Base Class: Fighter
The Field Marshal is a knight who inspires greatness in others. He is charismatic and can achieve a lot through the power of his words. When leading an attack, his actions can inspire courage and conviction in allies they never knew they had.
Battlefield Master
At level 3 you will learn how to change the course of events on the battlefield.
battle cries These calls are available to you as many times as your Charisma modifier allows (1 minimum) and can be performed as a bonus action. When your battle cries are used up, they are only available again after a short or long rest.
call of courage Gives to the Marshal and an ally in a 50 feet radius, provided he can hear the field marshal, advantage on their next attack rolls. call of strength Grants to the Marshal and an ally within a 50 feet radius, provided they can hear the field marshal, bonus damage equal to 1d4+marshal's Charisma modifier their next attacks. call of calm Grants to the Marshal and an ally within a 50 feet radius, provided they can hear the field marshal, advantage on their next saving throws.
Expertise
You can now add half your proficiency bonus (rounded down) to all skills that you are not proficient in.
Motivational Speech
At level 7, whenever you use your second wind feature, an ally in a 20 feet radius gains
the same amount of hit points as you do.
Battlefield Sprinter
At level 7 the Marshal's movement speed increases by 20 feet.
Warn
When you reach level 10, you can use your reaction to increase an allies armor class by 1d4 if they would be hit by an attack. You can these feature up to three times. After that, it can only be used again after a short or long rest
Increased Battlefield Presence
At level 15, your battle cries can now inspire two allies.
Battle Bravery
At level 18 you can activate in Battle Bravery for 1 minute. Attacks against you have disadvantage. Attacks you make have advantage. Allies within a 30 feet radius deal bonus damage equal to the Marshal's Charisma modifier.
Previous Versions
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2/6/2022 6:46:08 PM
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