##### 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.
\columnbreak
### 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.
\pagebreakNum
#### 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.
**Cover Page** - [Hapi Fox 哈皮狸](https://www.artstation.com/artwork/L24bzr)
**Page 4** - [Stanton Feng](https://www.artstation.com/artwork/eWZqb)
**Page 7** - [Meiqun Wu](https://www.artstation.com/artwork/5RoDg)
**Page 9** - [BobKehl](https://www.deviantart.com/bobkehl/art/Live-Free-Harpooner-pirate-878318647)
**Page 10** - [Conor Burke](https://www.artstation.com/artwork/PoKWr)
**Page 11** - [QuintusCassius](https://www.deviantart.com/quintuscassius/art/Ambush-743748360)
**Page 13** - [Sangsoo Jeong](https://www.artstation.com/artwork/85rnw)
**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.