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

. While there absolutely should be a magical subclass, the base class also absolutely does not need to pretend magic users don’t exist.
Definitely. But there seems to me a rather dramatic line between action granting, an attack buff, or adv/dis working as well for a caster, OT1H, and applying metamagic to another character's spell-casting, OTO.

The former is enabling, the latter exerting magical power, yourself.

I’d rather “nerf” granted cantrips to “cast without the benefit of ‘at higher levels’ upgrades.” Or something.
If you're not open to the base class simply not gaining Extra Attack, yes, a little language to limit cantrip (and SA?) scaling based on the number of attacks used to grant it makes sense.
 

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We were going to gate some gambits by level anyway, weren't we? Sort of like Invocations? Maybe some verbiage like : may choose an additional Gambit at levels X, Y, and Z; and then just make level X a prerequisite for some of the gambits on the master list.
I was really hoping so...
 

That would have been nice, yeah. We have other options to help casters. If we add in some disadvantage on saves or some such we can work the synergy going back the other way.
Intimidation gambits could undermine enemy will or wisdom save very readily. Let them baffle the enemies and it can affect some other mental stats as well. Confidence is a big part of charisma and having that ripped out from under you.... shrug it might be ok just to leave it fairly abstract in my opinion. (What a save represents is well like that anyway)
 

Definitely. But there seems to me a rather dramatic line between action granting, an attack buff, or adv/dis working as well for a caster, OT1H, and applying metamagic to another character's spell-casting, OTO.
Depends on how you define magic to work in the setting, really. If the marshal can get the caster to exert and focus more to get a stronger effect, it simply implies that magic is as much a function of the caster's will and desire as it is a physical process.
 

If the marshal can get the caster to exert and focus more to get a stronger effect,
A stronger (bonus or adv/dis or whatever) or better-timed (action grant) effect is certainly reasonable, and sheer power can often be boosted by up-casting, already...
Depends on how you define magic to work in the setting, really. it simply implies that magic is as much a function of the caster's will and desire as it is a physical process.
That's a good point, but one that the push-button nature of D&D spell-casting doesn't leave much room for - except, of course for metamagic, which in 5e, is a Sorcerer thang. 🤷
 

Depends on how you define magic to work in the setting, really. If the marshal can get the caster to exert and focus more to get a stronger effect, it simply implies that magic is as much a function of the caster's will and desire as it is a physical process.
Exactly. The Marshal gets more out of their allies than they knew they were capable of. That’s the niche. That’s the concept. If we shy away from that, this exercise is literally pointless. At that point, just add new support features to existing classes and call it day.
A stronger (bonus or adv/dis or whatever) or better-timed (action grant) effect is certainly reasonable, and sheer power can often be boosted by up-casting, already...

That's a good point, but one that the push-button nature of D&D spell-casting doesn't leave much room for - except, of course for metamagic, which in 5e, is a Sorcerer thang. 🤷

new things are okay, too.
 

Exactly. The Marshal gets more out of their allies than they knew they were capable of.
More, sure, but wildly different?

I mean, it might seem reasonable to enable an ally to use a new/different manuever or technique that the Marshal teaches/coaches them through, but that implies knowledge/ability in that are...

new things are okay, too.
Its still for 5e. So, homebrew or not, if it's for general consumption, might want to shy away from (re)defining how other classes or magic work.
 
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More, sure, but wildly different?

I mean, it might seem reasonable to enable an ally to use a new/different manuever or technique that the Marshal teaches/coaches them through, but that implies knowledge/ability in that are...

Its still for 5e. So, homebrew or not, if it's for general consumption, might want to shy away from (re)defining how other classes or magic work.
A synergy ability doesn’t redefine what someone can do.

I’m done with this line of argument for now. I’m not interested in getting bogged down on a single ability. We can come back to it when more of the class is done.
 

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.
 

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