The Marshal (everyone else is doing it!)

Post/Author/DateTimePost
#1

SeamusTheBard

Mar 23, 2015 4:52:48

Cross posting this from my site. If you want to see it properly formatted, you can check it out here: http://collegeoflore.com/marshal/

 

Note: This is a Fighter Archetype. 

 

Marshal

You are a master of coordinating your allies to maximum effect. On the battlefield, you serve as the lynchpin of any successful strategy, adjusting your plans and marshalling your troops to ensure victory.

Tactical Superiority

When you choose this archetype at 3rd level you learn orders that are fueled by special dice called superiority dice.

Orders. You learn two orders of your choice, which are detailed under “Orders” below. Some orders enhance an attack, either by yourself or an ally, in some way. Only one order may be used per attack.

You learn one additional order of your choice at 7th, 10th, and 15th level. Each time you learn a new order, you can also replace one order you know with a different one.

Superiority Dice. You have five superiority dice, which are d6s. A superiority dice is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority dice at 7th level, 10th, 15th, and one more at 18th level.

Saving Throws. Some of your orders require your target to make a saving throw to resist the order’s effects. The saving throw is calculated as follows:

Order save DC = 8 + your proficiency bonus + your Charisma modifier

Don’t Die on Me

At 3rd level, the Marshal can use a bonus action to stabilize an adjacent ally. When you stabilize an ally, they regain 1d4 hit points.

Banner of Heroism

At 7th level, you craft a banner. This may be a traditional cloth banner, or it may be an improvised symbol with social meaning to your organization or adventuring party, such as the skull of a fallen enemy mounted on a makeshift pole. The banner may be carried in one hand, though it may be carried in a hand that is wearing a shield.
You may use a bonus action to plant your banner in the ground, and it functions as long as you are within 5 feet of it. When you plant your banner, choose a number of targets equal to your Charisma modifier (minimum of 1) within 30 feet who can see and hear you. While the banner is planted, those targets have advantage on saving throws to resist being charmed or frightened and gain a number of temporary hit points equal to your Charisma modifier at the beginning of each of your turns. They must be within 30 feet of the banner to gain this benefit.
This ability lasts for one minute and requires concentration, as if concentrating on a spell. The ability ends prematurely if you end your turn more than 5 feet from the place where you planted your banner. Once this ability has been used it cannot be used again until you have taken a long rest.

Improved Tactical Superiority

At 7th level, your superiority dice turn into d8s. At 15th level, they become d10s.

Report, Regroup, Recover

At 10th level you become adept at post combat debriefings, bandaging wounds, and raising the team morale. When you take a short rest you may expend any number of unused superiority dice to aid in the recovery of the group. Roll any remaining dice and divide that number of hit points among any characters who can see and hear you while resting. Once you use this ability, it cannot be used again until you have taken another short rest.

Tactical Recovery

At 10th level, you can spend an action to recover d4-1 superiority dice. Once you’ve used this ability it cannot be used again until you complete a short or long rest.

Banner of Command

At 15th level, when you plant your banner your targeted allies deal additional damage equal to your Charisma modifier on a successful melee or ranged attack, including spells that require an attack roll. They must be within 30 feet of the banner to gain this benefit.

Perfect Coordination

At 18th level, when you hit an enemy with a melee attack on your turn choose one ally you can see. That ally gains advantage against that enemy until the start of your next turn.

Orders

The orders are presented in alphabetical order.

Commander’s Strike. As the Maneuver by the same name (PHB p75).

Commander’s Rebuke. When a creature you can see that is within 5 feet of you attacks a target other than yourself, you may use your reaction and expend one superiority die to make a melee weapon attack against that creature. If you hit, add the superiority die to the attack’s damage roll.

Distracting Strike. As the Maneuver by the same name (PHB p75).

Get Down. When an ally within 30 feet who can see and hear you is subjected to a Dexterity saving throw, you may use your reaction and spend a superiority dice to shout a quick warning. Roll one dice and add the number rolled to their saving throw. Additionally, if the effect allows them to make a Dexterity saving throw to take only half damage, the ally may use their reaction to go prone. If they do so, they instead take no damage on a successful saving throw, and only half damage if they fail. This ability may be used after your ally has already rolled, but before you know the result of the roll.

Goading Attack. As the Maneuver by the same name (PHB p75).

Heartening Words. When an ally within 30 feet who can see and hear you is subjected to a saving throw to avoid being charmed or frightened, you may use your reaction and spend a superiority dice to reassure your allies. Roll one dice and add the number rolled to their saving throw. This ability may be used after your ally has already rolled, but before you know the result of the roll.

Into Formation. You may use an action to order your allies into formation. Roll a superiority dice and choose a number of targets up to your Charisma modifier who can see and hear you. Those targets may move a distance equal to the number rolled x 5 feet. The distance may be split up however you want, but no target may move further than one half their movement speed. This movement provokes attacks of opportunity as normal.

Maneuvering Attack. As the Maneuver by the same name (PHB p75).

Menacing Attack. As the Maneuver by the same name (PHB p75).

Rally. As the Maneuver by the same name (PHB p75).

Recover. You may use an action to get your allies back into the fight. Roll a superiority dice and choose a number of targets equal to your Charisma modifier that can see and hear you. They regain a number of hit points equal to the number rolled + your Charisma modifier.

Turn the Blade. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction and expend one superiority die to defend one of your companions. Add the result of your superiority die to your ally’s Armor Class.

Warning Shout. When rolling for initiative, you may expend one superiority dice to warn your allies of impending danger, rolling one die and adding the number rolled to the initiative total of all allies who can see and hear you. This ability may not be used if you are surprised.

#2

ChrisCarlson

Mar 23, 2015 7:31:34

SeamusTheBard wrote:
#3

IxidorRS

Mar 23, 2015 7:48:01

The stabilize feature is straight better than the cantrip I am currently forgetting the name of. That's really more of a comment on how bad the cantrip is then this feature. 

 

Tactical Recovery is more interesting than the Battlemaster version (get a superiority die at Initiative if you have known, IIRC).

 

Overall, this feels a bit more like a Warlordy Battlemaster. I think that fits in with the design of 5e. I'm seriously wondering if we will ever actually see a new class or only new subclasses.

 

It makes even more irritated that some classes get their subclass at level 1, some at 2, and some at 3. I will always think that silly.

#4

Bloodsausage

Mar 23, 2015 8:56:27

I don't think Spare the Dying is a bad cantrip. It can be cast at Level 1 and can be used an unlimited amount of times.

 

Speaking of which, I think that makes your "Don't Die On Me" a bit OP. It's essentially unlimited healing. There should be something like "Once used, this ability cannot be used again until the character takes a short or long rest." There are lots of abilities like that.

#5

rampant

Mar 23, 2015 9:59:35

Are you sue can you stabilize someone who is up on their feet? I mean yeah you could in theory stabilize an unlimited amount of people and give them 1d4 hp back but I don't think you can stabilize a person who is already stabilized. 

 

Tactical recover ys a bit dicey, I'd suggest a flat number, or at least 1d4+1.

 

Clarify 3R for me: Do you use the remaining Superiority dice from your fight? or are you burning the dice from your next fight?

 

Banner of command is a bit iffy, how about affected allies can add your cha mod to any 1 damage roll each round it's up?

 

Perfect co-ordination could use a little tweaking I'd think the option to inflict disadvantage on the next the target makes against your chosen ally would be appropriate here.

 

I don't like commander's strike for a dedicated combat leader, and frankly the concept doens't really mesh well with a fighter sub-class IMO. What if instead you have the ability to make a target and any ally who damages him for the next round gets to add your superiorty die to the damage they do?

#6

ChrisCarlson

Mar 23, 2015 10:10:10

Hehe.

 

ChrisCarlson wrote:
#7

rampant

Mar 23, 2015 10:22:48

I said commander's strike doesn't mesh well with a fighter sub-class, even this fighter sub-class, honestly I think it's just flat out a bad maneuver. I'm fairly certain I was sufficiently specific, the rest of the concept is pretty solid, although there are a few points that need clarification/tweaking.

(Reply to #4)

Dougan_Axehammer

Bloodsausage wrote:
#9

ChrisCarlson

Mar 23, 2015 10:42:01

rampant wrote:
#10

rampant

Mar 23, 2015 11:15:32

Doens't make it good. Cleric and wizard spell casting is borked up as all hell and it's not something you wanna emulate in a decent homebrew.

#11

SeamusTheBard

Mar 27, 2015 7:50:42

IxidorRS wrote:
#12

rampant

Mar 27, 2015 14:21:38

Yeah.... gambles and class features don't really mix well. It makes balancing them a pain in geenral and imposisble on the individual level.

 

Perfect co-ordination  is nice but I think allowing them to choose to inflict disadvanteg on the save makes it more compatible with more class sompositions without drastically increasing it's power, the original funciton is maintained you just give them the ability to work better with mages.

 

As for commander's strike, if you don't wanna re-write it, what about offering somethign akin to my suggestion as an alternative order so someone who wants an offensive command power isn't stuck with CS? You know just slap it on the list and let people choose how they wanna handle offense?