Marshal: Admiral

Officer on Deck

3rd-level Admiral feature
You gain proficiency in the Performance skill, as well as either the Intimidation or Persuasion skill if you don't already have it. If you are already proficient in these skills, you gain Expertise instead.

Smooth Sailing

3rd-level Admiral feature
You know how to get your allies back on their feet. 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 a saving throw against a spell, condition, or effect it can save against at the end of its turn to end it. If the save is a failure, the creature suffers no ill effects. You may alternatively end any effect on the target which takes an action to remove (like sleep or hypnotic pattern), or one of the following conditions: Bleeding, Burning, Chilled, or Prone.

Additionally, you and friendly creatures within range of your Commanding Presence have advantage on saving throws against being knocked prone.

Marine

3rd-level Admiral feature
You gain a climbing and swimming speed equal to your walking speed. Additionally, you have proficiency with air, land, and water vehicles.

At 15th level, you gain expertise in air, land, and water vehicles.

Fleet Commander

7th-level Admiral feature
Other friendly creatures within range of your Commanding Presence gain a climbing and swimming speed equal to their walking speeds, and add half their proficiency bonus (rounded up) to any checks they make with air, land, and water vehicles that doesn't already use their proficiency bonus, and adds a d4 to the result of their check if they do.

Additionally, you double the mishap threshold and add your proficiency bonus to the damage threshold of any vehicle you operate or ride on.

Hit the Deck

11th-level Admiral feature
When you or a friendly creature who can see or hear you, or a vehicle, within range of your Commanding Presence would be hit by a ranged attack or fail a Dexterity saving throw, you can use your reaction to duck for cover, and shout at a number of allies equal to your Leadership ability modifier (minimum 1) to allow them to use their reaction to do the same. A creature who ducks for cover has half cover until the start of its next turn. If they already have half cover, it becomes superior cover, and if they already have superior cover, they take the Dodge action instead. Once you use this feature, you cannot do so again until you finish a long or short rest.

Broadside

15th-level Admiral feature
You gain the ability to command your allies to unleash a rain of fire down upon your foes. As an action, choose a vehicle you can see or a 30 foot cube centered on a point you can see. You and a number of creatures equal to your proficiency bonus within range of your Commanding Presence can immediately use their reactions to perform one of the following actions:

Attacks made with this ability must target creatures or objects in the area or on the vehicle, or the vehicle itself. These attacks have advantage and ignore damage thresholds for vehicles.

After you take this action, you cannot do so again until you finish a long rest.

Red Sky

18th-level Admiral feature
Like a blood red sky, the tide of battle is an omen you know to heed. You gain the following benefits:

Any vehicle you operate or ride also gains these benefits based on its current hit points.