Grand Marshal/Divine Guardian Image

Prestiges 1-2: (works everywhere):

Grand Marshal's Authority: Your dexterity score and its maximum increase by 4. You now project an aura with a radius of 120 feet. All friendly creatures within this aura (including yourself) may roll an additional d20 when making attack rolls, ability checks, and saving throws and may pick any of the die rolled. Moreover, all friendly creatures within this aura become empowered. They gain a bonus to hit and damage rolls equal to your dexterity modifier and deal an additional 3d6 damage to all creatures. On a roll of 20 on an attack, any friendly creature within this aura deals an additional 13d12 damage. Effects that trigger on rolls of 20 always function.

Veil of Ambush - You have learned over the years that stealth is of the essence. All friendly creatures within 120 feet of you (including yourself) are now always under the effects of Pass Without Trace, except it now grants an further additional bonus to dexterity based checks equal to your dexterity score. Moreover, the lighting within 120 feet of you is automatically set to either dim light or darkness (your choice). When you miss with an attack, you gain a stackable bonus equal to half your dexterity modifier to your attack rolls until initiative ends. Creatures under this effect cannot be detected by magical or nonmagical means unless you allow it and do not trigger hostile traps, spells, abilities, or effects by their presence.

Prestiges 3-4: (Works in native realm and realms where you have roots.):

Supreme Combat Readiness - You and all friendly creatures within 120 feet of you gain an additional reaction. If an effect or an ability would otherwise prevent a friendly creature from taking a reaction, that creature may take a reaction regardless.

Lastly, you may call upon your primordial counterpart in times of dire need while on Varanthia. When you drop to or below 10% of your maximim hit points or die, you may call the primordial who shares your aspect to your side. It will appear at the nearest unoccupied space and receive the full benefits of your godboon.

 Ambush Call - When initiative begins, you may choose to initiate an ambush call. When this effect is initiated, you and all friendly creatures within 120 feet of you may take an additional turn before the first turn going in initiative order from highest to lowest. Once this ability is used, it cannot be used again until you complete a short rest.

Prestiges 5-6: (Works in certain parts of the native realm):

Quarry Marker - Any creature you hit is now marked as a Quarry for an hour. While marked in this way, all allies gain a bonus to their attack rolls and damage rolls equal to your dexterity modifier against any creature designated as your Quarry. Creatures marked as your Quarry cannot hide from you or your allies by any means, and you always know their precise location. Lastly, you and all allies may dash as a free action so long as it is towards your Quarry. 

Blackout - As an action, you may choose to manifest a blackout around you with a radius equal to your weapon's long range for one hour. Hostile creatures within this radius become unable to benefit or use telepathic or other magical and nonmagical forms of communication except for speech. They become unable to teleport or planar travel by any means and creatures friendly to them cannot planar travel or teleport into the area either. Lastly, creatures within the blackout cannot communicate with any creatures outside the blackout by any means and you may intercept any magical or nonmagical communications intended for hostile creatures within the blackout, allowing you to alter its contents.

Prestiges 7-8: (works in domain or with explicit DM approval):

Eternal Guardian - As an action, any of the Lords of Axiom or a deity you grant permission to may summon you or your aspect to their side without fail. If you are summoned this way, you and the creature who calls you instantly gain the benefits of a long rest, and you both receive a bonus to all attacks, ability checks, saving throws, and damage you deal equal to your dexterity score for an hour. Once a creature uses this ability, it cannot do so again until it completes a long rest.

Marshal's Bastion - On initiative 20 and at the start of each turn, you may activate one of the following lair actions while within your domain or when allowed.

  • Call Forth the Guards - You may summon up to four NPC guards to assist you in combat. These creatures may have the Zenithdruid, Zenithmage, Zenithsorcerer,  Zenithbard, Executioner, Night Watcher, or Duke/Duchess stat blocks. When you use this action again, you may replace existing guards with new ones. These guards gain the benefits of your godboon, unique boon, boons, items, and may use your saves in place of theirs.
  • Marshal Law - You may cleanse all conditions and effects of your choice from a creature within 120 feet of you. If that creature is hostile, it takes double damage from all sources until the start of your next turn and cannot be resistant, immune, or absorbant to damage you deal.
  • Raise the Banners - All friendly creatures within 120 feet of you gain two hundred temporary hit points and may recover all uses of an expended ability.

Previous Versions

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Grand Marshal/Divine Guardian Image

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