Marshal

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 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per marshal level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Intelligence or Charisma
Skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, and Persuasion

Equipment

You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for marshals:

Table: The Marshal
LevelFeaturesLessons KnownCommanding PresenceManeuvers KnownFocus PoolManeuver Degree
1stCommanding Presence, Rallying Surge15 ft.
2ndCombat Maneuvers, Fighting Style, Lessons of War115 ft.231st
3rdMarshal Archetype115 ft.341st
4thAbility Score Improvement215 ft.351st
5thCombat Directive, Extra Attack215 ft.462nd
6thCall to Arms, Martial Renown215 ft.462nd
7thMarshal Archetype feature330 ft.572nd
8thAbility Score Improvement330 ft.572nd
9thSpur Ally (1/day)330 ft.683rd
10thExpanded Directives (1), Rouse the Troops430 ft.683rd
11thMarshal Archetype feature430 ft.793rd
12thAbility Score Improvement, Commanding Demeanor430 ft.793rd
13thSpur Ally (2/day)545 ft.8104th
14thAdvantageous Action545 ft.8104th
15thMarshal Archetype feature, Expanded Directives (2)545 ft.9114th
16thAbility Score Improvement645 ft.9114th
17thDauntless, Spur Ally (3/day)645 ft.10125th
18thImpressive Reputation, Marshal Archetype feature645 ft.10125th
19thAbility Score Improvement760 ft.11125th
20thLegendary Commander760 ft.11125th
Table: The Epic Level Marshal
LevelFeaturesLessons KnownCommanding PresenceManeuvers KnownFocus PoolManeuver Degree
21st 760 ft.12135th
22nd 860 ft.12135th
23rd 860 ft.13135th
24th 860 ft.13135th
25th 975 ft.14145th
26th 975 ft.14145th
27th 975 ft.15145th
28th 1090 ft.15145th
29th 1090 ft.16155th
30th 1090 ft.16155th

Commanding Presence

Starting at 1st level, you have a Commanding Presence which extends from you in a 15-foot radius. When you take the Attack action, you can forgo making one attack to allow a friendly creature within range of your Commanding Presence to make an attack instead. If the target can hear or see you, it can use its reaction to make one weapon attack. The range of your presence increases to 30 feet at 7th level, 45 feet at 13th level, and 60 feet at 19th level.

Additionally, choose Intelligence, Wisdom, or Charisma to be your Leadership ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a feature refers to your Leadership ability.

Rallying Surge

Also at 1st level, you can use a bonus action to choose an ally within 30 feet of you. If the target can hear or see you, it regains hit points equal to 1d10 + your marshal level. Once you use this feature, you must finish a short or long rest before you can use it again.

Combat Maneuvers

At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Cavalry, Deadeye, Determination, Duelist, Juggernaut, Skirmisher, Skulduggery, Teamwork. You learn two maneuvers of your choice from traditions you are proficient with.

The Marshal table shows how much focus you have to use your maneuvers of 1st degree and higher. To use one of your maneuvers, you must expend focus from your focus pool. You regain all expended focus when you finish a short or long rest. Your maneuvers show how much focus they cost. The Maneuvers Known column of the Marshal table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level. You cannot know more maneuvers of a degree than you know of degrees below it.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.

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.

Archery. You gain a +1 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.

Close Quarters Shooter. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.

Defense. While you are wearing armor, you gain a +1 bonus to AC, and your speed is not reduced by wearing heavy armor.

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.

Free-Hand Fighting. When you make an attack roll against a creature within 5 feet of you, the d20 die result required to activate a flourish is reduced by 2 as long as you have at least one free hand.

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.

Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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. For each of these speeds you already have, your walking speed increases by 5 feet instead.

Opportunist. You have advantage on opportunity attacks.

Protection. Immediately after a creature you can see makes an attack roll and hits a target other than you that is within 5 feet of you, you can use your reaction to interpose your shield and impose a penalty on the attack roll equal to the shield's AC bonus, potentially turning it into a miss. You must be wielding a shield to use this reaction.

Rider. You have advantage on saving throws made to avoid falling off mounts or vehicles. If you fall off your mount or vehicle and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature or vehicle costs only 5 feet of movement, rather than half your speed.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the offhand attack.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. If the damage die of your unarmed strikes is already a d6 or higher, reduce the number required to flourish with unarmed strikes by 1. Additionally, once on your turn when you hit a creature with an unarmed strike, you can deal damage to the creature and also grapple or shove them.

Vigorous Fighting. When you spend hit die to recover focus, you recover an additional 1 focus for each hit die spent.

Martial Versatility

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Lessons of War

Your rigorous training in martial disciplines grant you special techniques to command your squadron. At 2nd level you gain one Lesson of War of your choice. Lessons of War are detailed on the Lessons of War page. The Lessons Known column of the Marshal table shows when you learn more Lessons of War. Unless otherwise noted, you can gain each lesson only once.

Additionally, when you gain a level in this class, you can choose one of the Lessons of War you know and replace it with another Lesson of War that you could learn at that level.

Marshal Archetype

At 3rd level, you devote yourself to a particular discipline of study, reflecting your preferred blend of magic and steel. Your choice of tradition grants you features when you choose it at 3rd level, and again at 7th, 11th, and 15th level.

AdmiralHomebrew.
CommandoHomebrew.
GeneralHomebrew.
StrategistHomebrew.
WarlordHomebrew.

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. You may also select a single feat you meet the prerequisites for.

Additionally, you can replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level. The proficiency you replace needn't be from this class.

Lastly, you can do one of the following, representing your skills evolving in new ways:

Combat Directives

Starting at 5th level, you can direct your companions so effectively that they can use the techniques you’ve mastered. You gain proficiency in the Teamwork combat tradition. If you are already proficient with this combat tradition, choose another combat tradition available to this class.

You learn one additional combat maneuver from the Teamwork tradition. This combat maneuver does not count against the number of combat maneuvers that you know. In addition, when a creature uses your Commanding Presence to make an attack, it can simultaneously use one Teamwork combat maneuver that you know. The creature does not need to spend focus to use the maneuver, but if it doesn't, it cannot benefit from Combat Directives again until it has finished a short or long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Call to Arms

Beginning at 6th level, when you roll initiative, you and each creature friendly to you that is within range of your Commanding Presence can add 1d4 to its initiative rolls. Additionally, when you roll for initiative, you can switch your result with that of any ally you can see.

Martial Renown

At 6th level, your martial training has given you enhanced versatility. Whenever you learn a new Marshal Lesson of War or replace an existing one, you can choose from Fighter Soldiering Knacks. Your Marshal levels count as Fighter levels for the purpose of fulfilling prerequisites.

In addition, your reputation strongly affects how you are perceived, and when it becomes known that you are in a settlement people treat you accordingly. At the DMs discretion, there may be settlements (such as an enemy’s war camp) where you cannot utilize this feature. Choose one of the following:

Famous
When you arrive in a settlement, after you reveal who you are, local authority figures seek you out to make introductions and invite you to share a meal or drink. You gain proficiency in Persuasion. If you are already proficient, you gain expertise in Persuasion instead.
Infamous
When you arrive in a settlement, after you reveal who you are, common folk hurry to get out of your way, and when you corner a commoner to ask about something local they rapidly tell you whatever details they think you might want to know. You gain proficiency in Intimidation. If you are already proficient, you gain expertise in Intimidation instead.
Maverick
When you arrive in a settlement, after you reveal who you are the local watch starts keeping an eye on you. Heads of illegal organizations may introduce themselves to you if they have goals well suited to your talents, and guards expect you’re up to no good so are quick to leave their posts to follow you. You gain proficiency in Deception. If you are already proficient, you gain expertise in Deception instead.

Spur Ally

Beginning at 9th level, when a friendly creature other than yourself you can see who can hear or see you within your Commanding Presence fails an ability check or saving throw, you can use your reaction to make them reroll. If you do so, you must use the new roll. Once you use this feature, you must finish a long rest before you can use it again.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Expanded Directives

Starting at 10th level, your capacity to direct your companions broadens. Choose one tradition that you are proficient in. You are able to use Combat Directives to grant uses of combat maneuvers from the chosen tradition.

At 15th level, you may choose another tradition that you know combat maneuvers from to gain the same benefit.

Rouse the Troops

Also at 10th level, you can spend 1 minute speaking words of encouragement and support to reinvigorate your companions. Each friendly creature that can hear or understand you can spend any number of hit dice to regain hit points without having to finish a short rest. In addition, each creature that does spend at least one Hit Die in this way can remove one level of fatigue or strife it is suffering from.

Once a creature has removed a level of fatigue or strife from your use of this class feature, the creature must finish a long rest before it can do so again.

Commanding Demeanor

Starting at 12th level, the lessons you’ve learned on the battlefield become useful tools beyond the realm of combat. Choose one of the following:

Charismatic
Whether between duelists or armies, combat is all about timing and you are impeccably punctual. When you overhear an interesting conversation between NPCs, you can interject so seamlessly and casually that the speakers think they already know you, answering one question you ask before realizing that they don’t.
Stern Brow
Knowing how and when to embrace quietude allows your silence to speak far louder than any words, and you easily pick up on the subtleties revealed by body language and demeanor. When you first meet an NPC, you can choose to remain silent and speak through nonvisual cues — scrunching your brows, pursing your lips, narrowing your eyes, slowly leaning ever so slightly forward, hunching your shoulders, and so on. When you speak to an NPC with a CR or level less than half your Marshal level, it acts as if you succeeded on an Intimidation check as long as you act appropriately. Creatures immune to the Frightened condition are immune to this ability.
Unrelenting
Winning a battle is as much about knowing when to quit as it is knowing when not to give up. Whenever you make an Intelligence, Wisdom, or Charisma check against a creature and fail, you gain advantage on your next Intelligence, Wisdom, or Charisma check made against that creature.

Tactician

Starting at 14th level, your experience in battle lets you help your companions more easily. you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

In addition, when you take the Help action during combat, choose one of the following effects in addition to the normal effects of the Help action:

Dauntless

Beginning at 17th level, you and allies within your Commanding Presence have advantage on saving against being charmed or frightened, and add your Leadership ability modifier (minimum 1) to their saving throws. This does not stack with similar abilities, such as a Paladin's Aura of Resistance.

Impressive Reputation

Starting at 18th level, your very name can inspire courage in the hearts of soldiers, fear among the ranks of the enemy, or uncertainty in the minds of the commanders set against you. Choose one of the following:

Hero
Inspiring tales of your victories have won you friends in high places. Nobles and royalty treat you as an equal, granting you free lodging, food, and a place upon their court for a number of days up to your marshal level
Iconoclast
You are known for doing the unexpected and people love to hear about it. Whenever you arrive in a settlement you are visited by 1d4+1 bards, scholars, and sages asking for recountings of your recent exploits. In exchange they each either share a piece of information they think might be relevant to your current quest, or make an Intelligence, Wisdom, or Charisma check (bonus of +5) on your behalf to answer a specific question.
Slaughterer
Tales of your merciless bloodshed have won you friends in unlikely places. Bandit and pirate captains, crimelords, intelligent monsters of ill intent, and even fiends know who you are and that you are a valuable ally, doing their best to persuade you to take up the sword against their enemies. Whenever you encounter such a creature, it spends its first action in combat declaring that it knows of your prowess and offering an alliance (and taking the Dodge action.) A creature with Legendary Resistance may expend a use of its Legendary Resistance to ignore this effect.

Legendary Commander

At 20th level, your prowess as a battlefield commander is unmatched. Choose two of the following:

Exploit Opening
Whenever a creature uses your Commanding Presence and successfully hits their target, you gain a reaction. You must use this reaction before the start of your next turn or it is lost.
Extra Attack
You can attack three times, instead of twice, whenever you take the Attack action on your turn.
Master Tactician
When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 60 feet of you, rather than 5 feet of you, if the target can see or hear you. When you take the Help action during combat, choose one of the following effects in addition to the normal effects of the Help action:
  • The creature who receives the help also gains a 2d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target.
  • You end the frightened condition on a number of creatures equal to your Leadership ability modifier (minimum 1) within 60 feet of you that can hear or see you.
  • You grant one creature within 60 feet of you temporary hit points equal to your Leadership ability modifier + your proficiency modifier.
  • You choose a living creature that has 0 hit points within 60 feet of you. The creature may immediately spend a number of hit dice equal to your Leadership ability modifier (minimum 1). If they do not, they regain 1 hit point.
  • You may use your Rallying Surge feature if you have it available, or may use a combat maneuver which takes a bonus action to activate, expending focus as normal.
Rapid Deployment
During combat, your Speed increases by 20 feet, and allies that begin their turn within your Commanding Presence who can see or hear you increase their Speed by 20 feet.