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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Classes: Winner and Losers
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<blockquote data-quote="tetrasodium" data-source="post: 8457192" data-attributes="member: 93670"><p>One of my players is quite possibly the most unrepentant munchkin I've seen in the o5e era & would be right at home with those nineteen splatbook builds from 3.5. When he started gushing with excitement over the idea of making a marshal I was scratching my head but didn't want to jinx it. I've been kind of eyeing this thread for a few days because of that & don't think people are giving it a fair shake. Marshal has a lot of good things going for it</p><ul> <li data-xf-list-type="ul">Commanding presence(ag212) works with dual wielding's extra attack so a 1d8+stat longsword & 1d4+null/1d6+nulll offhand shifts the offhand to the rogue/berserker/etc much larger beatstick. That's nothing to sneeze at, especially before level 5</li> <li data-xf-list-type="ul">Rallying surge is a pretty sizable heal at 1d8+marshal level per rest & at 3rd/7th it jumps to letting the marshal bump two & three allies respectively </li> <li data-xf-list-type="ul">The lessons of war are definitely hit & miss if you don't pick ones relevant to the campaign style but team tactics & teamwork can have a pretty sizable impact on out of combat things the party is trying to do as a group.</li> <li data-xf-list-type="ul">Mark foe... give everyone an expertise die to gank a bad guy of your choice for a bonus action? Sure it costs you the same bonus action as your second attack commanding presence for two more levels, but against crunchy targets this is basically a groupwide one round bless or better.</li> </ul></blockquote><p></p>
[QUOTE="tetrasodium, post: 8457192, member: 93670"] One of my players is quite possibly the most unrepentant munchkin I've seen in the o5e era & would be right at home with those nineteen splatbook builds from 3.5. When he started gushing with excitement over the idea of making a marshal I was scratching my head but didn't want to jinx it. I've been kind of eyeing this thread for a few days because of that & don't think people are giving it a fair shake. Marshal has a lot of good things going for it [LIST] [*]Commanding presence(ag212) works with dual wielding's extra attack so a 1d8+stat longsword & 1d4+null/1d6+nulll offhand shifts the offhand to the rogue/berserker/etc much larger beatstick. That's nothing to sneeze at, especially before level 5 [*]Rallying surge is a pretty sizable heal at 1d8+marshal level per rest & at 3rd/7th it jumps to letting the marshal bump two & three allies respectively [*]The lessons of war are definitely hit & miss if you don't pick ones relevant to the campaign style but team tactics & teamwork can have a pretty sizable impact on out of combat things the party is trying to do as a group. [*]Mark foe... give everyone an expertise die to gank a bad guy of your choice for a bonus action? Sure it costs you the same bonus action as your second attack commanding presence for two more levels, but against crunchy targets this is basically a groupwide one round bless or better. [/LIST] [/QUOTE]
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