Fighter
Base Class: Fighter

In the thick of battle, a lone warrior contemplates the placement of friend and foe alike, quickly devising the best strategy to help them win the day.  This warrior tactician is the Marshal, a powerful fighter capable of holding their own in combat, and with the tactical knowledge to help lead their allies to an overwhelming victory.  A Marshal on their own can be a dangerous opponent on any battlefield, but a Marshal at the head of a small band of companions poses a completely different kind of danger for a less experienced opponent.  Warrior, leader, tactician, and teacher, the Marshall can transform even the smallest rag-tag group of mercenaries into a deadly force, operating with clockwork precision.

Inspiring Strike

Starting when you choose this archetype at 3rd level, your prowess in the midst of combat serves as an inspiration to your allies.

Whenever you score a critical hit or reduce a creature to 0 hit points with a melee weapon attack, you may impart a d4 inspiration die to one ally within 30 feet of you, that can see you.  This inspiration die must be added to the next attack roll, ability check, or saving throw that ally makes.  If it goes unused, the inspiration die expires after one minute.  You may only impart one inspiration die per turn.

Your inspiration die increases in value as you reach higher levels in this archetype, becoming a d6 at 7th level, and a d8 at 15th level.

Instructive Warrior

Starting at 7th level, your expertise in combat makes you an excellent instructor for your allies.

Whenever you finish a long rest, you may choose a number of friendly creatures who also participated in the long rest.  You spend a portion of the long rest instructing chosen creatures on the ways of combat.  Until the start of your next long rest, chosen creatures gain proficiency in either Strength or Constitution saving throws (your choice at the time of instruction).

Pincer Maneuver

Starting at 10th level, whenever you make a melee weapon attack against a creature that you are flanking with one of your allies, that ally may use their Reaction to make one melee weapon attack against the same target.

Tactical Advantage

Starting at 15th level, your tactical prowess grants you the ability to dictate the flow of the battle.  When initiative is rolled at the beginning of a combat encounter, you may select two creatures whose turns are adjacent to one another in the combat order and swap their initiatives.  The creatures' initiatives are swapped for the remainder of the combat.  This feature cannot be used to swap the initiative of the first creature in the combat order with the last creature in the combat order.

You may use this feature once, regaining the ability to do so after completing a short or long rest.

Indefatigable

Starting at 18th level, you become an incredible force on the battlefield, building momentum with every strike until you are nigh unstoppable.  Whenever you score a critical hit or reduce a creature to 0 hit points with a melee weapon attack, you may choose to forgo granting an inspiration die to one of your allies through your Inspired Strike feature, and grant it to yourself instead.  When you do so, you must use it in one of the following two ways:

  • Add 1d8 to the damage of the triggering melee weapon attack.
  • Regain hit points equal to 1d8 + your Constitution modifier.

In addition, when you grant an inspiration die to one of your allies through your Inspiring Strike, they may use it one of the following additional ways:

  • Add 1d8 to the damage of their next weapon attack.
  • Add 1d8 to their AC against the next attack that targets them.

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