Base Class: Fighter
A Field Marshal commands through discipline and battlefield formations, shaping how allies fight while directing key moments with decisive orders.
Level 3: Combat Formations
You train your allies in battlefield formations, these are disciplined tactics that shape how your group fights together.
Formations Known:
You know all Basic Formations, gaining access to Advanced Formations at level 7.
You gain access to additional Formations at higher levels in this class.
Active Formation:
You can maintain one Formation at a time.
You can change your active Formation as a bonus action.
Formation Range:
Your Formation affects you and allies within 15 feet of you who can see or hear you.
This range increases as you gain levels in this class:
- 7th level: 30 feet
- 10th level: 45 feet
- 15th level: 60 feet
- 18th level: 90 feet
Executing Formations:
Each Formation has one or more of the following:
- Passive Effect: Always active while the Formation is maintained
- Trigger: A condition that allows allies to respond
- When a trigger occurs: An ally within range may use their reaction to execute the Formation
- Multiple allies can respond to the same trigger
- If a Formation refers to a modifier or bonus, it uses your (the Field Marshalβs) statistics.
Advanced Formation: Ambush
Passive: Allies within your Formation range gain a bonus to initiative equal to your Intelligence modifier
Trigger: During the first round of combat, when an ally hits a creature
Reaction: That hit becomes a critical hit
(Each ally can benefit from this effect once per combat)
Advanced Formation: Calculated Strike
Trigger: An ally misses an attack
Reaction: The ally rerolls the attack and adds your Intelligence modifier to the roll
Advanced Formation: Exposed Weakness
Passive: Enemies within your Formation range have their AC reduced by an amount equal to your Intelligence modifier
Advanced Formation: Last Stand
Passive: Allies within your Formation range making death saving throws:
- Treat a roll of 19 as a 20
- A roll of 1 counts as only one failure
When an ally stabilizes: They regain consciousness after 1d4 rounds instead of 1d4 hours
Advanced Formation: Suppressive Fire
Passive: Ranged weapon attacks made from at least 15 feet away deal extra damage equal to your Intelligence modifier
Trigger: A creature hit by a ranged weapon attack has its speed reduced by 20 feet until the end of its next turn
Basic Formation: Commander's Orders
Passive: When you take the Attack action, you may forgo one of your attacks.
If you do, one ally within your Formation range can make one weapon attack (no reaction required)
Basic Formation: Coordinated Assault
Trigger: An ally hits a creature
Reaction: Another ally makes one weapon attack against that same target
Basic Formation: Exploit Opening
Trigger: An enemy misses an attack
Reaction: An ally makes one weapon attack against that enemy
Basic Formation: Flanking Manoeuvre
Passive: When an ally hits a creature with a weapon attack, the attack deals extra damage equal to your proficiency bonus for each ally within 5 feet of the target (including the attacker), up to a maximum of 3 allies
Basic Formation: Phalanx
Passive: Allies within 5 feet of another ally gain a bonus to AC equal to your Intelligence modifier (minimum +1)
Trigger: An enemy enters or moves within 5 feet of an ally
Reaction: That ally makes one weapon attack against the triggering creature
Basic Formation: Shielded Advance
Trigger: An ally takes damage from an attack
Reaction: Reduce the damage by an amount equal to your proficiency bonus + 1 for each ally within 5 feet of the target ally (including them)
Level 3: Commanding Presence
You issue precise battlefield instructions, guiding allies at critical moments.
You can take the Help action as a bonus action, and your Help action has a range equal to your Formation range.
When you use the Help action to aid an ally the chosen ally gains:
- Advantage on the next relevant roll, as normal, and
- A bonus equal to your Intelligence modifier to:
- The damage roll of the attack, or
- One saving throw they make before the start of your next turn
You cannot use your Help action on the same ally on consecutive turns during combat.
Level 7: Battlefield Directions
You learn to guide your allies with precision and clarity.
When you use the Help action to aid an ally, that ally can also move up to 10 feet without provoking opportunity attacks.
Level 10: Expanded Command
You can maintain two Formations at the same time.
When you use the Help action, you can target two allies instead of one.
Level 15: Veteran Commander
Allies within your Formation range gain one additional reaction per round.
When an enemy within your Formation range uses a reaction, you can have one ally within range use their reaction to interfere.
If they do, the enemyβs reaction fails and has no effect.
Level 18: Grand Command
You may maintain three Formations at the same time.
Once per long rest, as a bonus action, you issue a decisive command that reshapes the battlefield.
For 1 minute, while you maintain your Formations:
- When a Formation trigger occurs Allies within your Formation range can execute that Formation without using a reaction
- The first time each ally executes a Formation on their turn, they can make one additional weapon attack as part of that execution
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