Fighter
Base Class: Fighter

Some soldiers are natural leaders who command a presence that shocks and awes both allies and foes, others get lucky and are able to do it on their own, but a Marshal is a type of fighter that knows the best odds of survival is by the group effort and not any particular person. Strategic knowledge, fine-tuned experiences, and bravado may help, but they are never necessities to these fighters. A Marshal simply understand the keys to victory on an instinctive level and are aware enough that they often can't do it alone, but they can help others see the opportunities they've found, and that will lead to success.

The Marshal operates through having a natural knack for study the habits of the people they work with and discover the most effective way to communicate and enhance the effectiveness of their party in a fight.  Their intent is simple: keep the spirits of their allies high, and the confidence of their foes low.

Inspiring Actions

At the 3rd level, you have a keen sense on finding openings that can help lead your allies to victory if you present them with the opportunities.

You can use your bonus action to create an additional effect after you perform the following actions:

  • Dodge Action: 3 targets take a -2 attack penalty attacking targets other than you
  • (Successful )Attack Action: 3 targets gain a +2 bonus to damage rolls on their turn
  • Dash Action: 3 targets gain additional movement speed on their turn equal to 10ft
  • Disengage Action: An additional ally is able to spend their reaction to move 10ft without provoking an attack of opportunity
  • Help Action: An additional ally gains advantage against the target enemy

The targets of these effects must be able to see or hear you. You cannot be one of the targets.

The following abilities increase at the 9th and 17th level:

  • Dodge Action: -3 penalty at 9th, -4 penalty at 17th level
  • Successful Attack Action: +3 damage bonus at 9th, +4 damage bonus at 17th level
  • Dash Action: 15ft at 9th, 20ft at 17th level
  • Disengage Action: 2 allies at 9th, 3 allies at 17th level
  • Help Action: 2 allies at 9th, 3 allies at 17th level

 

Tactical Combatant

At the 7th level, you've mastered how to fight both strategically and ferociously. When you use the Dash, Disengage, Dodge, or Help actions you can still use the Extra Attack class feature. 

If you use Inspirational Actions, you must choose which one you want to take effect.

Example: if you take the Dash Action, you can still make an extra attack on your turn, and as a bonus action you can use Inspirational Actions and choose the Attack action or Dash action effect.

Commanding Presence

At the 10th level, your confidence is something that is both empowering to you and others that have learned to trust in your abilities through your shared adventures.

You maintain one of the following effects for yourself and up to 3 other targets within 30ft of you and can see or hear you. You can use a reaction to change which allies and the effect:

  • +2 bonus to Attack Rolls
  • +2 bonus to Saving Throws
  • +2 bonus to Armor Class
  • +2 bonus to Ability Checks

This bonus improves to +3 at the 17th level

Shaken Resolve

At the 15th level, many are familiar with the exploits of many renown fighters, but the stories that follow you, and seeing what should be an expected occurrence, creates an extra moment of panic and hesitation from foes.

When you use the Second Wind, Action Surge, or Indomitable class feature, you can use your reaction to cause the following effects against any target that can see or hear you:

  • Second Wind: Target makes a Wisdom Saving throw equal to 8+your proficiency bonus+your constitution modifier against being Frightened for one minute.
  • Action Surge: Next attack roll made against the target is at Advantage
  • Indomitable: Next saving throw or ability check the target makes is at Disadvantage

Commanding Surge

At the 18th level, when you throw in extra effort, others react and push the opportunity for victory. When you use your Action Surge, up to 3 targets that are able to see or hear you can use their reaction to gain one of the following effects by you:

  • They can take a free movement action on your turn without provoking an attack of opportunity
  • They gain Temp HP equal to your proficiency bonus + your constitution modifier
  • They can choose an additional Commanding Presence bonus that lasts till the end of their next turn.

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