Fey Ancestry. Magic cannot put the Marshall to sleep.
Magic Resistance. The Marshall has advantage on saving throws against spells and other magical effects.
Command Fey. As a member of the Court of Arcadia, the Marshall can cast dominate monster (DC 15) at will on any fey creature or elf.
Innate Spellcasting. The Marshall’s innate spellcasting ability is Charisma (spell save DC 15). The Marshall can innately cast the following spells, requiring no material components:
At will: hunter’s mark, branding smite
1/day: raise dead
Spellcasting. The Marshall is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Marshall has the following spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, magic missile
2nd level (3 slots): detect thoughts, mirror image, gust of wind, misty step
3rd level (3 slots): counterspell, fly, fireball
4th level (3 slots): banishment, dimension door
5th level (1 slot): cone of cold, hold monster
Multiattack. The Marshall makes three Ashsword attacks. If two attacks hit the same target, that target has disadvantage on any melee attacks that don’t include the Marshall for the next round.
Ashsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Description
Tasked with defending and escorting guests to Arcadia, the Ash Marshall is also the only member of the Court to be regularly sent seeking across the planes, dispatched by Val to bring those who would harm his creation to justice. He is Val’s timescape hunter and as such carries much deep lore about the multiverse.
The Marshall calls upon Val to aid him and give him power in battle, and Val infuses his hunter with arcane power. His spellcasting relies on his ability to convince Val the need for aid is great.
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