Marshal: Commando
Commando Training
3rd-level Commando feature
You gain proficiency in the Stealth and Survival skills if you don't already have it. If you are already proficient in these skills, you gain Expertise instead.
Guerilla Tactics
3rd-level Commando feature
You are a master of guerilla tactics. When a creature uses its reaction to make an attack with your Commanding Presence ability, it can move up to half its speed before or after the attack.
Additionally, hostile creatures have disadvantage on opportunity attacks made against friendly creatures within range of your Commanding Presence.
Swift Commander
3rd-level Commando feature
As long as you are wearing light or no armor and not wielding a shield, your speed increases by 5 feet, and you can take the Dash or Hide action as a bonus action.
At 15th level, the bonus to speed increase to 10 feet.
Nimble Troops
7th-level Commando feature
You and creatures within range of your Commanding Presence add your Leadership ability modifier to Dexterity (Acrobatics) and Dexterity (Stealth) checks.
Hit and Run
11th-level Commando feature
You and creatures within range of your Commanding Presence reduce the d20 die result to activate a flourish by 1.
Desperate Escape
15th-level Commando feature
When you or an ally who can see or hear you within range of your Commanding Presence would make a saving throw against an area effect, you can use your reaction to move up to half your speed 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. If you or an ally ends their movement outside the area, the area effect has no effect on them. Once you use this feature, you cannot do so again until you finish a long or short rest.
Sabotage
18th-level Commando feature
Creatures who are surprised at the beginning of combat have disadvantage on initiative checks for the remainder of the encounter.
When combat begins, you may choose any number of creatures you can see. These creatures must make a Wisdom saving throw (Save DC= 8 + your proficiency bonus + your Leadership ability modifier). On a failure, the creature is surprised even if it would normally be aware of danger. After you have made a number of creatures equal to your proficiency bonus make this saving throw, you cannot do so again until you finish a long rest.