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

Okay! To get back to forward progress, let’s leave any further editing of existing abilities until after we have levels 3 and 6 for the vanguard.

I do also have an idea for level 1, to distinguish different types ofmarshal regardless of subclass.

At level 1, you pick either expanded weapon and armor proficiencies, or a tool and a language.
I think its a good idea, but would add double prof in a lore skill and a tool, + language, to let the choise between the ''theorician'' marshal who's a scholar of battle, and the more practical ones with hand-on experience.
 

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I think its a good idea, but would add double prof in a lore skill and a tool, + language, to let the choise between the ''theorician'' marshal who's a scholar of battle, and the more practical ones with hand-on experience.
Let’s start with just proficiencies for the level 1 base class feature, and see if that’s something to give with a Warsage archetype?
 


Let’s start with just proficiencies for the level 1 base class feature, and see if that’s something to give with a Warsage archetype?
Yeah, maybe not ''expertise'', but maybe something more than a tool and a language? I think heavy armors and martial weapon prof are worth more than that, but I'm not sure.
 


I agree. That said, giving a subclass the arcana skill would be one way to explain the ability to 'Marshal' magical effects - fluff it as a particular esoteric training or some such.
Absolutely. I had considered the idea of the whole class using fluff based on the Spanish Circle (or Thibault’s Circle) and Agrippa’s fencing manuals in very loose terms, but that might be a better fit for a slightly more control oreinted Swordmage style archetype.
 


It might be cool to give a choice of three skills, each one indexing a subclass. Or just build that into the initial skill choice list. Languages and tools make a lot of sense. Two languages is fine, and I'd probably build a list of 'martial' tools and let them pick one. Cartography, Navigation, leather work, stone work, smithing, that sort of thing.
 

It might be cool to give a choice of three skills, each one indexing a subclass. Or just build that into the initial skill choice list. Languages and tools make a lot of sense. Two languages is fine, and I'd probably build a list of 'martial' tools and let them pick one. Cartography, Navigation, leather work, stone work, smithing, that sort of thing.
I’m of two minds, there. I don’t necessarily want to control the concept that much, and would rather say “any [specific number] of, any language, artisan tool, or [specific non-artisan tools]” so that one Marshal could pick nav tools, vehicles (water), and whatever the main mariner race of the setting is language, while another could pick 3 languages, and another could pick 2 artisan tools and Gnomish.
 

Generally you don't get to pick between a language and a tool. Full choice of tools would be fine though, let them choose their own adventure. Not that picking between an artisan tool and a language is going to break the game or anything, it's just not the usual 5e template for class building.
 

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