marshal, you must have a Charisma of 13 or higher. You gain the following proficiencies when multiclassing as a marshal:
Armor: Light armor, medium armor, shields Weapons: Simple and martial weapons
Class Features
As a marshal, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per marshal level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per marshal level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Athletics, Deception, History, Insight, Intimidation, Perception, Performance, and Persuasion
The Marshal
| Level | Proficiency Bonus | Features | Orders |
|---|---|---|---|
| 1st | +2 | Battlefield Orders, Warleader | 2 |
| 2nd | +2 | Fighting Style, Lead the Charge | 2 |
| 3rd | +2 | Marshal's Presence | 2 |
| 4th | +2 | Ability Score Improvement, Battle Versatility | 2 |
| 5th | +3 | Cohort Attack | 3 |
| 6th | +3 | Battle Tactics | 3 |
| 7th | +3 | Marshal's Presence feature | 3 |
| 8th | +3 | Ability Score Improvement | 4 |
| 9th | +4 | Inspiring Presence | 4 |
| 10th | +4 | Marshal's Presence feature | 4 |
| 11th | +4 | Order Improvements | 5 |
| 12th | +4 | Ability Score Improvement | 5 |
| 13th | +5 | Inspiring Presence (2) | 5 |
| 14th | +5 | Marshal's Presence feature | 6 |
| 15th | +5 | Unshakable Will | 6 |
| 16th | +5 | Ability Score Improvement | 6 |
| 17th | +6 | Inspiring Presence (3) | 7 |
| 18th | +6 | Marshal's Presence feature | 7 |
| 19th | +6 | Ability Score Improvement | 7 |
| 20th | +6 | Warlord | 8 |
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) a simple weapon and a shield
- (a) scale mail or (b) leather armor
- (a) a light crossbow and 20 bolts or (b) 5 javelins
- (a) a diplomat's pack or (b) an explorer's pack
Battlefield Orders
You can use your bonus action on each of your turns to issue an order to a creature of your choice within 60 feet of you that can see or hear you. If an order requires a saving throw, the DC is 8 + your proficiency bonus + your Charisma modifier.
You know two orders of your choice at 1st level. As you gain marshal levels, you learn additional orders of your choice, as shown in the Orders column of the Marshal class table. Each time you gain a marshal level, you can also replace one order with a different order of your choice. Your order options are detailed at the end of the class description.
At 11th level, all of your orders improve.
Warleader
You are a natural commander in battle, relying on an imposing presence and a mastery of tactics. You gain proficiency in your choice of History, Insight, Intimidation, or Persuasion. You also gain expertise in the skill you chose, meaning you double your proficiency bonus for ability checks made with it.
Fighting Style
At 2nd level, you adopt a 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.
Agility
While wearing light armor or no armor, your walking speed increases by 5 feet. Once on each of your turns when you have this extra movement, if your movement would provoke an attack of opportunity, you can choose to avoid that attack.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.
Harrowing
When you hit an enemy with a reach weapon, the area within your reach is considered difficult terrain for the target while you wield that weapon until the start of your next turn.
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.
Vigilance
You add your proficiency bonus to initiative rolls you make and you cannot be surprised while you are conscious.
Lead the Charge
Starting at 2nd level, you can lead your allies into combat with extraordinary speed. After you roll initiative at the start of combat, you can choose a number of willing creatures up to your proficiency bonus. Their initiative results change to match yours. In addition, creatures who share your initiative result act in whatever order you choose, selected in the first round of combat. You cannot use this feature if you are surprised when you roll initiative.
Marshal's Presence
By 3rd level, you have developed an unmistakable presence in battle that inspires your allies and strikes fear into your enemies. Choose from the list of available presences, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 14th, and 18th level.
Ability Score Improvement
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 Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift your style of leadership:
- Replace a fighting style you know with another fighting style available to marshals.
- Replace the proficiency and expertise you gained from the Warleader feature with proficiency and expertise in a different skill of your choice from that feature.
- If you're 8th level or higher, replace a tactic you chose for your Battle Tactics with a different tactic of your choice.
Cohort Attack
Beginning at 5th level, when you take the Attack action on your turn, you can choose a creature within 60 feet of you that can see or hear you. If that creature takes the Attack action on its next turn, it make one more attack than it normally could.
Battle Tactics
Starting at 6th level, you have trained your allies to fight as one with particular styles. You learn two of the following tactics. When you take a long rest, you and all creatures of your choice who rest with you gain the benefit of one tactic of your choice that you know. This benefit lasts until they gain the benefit of a different tactic or until they finish a long rest.
You learn a third tactic of your choice at 11th level, and a fourth tactic at 17th level.
As One
You help your allies work together to overcome any challenge. When you are within 5 feet of an ally who also has this feature, you can use your reaction when that ally makes an abiity check or saving throw to grant advantage on the roll.
Back to Back
You help your allies watch each other's backs. When you are within 5 feet of an ally who also has this feature, you can use your reaction when that ally is attacked to impose disadvantage on the attack roll.
Coordinated Strikes
You help your allies create openings for each other. When an ally who also has this feature attacks a creature you attacked since the start of your last turn, you can use your reaction to grant advantage on the attack roll if you are within 5 feet of the target or the ally.
Down But Not Out
You help your allies get back in the fight when they are knocked down. When an ally who also has this feature drops to 0 hit points within 5 feet of you, you can use your reaction to grant that ally advantage on its next death saving throw. If it succeeds on this death saving throw, it gains 1 hit point.
Exploit the Edge
You help your allies exploit every advantage they can get. When an ally who also has this feature and is within 15 feet of you makes a d20 roll, you can use your reaction to allow that ally to ignore one source of disadvantage on the roll if one exists.
Fluid Movement
You help your allies maneuver around each other. When your movement brings you within 5 feet of an ally who also has this feature, that ally can use their reaction to either move up to 5 feet without provoking attacks of opportunity or to move up to 5 feet and take the Hide action.
Inspiring Presence
Starting at 9th level, when a creature other than you within 60 feet of you that can see or hear you fails an attack roll, ability check, or saving throw, you can use your reaction to allow it to reroll and use the new roll. You can do so once, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Unshakable Will
By 15th level, you cannot be swayed from your course. You gain proficiency with Wisdom saving throws and you cannot be charmed or frightened.
Warlord
At 20th level, you are an undisputed master of tactics, able to effortlessly command allies and even enemies. You can issue two orders as a single bonus action on each of your turns. These orders can be the same or different, but must target two different creatures.
Orders
These orders are listed in alphabetical order.
Aid
The target can use its reaction to take the Help action. Starting at 11th level, any roll that benefits from this help gains a bonus equal to your Charisma modifier and this order does not require the use of the target's reaction.
Brace
The target gains advantage on Strength and Dexterity saving throws until the start of your next turn. Starting at 11th level, if it makes such a saving throw during this time against an effect that allows it to take half damage on a successful save, it takes half damage on a failed save and no damage on a success.
Defend
The target gains the benefits of half cover against the next attack made against it before the start of your next turn. Starting at 11th level, it gains the benefits of half cover against all attacks made before the start of your next turn.
Focus
The target gains advantage on saving throws against being charmed or frightened until the start of your next turn. Starting at 11th level, it automatically succeeds on saving throws against being charmed or frightened during this time.
Freeze
The target must make a Wisdom saving throw. On a failed save, its movement speed is halved until the start of your next turn. Starting at 11th level, its movement speed is reduced to 0 feet instead.
Listen
The target must make a Wisdom saving throw, with advantage if you or your companions are fighting it. On a failed save, it is charmed by you until the start of your next turn or until it takes damage or becomes the target of a harmful effect. Starting at 11th level, the target fails its save automatically if it was charmed by you in the last minute and has not taken damage since then.
Look
The target must make an Intelligence saving throw. On a failed save, it is distracted and has disadvantage on the next Intelligence-, Wisdom-, or Charisma-based check it makes before the start of your next turn. Starting at 11th level, it has disadvantage on all such checks until the start of your next turn.
Move
The target can use its reaction to move up to its speed. Starting at 11th level, this movement does not provoke attacks of opportunity and does not require the use of its reaction.
Punish
The target gains advantage on attacks of opportunity until the start of your next turn. Starting at 11th level, it can make attacks of opportunity against creatures who enter its reach during this time.
Rally
The target can use its reaction if it is conscious to spend one of its hit dice, roll it, and regain hit points equal to the number rolled + its Constitution modifier. Starting at 11th level, it can spend up to half its total number of hit dice at a time in this way and this order does not require the use of its reaction.
Restrict
The target can use its reaction to attempt to grapple or shove a creature no more than one size larger than itself within 5 feet of it. Starting at 11th level, it gains a bonus to the Strength (Athletics) check to do so equal to your Charisma modifier, and this order does not require the use of its reaction.
Run
The target must make a Wisdom saving throw. It succeeds if it cannot be frightened. On a failed save, it must use its movement on its next turn to move at least 10 feet, which cannot bring it closer to you. Starting at 11th level, it must move its full speed if possible and this movement must bring it as far away from you as possible.
Steady
The target gains advantage on the next attack it makes before the start of your next turn. Starting at 11th level, it gains advantage on all attacks it makes before the start of your next turn.
Strike
The target must make a Wisdom saving throw. On a failed save, it gains advantage on attack rolls made against you and disadvantage on attack rolls made against any other targets until the start of your next turn. Starting at 11th level, it does not gain advantage on attack rolls made against you.
Use
The target can use its reaction to draw an item that can be held in one hand and take the Use an Object action. Starting at 11th level, any saving throw made against an item used with this action (such as caltrops) has disadvantage, and this order does not require the use of its reaction.
Watch
The target can use its reaction to take the Search action. Starting at 11th level, any ability check made as part of this Search action is made with advantage and it does not require the use of its reaction.
Marshal's Presences
Marshals lead in many ways, each with their own distinct presence on the battlefield. Your presence reflects your combat tactics and style of leadership.
Commander
As a Commander, your role in battle is simple yet effective. You have no need for meticulous strategies, brash displays of power, or specially created tactics. Instead, you trust in the strength of your companions and your own ability to adapt to any situation. You know there is a great flexibility in simplicity, and by mastering the fundamentals of battle, you can give yourself and your allies an excellent starting point to overcome any challenge.
Commander's Order
When you choose this presence at 3rd level, you learn two additional orders of your choice, which do not count towards the number of orders you know.
Inspiring Orders
Beginning at 3rd level, your orders inspire your allies to fight on. When you an issue an order to a creature, you can choose to grant it temporary hit points equal to your Charisma modifier.
Battle Training
Starting at 7th level, you can more effectively prepare yourself and your allies for combat. When other creatures gain a Battle Tactics feature from you, they also gain the benefits of one fighting style you have (your choice). When you finish a long rest, you can replace the fighting style you chose at 2nd level with a different fighting style available to marshals.
Unstoppable Charge
Starting at 14th level, your allies follow you into battle without hesitation. When you use your Lead the Charge feature, each creature whose initiative result you improve gains temporary hit points equal to your marshal level + your Charisma modifier.
Battlemage
As a Battlemage, you lead spellcasters in battle much as other marshals lead warriors. You understand magic as an infinitely useful tool that can turn the tide of any fight, and you wield it through your own willpower to empower your allies and bring ruin to your enemies.
Battlemage's Order
When you choose this presence at 3rd level, you learn the following order, which cannot be replaced and does not count towards the number of orders you know.
Succumb. The target must make a Charisma saving throw. On a failed save, it subtracts 1d4 from the next saving throw it makes against a spell before the start of your next turn. Starting at 11th level, it subtracts 1d4 from all saving throws it makes against spells and its AC against all spell attacks until the start of your next turn.
Spellcasting
When you reach 3rd level, you augment your battle prowess with the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots. The Battlemage Spellcasting table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Battlemage Spellcasting
| Level | Cantrips | Spells Known |
1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | — | — | — |
| 4th | 2 | 4 | 3 | — | — | — |
| 5th | 2 | 4 | 3 | — | — | — |
| 6th | 2 | 4 | 3 | — | — | — |
| 7th | 2 | 5 | 4 | 2 | — | — |
| 8th | 2 | 6 | 4 | 2 | — | — |
| 9th | 2 | 6 | 4 | 2 | — | — |
| 10th | 3 | 7 | 4 | 3 | — | — |
| 11th | 3 | 8 | 4 | 3 | — | — |
| 12th | 3 | 8 | 4 | 3 | — | — |
| 13th | 3 | 9 | 4 | 3 | 2 | — |
| 14th | 3 | 10 | 4 | 3 | 2 | — |
| 15th | 3 | 10 | 4 | 3 | 2 | — |
| 16th | 3 | 11 | 4 | 3 | 3 | — |
| 17th | 3 | 11 | 4 | 3 | 3 | — |
| 18th | 3 | 11 | 4 | 3 | 3 | — |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
For example, if you know the 1st-level spell sleep and have a 1st-level and a 2nd-level spell slot available, you can cast sleep using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment, illusion, and transmutation spells on the bard spell list.
The Spells Known column of the Battlemage Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment, illusion, or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment, illusion, or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability. Charisma is your spellcasting ability for your bard spells, since your magic comes from your force of will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
Spell attack modifier = your proficiency bonus +
Cohort Casting
Starting at 7th level, you can use your Cohort Attack feature when you use your action to cast a cantrip, not just when you take the Attack action. On its turn, the creature you choose for your Cohort Attack can forego the feature's normal benefits to instead use its bonus action to cast a cantrip with a casting time of 1 action. A cantrip cast in this way is cast as if the caster was only 1st level.
Captivating Reputation
Beginning at 10th level, your reputation for creative use of magic often makes others curious or wary of what you might do next. You have advantage on ability checks made to convince others you are capable of something.
In addition, when a creature fails a saving throw against one of your spells or orders, you can use subtle enchantment magic to charm it. It remains charmed until the start of your next turn or until it takes damage or becomes the target of a harmful effect.
Arcane Charge
Starting at 14th level, when you use your Lead the Charge feature, you can magically teleport yourself or one creature
you chose for that feature up to 30 feet to an unoccupied space you can see.
Improved Cohort Casting
By 18th level, you and your allies can use magic with extraordinary flexibility. You can use your Cohort Attack feature when you use your action to cast any spell. In addition, the creature you choose for your Cohort Attack can use its bonus action to cast a spell of 2nd level or lower with a casting time of 1 action or 1 bonus action, even if it already cast a leveled spell with its action, and a cantrip cast in this way uses its caster's normal level.
Corsair
As a Corsair, you lead a life of freedom, letting no obstacle stand between you and your goals. Those who share your ideals are drawn to your rakish attitude, and the promise of similar freedom can inspire a deep loyalty. Your crew will follow you through anything, charging into danger alongside you and trusting you to keep them alive to reap their spoils—so long as you take care not to betray their loyalty.
Corsair's Order
When you choose this presence at 3rd level, you learn the following order, which cannot be replaced and does not count towards the number of orders you know.
Plunder. The target can take a bonus action on its next turn to make a Dexterity (Sleight of Hand) check against a creature within its reach, with a DC equal to the creature's AC. On a success, the target can steal an item the creature is carrying that is small enough to hold in one hand. This ability check is made with disadvantage if the item is held by the creature. Starting at 11th level, you gain advantage on attack rolls against creatures your allies have successfully stolen from since your last turn.
Sneak Attack
Beginning at 3rd level, you know how to strike with underhanded tactics and exploit your foes' distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse, light, or ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain marshal levels to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.
Boarding Party
Starting at 7th level, you can lead your allies in a swift charge to the enemy over land or sea. Climbing and swimming no longer cost you extra movement, and when you move on your turn, all creatures of your choice within 30 feet of you that can see or hear you can use their reactions to move up to their speed. This movement must bring them closer to your destination than when they started moving.
Rakish Reputation
Beginning at 10th level, your reputation often makes others more willing to give in to your demands. You have advantage on all ability checks made to convince creatures to give you what you want without violence.
You also gain an additional way to use your Sneak Attack: you don't need advantage on your attack roll to use Sneak Attack against a creature if it is charmed or frightened and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Slip The Noose
Starting at 14th level, you are adept at evading capture for you and your crew. You can spend half your movement on your turn to automatically escape from a grapple, restraints, or the restrained condition, and all creatures of your choice within 30 feet of you have advantage on ability checks made to avoid or escape from grapples or restraints.
Strike Fear
By 18th level, your underhanded strikes terrify your foes. When you use your Sneak Attack against a creature, it is frightened of you until the end of your next turn.
Dreadlord
As a Dreadlord, you wield fear and despair as a fighter wields a longsword. They are your tools of choice in all situations, equally as useful for reducing your enemies to trembling heaps as for keeping your subordinates in line. Your presence on the battlefield is foremost in the minds of other combatants, who see you as an indomitable force clad in impenetrable armor. For your allies, however, such a terrifying presence brings confidence rather than despair, so long as you remain on their side.
Dreadlord's Order
When you choose this presence at 3rd level, you learn the following order, which cannot be replaced and does not count towards the number of orders you know.
Despair. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the start of your next turn. If you use this order, you can use your action on this turn only to take the Attack action, and attacks you make on this turn are made with disadvantage. Starting at 11th level, you can ignore these drawbacks.
Bonus Proficiency
When you choose this presence at 3rd level, you gain proficiency with heavy armor.
Conquering Presence
At 3rd level, your very presence on your battlefield is enough to inspire confidence in your allies and terror in your enemies. Creatures of your choice within 60 feet of you that can see or hear you gain a +1 bonus to weapon damage rolls they make. This increases to +2 at 10th level and again to +3 at 18th level. This bonus does not apply if you are incapacitated or if the target of the damage roll cannot be frightened.
Nothing To Fear
Starting at 7th level, your allies can be confident that the scariest foe on the battlefield is already on their side. Creatures of your choice within 60 feet of you gain advantage on saving throws against being frightened while they can see or hear you. This advantage is lost if you are frightened or incapacitated.
Grievous Reputation
Beginning at 10th level, your reputation is enough to make even the most fearsome warriors shiver. You have advantage on all Charisma (Intimidation) checks. In addition, creatures with a CR or level equal to or lower than your level lose any immunity they have to being frightened or any advantage on saving throws against being frightened while they can see or hear you.
Dread Inspiration
Starting at 14th level, your allies are inspired to fight harder when they see your foes fall. When a creature becomes frightened of you, or when you reduce a creature to 0 hit points, you can choose one ally within 60 feet of you who can see or hear you. That ally gains temporary hit points equal to half your marshal level.
Unkillable
By 18th level, you can remain standing even at death's door through sheer force of will, striking bone-deep terror in those who seek to slay you. If you drop to 0 hit points and don't die outright, you can choose to drop to 1 hit point instead. All creatures of your choice within 60 feet of you who can see you must then make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened
of you for 1 minute. A creature can repeat this saving throw at the end of each of their turns, ending the effect on a success. While frightened of you in this way, creatures cannot make attacks against you or target you with harmful spells or effects.
You can use this feature once, and regain the ability to do so once you finish a long rest.
Guerilla
As a Guerilla, you honed your leadership skills in harsh and unforgiving environments against superior foes. You know that battles can be decided as much by the terrain and surroundings as by the actions of any one side, and you always make sure you and your allies are aware of any environmental dangers or opportunities. With cunning use of skirmishing tactics and a keen sense for the environment, you make sure your side always has the upper hand.
Guerilla's Order
When you choose this presence at 3rd level, you learn the following order, which cannot be replaced and does not count towards the number of orders you know.
Disappear. The target can use its reaction to move up to half its speed and take the Hide action. Starting at 11th level, it can hide in this way when only lightly obscured and without using its reaction.
Ambush Tactics
Starting at 3rd level, you and your allies excel at ambushing your foes. The first time a surprised creature is attacked by you or one of your allies, the attack deals an extra die of damage. This increases to two extra dice at 10th level and three extra dice at 18th level.
Deceptive Stride
Starting at 7th level, the ease with which you traverse difficult terrain confuses your enemies. You and all creatures of your choice within 60 feet of you do not have your movement reduced by difficult terrain. In addition, when you enter an area of difficult terrain, you can make a Charisma (Deception) check contested by an enemy's Wisdom (Insight) check to make it seem like regular terrain. On a success, that creature does not know the area is difficult terrain, and the first time it enters that area, it falls prone.
Suppressed Reputation
Beginning at 10th level, you have deliberately stifled any sort of reputation you might have gained. You have advantage on ability checks made to convince others you are a person of no particular importance. In addition, on your first turn in combat, you can use your action to make a Charisma (Deception) check contested by your enemies' Wisdom (Insight) checks. On a success, your enemies believe you are a harmless noncombatant until you directly attack one of them or take any action other than this one. You can use this action again on future turns if you have not yet failed a check for it, and you can use your Cohort Attack feature when you take this action.
Trap Expert
Beginning at 14th level, you can exploit your surroundings to your advantage, helping your allies avoid the worst dangers and ensuring your foes fall to them. You and all creatures of your choice within 60 feet of you take half damage from traps or environmental sources of harm such as lava or thorny plants. All creatures you did not choose within range take double damage from such sources instead.
Master Ambusher
By 18th level, you can attack when your enemies least expect it, creating the perfect opportunity for your allies to attack and defend. The first time you make an attack in each combat, all attacks against the same target have advantage until the start of your next turn, and that target has disadvantage on attack rolls, ability checks, and saving throws until the start of your next turn.
Tactician
As a Tactician, you know that the key to victory lies in outwitting your opponents. You enter every fight with a strategy, maneuvering your allies like chess pieces to put your side in the most advantageous position possible. Though you may be less immediately charming or fearsome than other marshals, your brilliant plans and flawless execution demand a respect born not of an imposing presence, but merely the cold, hard truth of your victories.
Tactical Brilliance
Tacticians lead through keen planning and tactics, and are often less overtly charismatic than other marshals. When you choose this presence, you can decide to use Intelligence in place of Charisma for any orders you use and when determining the DC for any saving throws they require.
Tactician's Order
When you choose this presence at 3rd level, you learn the following order, which cannot be replaced and does not count towards the number of orders you know.
Wait. The target can change its initiative score in this combat to any number of its choice. If it changes its initiative to a higher number, it does not act during this round. The target has advantage on the first attack roll or ability check it makes on its turn after its initiative changes. Starting at 11th level, it also adds your Charisma modifier to this roll.
Insightful Orders
At 3rd level, when you issue an order to a creature, you can also grant it further insight into its situation. The creature can add your Intelligence or Charisma modifier (your choice) to the next ability check it makes or its AC against an attack of opportunity before the start of your next turn.
Flexible Tactics
Starting at 7th level, you can choose two tactics at a time with your Battle Tactics feature. In addition, you can use your Cohort Attack feature when you take the Dash, Disengage, Help, Search, or Use an Object actions, not just Attack.
Brilliant Reputation
Beginning at 10th level, your reputation for feats of tactical genius leaves your enemies wary when your actions seem to give no benefit. If you do not make attacks, cast spells, or use any abilities or orders that are directly harmful to another creature on your turn, attacks made against you have disadvantage until the end of your next turn. In addition, you have advantage on ability checks made to convince others to use plans you have devised.
Advanced Tactics
Starting at 14th level, you and all creatures benefitting from one of your Battle Tactics options gain an additional reaction in each round of combat, which you can use only to take the reaction granted by a Battle Tactics option.
Masterful Insight
By 18th level, your understanding of the battlefield is unparalleled. A creature benefitting from your Insightful Orders can add your Intelligence or Charisma modifier to any attack roll, ability check, or saving throw it makes or its AC against any attack before the start of your next turn.
Vanguard
As a Vanguard, you are the first to rush into battle on the front lines, your allies following close behind. You are a living wall between your enemies and your allies, taking hits that would fell less resilient combatants and keeping your foes locked in close to give your companions an opening to strike.
Vanguard's Order
When you choose this presence at 3rd level, you learn the following order, which cannot be replaced and does not count towards the number of orders you know.
Stay. The target must make a Wisdom saving throw. On a failed save, it cannot willingly move further from you until the start of your next turn. Starting at 11th level, the target automatically fails this saving throw and cannot succeed in any way.
Boundless Stamina
Starting at 3rd level, your determination only grows with every hit you take. While you have half your maximum number of hit points or less, you have resistance to bludgeoning, piercing, and slashing damage.
In addition, your hit point maximum increases by 3, and increases again by 1 each time you gain a marshal level.
Intercede
Beginning at 7th level, you can quickly switch positions with your allies to take hits meant for them. When a willing creature within 5 feet of you becomes the target of an attack, you can use your reaction to switch places with that creature and become the target of the attack instead.
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Bold Reputation
Beginning at 10th level, you have developed a reputation for charging into danger and emerging victorious. You have advantage on ability checks made to convince others to act against superior foes or other dangers. In addition, when you enter combat, attack rolls against all creatures of your choice other than you have disadvantage until you take damage.
Inspiring Stamina
Starting at 14th level, your astounding resilience is an inspiration to your allies. When you take a short rest, you and all creatures of your choice who rest with you gain temporary hit points equal to your Charisma modifier for each hit die they spend to recover hit points. Add these temporary hit points together to determine the total number gained.
Surge of Vigor
By 18th level, your determination and vitality let you weather the most powerful blows. When you are reduced to 0 hit points, you can instantly regain hit points up to half your hit point maximum. Once you use this feature, you cannot do so again until you finish a long rest.
By MobiusFlip
Cover Page - Hapi Fox 哈皮狸
Page 4 - Stanton Feng
Page 7 - Meiqun Wu
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Page 10 - Conor Burke
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Page 13 - Sangsoo Jeong
Watercolor Textures - /u/flamableconcrete
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was created using GM Binder.
Changes
The following changes have been made since the last version of the Marshal:
- Two new subclasses have been added: the Guerilla, focusing on ambushes, traps, and terrain manipulation, and the Vanguard, focusing on damage absorption and keeping enemies close.
- The Warleader feature no longer allows Charisma to be used in place of Intelligence for certain checks.
- Lead the Charge can no longer be used if you are surprised, and clarifies when you choose the order in which creatures act.
- All Battle Tactics options have been simplified and reduced in power.
- All orders and other features which affected enemies until the end of their next turn now last until the start of your next turn instead.
- The Look, Rally, Steady, and Use orders have been tweaked slightly for balance and simplicity. A new order, Restrict, has been added.
- The Battlemage's unique order Resonate has been renamed to Succumb and reduced in power.
- The Sneak order has been removed and slightly reworked into Disappear, the Guerilla's unique order.
- The Battlemage's Cohort Casting feature is now more flexibile in when it may be used by allies.