D&D 5E Homebrew Marshal Class (+Thread)

How many spells cast earlier in the turn order are actually a lot more advantageous? I mean maybe a little... but granting better initiative seems just as good unless cantrips or some other at-will is involved
 

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We've already discussed cantips working the same as granted attacks, and granting full actions would also allow a second spell. All the initiative and defensive buffs will also help casters as much as any other characters. What other specific spellcasting buffs were you looking at? Personally, I think we have them covered as is.
I have a caster-assisted gambit in the OP, and I’d like to see an option to temporarily create a buff in the Presence that requires a caster, and makes all weapon damage do elemental damage or soemthing
 

Undermining an enemies self confidence is an active part of that Hector build Warlord... ie saving throw impairment is definitely a Warlord schtick
 

I have a caster-assisted gambit in the OP, and I’d like to see an option to temporarily create a buff in the Presence that requires a caster, and makes all weapon damage do elemental damage or soemthing
Hmm, one gambit and a synergy isn't out of sight. I like the synergy idea a lot, we could do a bunch of cool things with that.
 




not quite visualizing it?
The Marshal has a presence skill that buffs damage, when he works in concert with a caster, who essentially casts a cantrip through the Marshal to add an elemental component to the aura, making the damage buff also change the damage done by characters within the aura whatever elemental type the cantrip was. So a Firebolt makes the damage fire damage, acid splash makes the damage acid etc etc.
 

The Marshal has a presence skill that buffs damage, when he works in concert with a caster, who essentially casts a cantrip through the Marshal to add an elemental component to the aura, making the damage buff also change the damage done by characters within the aura whatever elemental type the cantrip was. So a Firebolt makes the damage fire damage, acid splash makes the damage acid etc etc.
Makes me think of the 4e barbarian where they were tapping into primal/elemental spirit within themselves and evoking fire. Presumably the magic is enably that kind of thing. Cu Chulainn getting so heated up after Berserking he radiated damaging levels of heat is reminiscent.
 

The Marshal has a presence skill that buffs damage, when he works in concert with a caster, who essentially casts a cantrip through the Marshal to add an elemental component to the aura, making the damage buff also change the damage done by characters within the aura whatever elemental type the cantrip was. So a Firebolt makes the damage fire damage, acid splash makes the damage acid etc etc.
Sounds like a very flavorful sub-class ability. Actually sounds great for a Crusader type, channeling radiant damage to his allies.
 

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