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Homebrew Marshal Class (+Thread)
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<blockquote data-quote="doctorbadwolf" data-source="post: 7899012" data-attributes="member: 6704184"><p>INSTRUCTIONS- PLEASE READ.</p><p></p><p>This is a "+" thread. That means that this thread is only for positive contributions about the Warlord. The purpose of this thread is to crowdsource a Warlord. I will make edits to the OP, and for now I will also moderate consensus, but I will lean on heavy contributors for that, as well.</p><p></p><p>Please remember that this is supposed to be fun and collaborative, and do not participate unless you are intending to help create a homebrew Warlord using the name “Marshal” for 5e. Thanks!</p><p></p><p>Anything in <span style="color: rgb(251, 160, 38)">ORANGE</span> remains open for editing and discussion. Anything in BLACK has been finalized.</p><p></p><p><strong><span style="font-size: 18px">Marshal</span></strong></p><p></p><p>The Marshal</p><table style='width: 100%'><tr><th>Level</th><th>Proficiency Bonus</th><th>Gambit<br /> Die</th><th>Mettle</th><th>Martial<br /> Presence</th><th>Features</th></tr><tr><td>1st</td><td>+2</td><td>1d4</td><td>-</td><td>-</td><td>Marshal's Gambit</td></tr><tr><td>2nd</td><td>+2</td><td>1d4</td><td>2</td><td>+15 ft.</td><td>Mettle, Martial Presence</td></tr><tr><td>3rd</td><td>+2</td><td>1d4</td><td>3</td><td>+15 ft.</td><td>Martial Archetype, Warning Shout</td></tr><tr><td>4th</td><td>+2</td><td>1d4</td><td>4</td><td>+15 ft.</td><td>Ability Score Improvement,<span style="color: rgb(251, 160, 38)"> Always Ready</span></td></tr><tr><td>5th</td><td>+3</td><td>1d6</td><td>5</td><td>+15 ft.</td><td>Extra Attack, <span style="color: rgb(251, 160, 38)">Hamstring Strike</span></td></tr><tr><td>6th</td><td>+3</td><td>1d6</td><td>6</td><td>+20 ft.</td><td><span style="color: rgb(251, 160, 38)">Team-Empowered Presence</span>, Archetype feature</td></tr><tr><td>7th</td><td>+3</td><td>1d6</td><td>7</td><td>+20 ft.</td><td><span style="color: rgb(251, 160, 38)">Watchful Eye, Inspired Focus</span></td></tr><tr><td>8th</td><td>+3</td><td>1d6</td><td>8</td><td>+20 ft.</td><td>Ability Score Improvement</td></tr><tr><td>9th</td><td>+4</td><td>1d6</td><td>9</td><td>+20 ft.</td><td>Greater Presence</td></tr><tr><td>10th</td><td>+4</td><td>1d6</td><td>10</td><td>+25 ft.</td><td><span style="color: rgb(251, 160, 38)">Purity of Body</span></td></tr><tr><td>11th</td><td>+4</td><td>1d8</td><td>11</td><td>+25 ft.</td><td>Archetype feature</td></tr><tr><td>12th</td><td>+4</td><td>1d8</td><td>12</td><td>+25 ft.</td><td>Ability Score Improvement</td></tr><tr><td>13th</td><td>+5</td><td>1d8</td><td>13</td><td>+25 ft.</td><td><span style="color: rgb(251, 160, 38)">Tongue of the Sun and Moon</span></td></tr><tr><td>14th</td><td>+5</td><td>1d8</td><td>14</td><td>+30 ft.</td><td><span style="color: rgb(251, 160, 38)">Legendary Teamwork</span></td></tr><tr><td>15th</td><td>+5</td><td>1d8</td><td>15</td><td>+30 ft.</td><td><span style="color: rgb(251, 160, 38)">Timeless Body</span></td></tr><tr><td>16th</td><td>+5</td><td>1d8</td><td>16</td><td>+30 ft.</td><td>Ability Score Improvement</td></tr><tr><td>17th</td><td>+6</td><td>1d10</td><td>17</td><td>+30 ft.</td><td>Archetype feature</td></tr><tr><td>18th</td><td>+6</td><td>1d10</td><td>18</td><td>+35 ft.</td><td><span style="color: rgb(251, 160, 38)">Empty Body</span></td></tr><tr><td>19th</td><td>+6</td><td>1d10</td><td>19</td><td>+35 ft.</td><td>Ability Score Improvement</td></tr><tr><td>20th</td><td>+6</td><td>1d10</td><td>20</td><td>+35 ft.</td><td><span style="color: rgb(251, 160, 38)">Perfect Self</span></td></tr></table><p><strong><span style="font-size: 22px">Class Features</span></strong></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>As a marshal, you gain the following class features.</p><p></p><p><strong><span style="font-size: 18px">Hit Points</span></strong></p><p><strong>Hit Dice</strong>: 1d8 per marshal level</p><p><strong>Hit Points</strong> at 1st Level: 8 + your Constitution modifier</p><p><strong>Hit Points at Higher Levels: </strong>1d8 (or 5) + your Constitution modifier per marshal level after 1st</p><p></p><p><strong><span style="font-size: 18px">Proficiencies</span></strong></p><p><strong>Armor:</strong> Light armor, medium armor. shields</p><p><strong>Weapons</strong>: Simple weapons</p><p><strong>Tools:</strong> None</p><p><strong>Saving Throws</strong>: Wisdom, Intelligence</p><p><strong>Skills:</strong> Choose three from Athletics, History, Insight, Animal Handling, Medicine, Perception, Deception, Persuasion, and Intimidation.</p><p></p><p><strong><span style="font-size: 18px">Equipment</span></strong></p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><ul> <li data-xf-list-type="ul">(<em>a</em>) a spear or (<em>b</em>) a longsword (if proficient)</li> <li data-xf-list-type="ul">(a) a light crossbow and 20 bolts or (b) any simple weapon</li> <li data-xf-list-type="ul">(a) a diplomat's pack or (b) an explorer's pack</li> <li data-xf-list-type="ul">(<em>a</em>) scale mail, (<em>b</em>) leather armor, or (<em>c</em>) chain mail (if proficient)</li> <li data-xf-list-type="ul">a shield</li> </ul><p></p><p><strong><span style="font-size: 18px">Marshal Gambits</span></strong></p><p>At 1st level, you gain the ability to lead the attack, focusing allied attacks for greater efficacy. When you use the attack action to make an attack with a weapon with which you are proficient, or to use an ability that costs mettle, you can grant an ally who can see and hear you a bonus to their next damage roll or saving throw, before the start of your next turn. This bonus is equal to your Gambit Die, as shown in the Gambit Die section of the Marshal table, and you must choose which benefit the ally gains when you use the ability. You learn additional Gambits, and gain Mettle to fuel more powerful Gambits, at level 2, and at later levels from your Archetype.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)"><span style="font-size: 18px">Marshal’s Expertise</span></span></strong></p><p><span style="color: rgb(251, 160, 38)"><span style="font-size: 15px">At level 1, you choose one of the two following Traits. When an ally takes the Training Downtime Activity, you can help them by becoming their tutor, cutting the time and cost in half, as long as you are proficient in the tool, language, weapon, or armor, in which they are training</span></span><strong><span style="color: rgb(251, 160, 38)"><span style="font-size: 18px">. </span></span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><span style="color: rgb(251, 160, 38)">Warleader</span></span></strong></p><p><strong><span style="font-size: 15px"><span style="color: rgb(251, 160, 38)">You gain proficiency in Heavy Armor and all weapons. </span></span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><span style="color: rgb(251, 160, 38)">Inspirational Mind</span></span></strong></p><p><strong><span style="font-size: 15px"><span style="color: rgb(251, 160, 38)">Your insight is always welcome, especially in those areas where you have studied significantly. You learn your choice of 4 proficiencies, chosen from any language or tool. </span></span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px"><span style="color: rgb(251, 160, 38)">Expertise</span></span></strong></p><p>You gain proficiency in 1 additional skill of your choice, and choose 2 skills or tools with which you are proficient, adding your proficiency modifier twice to checks with those skills or tools.</p><p></p><p><strong><span style="font-size: 18px">Martial Presence</span></strong></p><p>Starting at 2nd level, you gain the ability to project your presence around you to a radius of 15 feet, centered on you. This distance increases as you level, as shown in the Martial Presence section of the Marshal Table. A creature within the Presence must be able to see or hear you in order to be affected by it, and your Presence is only active while you are not incapacitated. You, and creatures up to your Intelligence Modifier of your choice within your Presence, gain your choice of a bonus or penalty to Initiative equal to your Gambit Die.</p><p></p><p><strong><span style="font-size: 18px">Mettle</span></strong></p><p>Starting at 2nd level, your training allows you to harness yo your inner strength, fortitude, intelligence, and tactical ability know as mettle. Your access to this training and skill is represented by a number of mettle points. Your marshal level determines the number of points you have, as shown in the Mettle Points column of the Marshal table.</p><p>You can spend these points to fuel Gambits<span style="color: rgb(243, 121, 52)">.</span> You learn more Gambits as you gain levels in this class.</p><p>When you spend a mettle point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended mettle back into yourself.</p><p></p><p>Some of your mettle features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:</p><p></p><p></p><p></p><p><strong><span style="color: rgb(251, 160, 38)"><span style="font-size: 18px">Basic Gambits. </span><span style="font-size: 15px">In addition to the Marshal's Gambit, every Marshal learns these basic gambits. When a gambit effects other creatures, they must be able to see and hear you to be affected.</span></span></strong></p><p><strong></strong></p><p><strong>Guiding Strike</strong></p><p>When you take the Attack Action on your turn, you can spend 1 Mettle to make a special attack, which deals damage on a hit equal to your Gambit Die plus your Strength or Dexterity Modifier, and you allow an ally to make an attack as a reaction. Either the attacking ally, or the target, must be within your Presence.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">Greater Marshal’s Gambit</span></strong></p><p><span style="color: rgb(251, 160, 38)">When you use your Marshal’s Gambit, you can spend 1 ki to target 2 allies, rather than 1. </span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)"><strong>Brace </strong></span></p><p><span style="color: rgb(251, 160, 38)">You can spend 1 mettle as a bonus action, to call upon your allies to brace for incoming attacks. All allies in your Presence gain temporary HP equal to your Gambit Die plus your Intelligence modifier, and a +1 bonus</span></p><p></p><p></p><p><strong><span style="color: rgb(251, 160, 38)">Call Formation</span></strong></p><p><span style="color: rgb(251, 160, 38)">As a bonus action, spend 1 Mettle. Enemies within your presence have disadvantage on atttacks of opportunity until the start of your next turn, and allies within your Presence gain a number of feet of extra movement on their turn equal to the radius of your Presence. </span></p><p></p><p><strong><span style="color: rgb(251, 160, 38)">Hold The Line </span></strong></p><p><span style="color: rgb(251, 160, 38)">Spend 1 mettle as a bonus action, to grant all allies within your Presence advantage on saves against forced movement, until the start of your next turn. Also once before the start of your next turn, when an enemy makes an attack, you or an ally of yours can make an opportunity attack against them, if they are otherwise able. The enemy and the ally must be within your Presence. </span></p><p></p><p><strong><span style="color: rgb(251, 160, 38)">Intrigue Thingy</span></strong></p><p><span style="color: rgb(251, 160, 38)">gambit die to a skill check would be too bardic, but maybe “X allies who can see or hear you can add their proficiency bonus on a check that you are proficient in, once within the next hour.”?</span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)"><strong>Tactical Insight</strong></span></p><p><span style="color: rgb(251, 160, 38)">Spend 1 mettle after hitting with an attack, to force the target of your attack to make a Wisdom Saving Throw. If they fail, you learn any damage vulnerabilities, resistances, and immunities the target has, and grant the next attack against the target advantage. </span></p><p></p><p><strong><span style="color: rgb(251, 160, 38)">Light The Torch</span></strong></p><p><span style="color: rgb(251, 160, 38)">As a bonus action on your turn, choose an ally. The next time they deal damage with a spell to a creature within your presence, you and one ally in your Presence deal the same type of damage with weapon attacks as the spell until the end of your next turn. The ally can spend an extra spell slot, even if the spell was a cantrip. If they do, the affected ally can add a number of bonus damage dice to a single weapon attack equal to the level of the extra spell slot spent. The bonus damage dice are your Gambit Die.</span></p><p></p><p><strong>Martial Archetype</strong></p><p>When you reach 3rd level, you commit yourself to a Martial Archetype: the Vanguard, Tactitian, Outlaw, or Sage, all detailed at the end of the class description. Your archetype grants you features at 3rd level and again at 6th, 11th, and 17th level.</p><p></p><p></p><p><strong>Warning Shout</strong></p><p>Starting at level 3, you can warn an ally within your presence of an incoming attack. As a reaction when an ally within your Presence is hit with an attack, but before damage is rolled, you can grant them an AC bonus equal to your Gambit Die. If the attack fails, you can spend 1 Mettle as part of the same reaction to allow an ally within your presence to make a counter-attack using their reaction.</p><p></p><p><strong>Ability Score Improvement</strong></p><p>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.</p><p></p><p><strong>Always Ready</strong></p><p><span style="color: rgb(0, 0, 0)">Beginning at 4th level, you can use your reaction when an ally fails an Athletics, Stealth, or Acrobatics, check, to grant a bonus to their check equal to your Gambit Die plus your Intelligence Modifier. </span></p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)"><strong>Extra Attack</strong></span></p><p><span style="color: rgb(0, 0, 0)">Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.</span></p><p></p><p><strong>Advanced Gambits</strong></p><p><span style="color: rgb(251, 160, 38)">Starting at 5th level, you learn gain access to new Gambits. </span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)"><strong>Hamstring Strike</strong></span></p><p><span style="color: rgb(251, 160, 38)">When you hit a creature with a weapon attack, you can spend 1 mettle to impose disadvantage on saving throws the target makes, and reduce it's speed by half, until the end of your next turn. The target must succeed on a Constitution Saving Throw to avoid this effect. </span></p><p></p><p>Teamwork Empowered Stuff</p><p><span style="color: rgb(251, 160, 38)">Starting at 6th level, your ability to aid your allies extends to longer and more complex challenges. When you join an ally in a Downtime Activity, they can add your Gambit Die to one roll related to that activity. In addition, when you help with an activity wherein the time or cost is reduced for each participant in the activity, such as crafting, you count as two helpers. </span></p><p></p><p><strong>Watchful Eye</strong></p><p><span style="color: rgb(251, 160, 38)">At 7th level, your trained reflexes help you and your allies stay safe against a variety of dangers. You add your Inteligence Modifier to Passive Perception, and you and your allies within your Presence add your Gambit Die to saving throws against traps. When you take a long rest, you can grant a bonus to Wisdom (Perception) checks made as part of keeping watch, equal to your Intelligence Modifier. </span></p><p></p><p><strong>Inspired Focus</strong></p><p><span style="color: rgb(251, 160, 38)">Starting at 7th level, you can use your action to grant a saving throw against an effect that is causing them to be charmed or frightened, with a bonus equal to your Gambit Die on up to a number of allies equal to your Intelligence Modifier, within your presence, or end such an effect on a single ally that can see and hear you.</span></p><p></p><p><strong>Greater Presence</strong></p><p><span style="color: rgb(251, 160, 38)">At 9th level, your presence gets more powerful, in a way that helps interaction</span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)">Purity of Body</span></p><p><span style="color: rgb(251, 160, 38)">At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.</span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)">Tongue of the Sun and Moon</span></p><p><span style="color: rgb(251, 160, 38)">Starting at 13th level, perhaps something to do with teaching languages and tool proficiencies at dramatically less cost and time, and learning languages even faster? </span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)">Legendary Teamwork</span></p><p><span style="color: rgb(251, 160, 38)">At 14th level, you mastery of facilitating teamwork reaches unheard of heights. As an action, you can spend 4 ki to grant an ally who can see and hear you an action, which they must take immediately. </span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)">Timeless Body</span></p><p><span style="color: rgb(251, 160, 38)">At 15th level, your ki sustains you so that you can do something really wild. </span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)">Empty Body</span></p><p><span style="color: rgb(251, 160, 38)">Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.</span></p><p><span style="color: rgb(251, 160, 38)">[this stuff is awesome, let's match it! Big group defense buff? ]</span></p><p></p><p>Absolute Vigilance</p><p><span style="color: rgb(251, 160, 38)">At 20th level, when you roll for initiative and have no mettle points remaining, you regain 4 mettle points.</span></p><p></p><p><strong><span style="font-size: 18px">Marshal Archetypes</span></strong></p><p><span style="color: rgb(251, 160, 38)">Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.</span></p><p></p><p><strong>The Vanguard</strong></p><p> Goals: Tougher than other Marshals. Deals more personal damage, and focuses support on damage buffs and temp HP granting. Scary to enemies. Maybe when they use Guided Strike the target must save or be frightened?</p><p></p><p><span style="color: rgb(251, 160, 38)">Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.</span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)">Open Hand Technique</span></p><p><span style="color: rgb(251, 160, 38)">Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:</span></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: rgb(251, 160, 38)">It must succeed on a Dexterity saving throw or be knocked prone.</span></li> <li data-xf-list-type="ul"><span style="color: rgb(251, 160, 38)">It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.</span></li> <li data-xf-list-type="ul"><span style="color: rgb(251, 160, 38)">It can’t take reactions until the end of your next turn.</span></li> </ul><p><span style="color: rgb(251, 160, 38)">Wholeness of Body</span></p><p><span style="color: rgb(251, 160, 38)">At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.</span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)">Tranquility</span></p><p><span style="color: rgb(251, 160, 38)">Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.</span></p><p><span style="color: rgb(251, 160, 38)"></span></p><p><span style="color: rgb(251, 160, 38)">Quivering Palm</span></p><p><span style="color: rgb(251, 160, 38)">At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.</span></p><p><span style="color: rgb(251, 160, 38)">You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.</span></p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7899012, member: 6704184"] INSTRUCTIONS- PLEASE READ. This is a "+" thread. That means that this thread is only for positive contributions about the Warlord. The purpose of this thread is to crowdsource a Warlord. I will make edits to the OP, and for now I will also moderate consensus, but I will lean on heavy contributors for that, as well. Please remember that this is supposed to be fun and collaborative, and do not participate unless you are intending to help create a homebrew Warlord using the name “Marshal” for 5e. Thanks! Anything in [COLOR=rgb(251, 160, 38)]ORANGE[/COLOR] remains open for editing and discussion. Anything in BLACK has been finalized. [B][SIZE=5]Marshal[/SIZE][/B] The Marshal [TABLE] [TR] [TH]Level[/TH] [TH]Proficiency Bonus[/TH] [TH]Gambit Die[/TH] [TH]Mettle[/TH] [TH]Martial Presence[/TH] [TH]Features[/TH] [/TR] [TR] [TD]1st[/TD] [TD]+2[/TD] [TD]1d4[/TD] [TD]-[/TD] [TD]-[/TD] [TD]Marshal's Gambit[/TD] [/TR] [TR] [TD]2nd[/TD] [TD]+2[/TD] [TD]1d4[/TD] [TD]2[/TD] [TD]+15 ft.[/TD] [TD]Mettle, Martial Presence[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]+2[/TD] [TD]1d4[/TD] [TD]3[/TD] [TD]+15 ft.[/TD] [TD]Martial Archetype, Warning Shout[/TD] [/TR] [TR] [TD]4th[/TD] [TD]+2[/TD] [TD]1d4[/TD] [TD]4[/TD] [TD]+15 ft.[/TD] [TD]Ability Score Improvement,[COLOR=rgb(251, 160, 38)] Always Ready[/COLOR][/TD] [/TR] [TR] [TD]5th[/TD] [TD]+3[/TD] [TD]1d6[/TD] [TD]5[/TD] [TD]+15 ft.[/TD] [TD]Extra Attack, [COLOR=rgb(251, 160, 38)]Hamstring Strike[/COLOR][/TD] [/TR] [TR] [TD]6th[/TD] [TD]+3[/TD] [TD]1d6[/TD] [TD]6[/TD] [TD]+20 ft.[/TD] [TD][COLOR=rgb(251, 160, 38)]Team-Empowered Presence[/COLOR], Archetype feature[/TD] [/TR] [TR] [TD]7th[/TD] [TD]+3[/TD] [TD]1d6[/TD] [TD]7[/TD] [TD]+20 ft.[/TD] [TD][COLOR=rgb(251, 160, 38)]Watchful Eye, Inspired Focus[/COLOR][/TD] [/TR] [TR] [TD]8th[/TD] [TD]+3[/TD] [TD]1d6[/TD] [TD]8[/TD] [TD]+20 ft.[/TD] [TD]Ability Score Improvement[/TD] [/TR] [TR] [TD]9th[/TD] [TD]+4[/TD] [TD]1d6[/TD] [TD]9[/TD] [TD]+20 ft.[/TD] [TD]Greater Presence[/TD] [/TR] [TR] [TD]10th[/TD] [TD]+4[/TD] [TD]1d6[/TD] [TD]10[/TD] [TD]+25 ft.[/TD] [TD][COLOR=rgb(251, 160, 38)]Purity of Body[/COLOR][/TD] [/TR] [TR] [TD]11th[/TD] [TD]+4[/TD] [TD]1d8[/TD] [TD]11[/TD] [TD]+25 ft.[/TD] [TD]Archetype feature[/TD] [/TR] [TR] [TD]12th[/TD] [TD]+4[/TD] [TD]1d8[/TD] [TD]12[/TD] [TD]+25 ft.[/TD] [TD]Ability Score Improvement[/TD] [/TR] [TR] [TD]13th[/TD] [TD]+5[/TD] [TD]1d8[/TD] [TD]13[/TD] [TD]+25 ft.[/TD] [TD][COLOR=rgb(251, 160, 38)]Tongue of the Sun and Moon[/COLOR][/TD] [/TR] [TR] [TD]14th[/TD] [TD]+5[/TD] [TD]1d8[/TD] [TD]14[/TD] [TD]+30 ft.[/TD] [TD][COLOR=rgb(251, 160, 38)]Legendary Teamwork[/COLOR][/TD] [/TR] [TR] [TD]15th[/TD] [TD]+5[/TD] [TD]1d8[/TD] [TD]15[/TD] [TD]+30 ft.[/TD] [TD][COLOR=rgb(251, 160, 38)]Timeless Body[/COLOR][/TD] [/TR] [TR] [TD]16th[/TD] [TD]+5[/TD] [TD]1d8[/TD] [TD]16[/TD] [TD]+30 ft.[/TD] [TD]Ability Score Improvement[/TD] [/TR] [TR] [TD]17th[/TD] [TD]+6[/TD] [TD]1d10[/TD] [TD]17[/TD] [TD]+30 ft.[/TD] [TD]Archetype feature[/TD] [/TR] [TR] [TD]18th[/TD] [TD]+6[/TD] [TD]1d10[/TD] [TD]18[/TD] [TD]+35 ft.[/TD] [TD][COLOR=rgb(251, 160, 38)]Empty Body[/COLOR][/TD] [/TR] [TR] [TD]19th[/TD] [TD]+6[/TD] [TD]1d10[/TD] [TD]19[/TD] [TD]+35 ft.[/TD] [TD]Ability Score Improvement[/TD] [/TR] [TR] [TD]20th[/TD] [TD]+6[/TD] [TD]1d10[/TD] [TD]20[/TD] [TD]+35 ft.[/TD] [TD][COLOR=rgb(251, 160, 38)]Perfect Self[/COLOR][/TD] [/TR] [/TABLE] [B][SIZE=6]Class Features[/SIZE][/B] As a marshal, you gain the following class features. [B][SIZE=5]Hit Points[/SIZE] Hit Dice[/B]: 1d8 per marshal level [B]Hit Points[/B] at 1st Level: 8 + your Constitution modifier [B]Hit Points at Higher Levels: [/B]1d8 (or 5) + your Constitution modifier per marshal level after 1st [B][SIZE=5]Proficiencies[/SIZE] Armor:[/B] Light armor, medium armor. shields [B]Weapons[/B]: Simple weapons [B]Tools:[/B] None [B]Saving Throws[/B]: Wisdom, Intelligence [B]Skills:[/B] Choose three from Athletics, History, Insight, Animal Handling, Medicine, Perception, Deception, Persuasion, and Intimidation. [B][SIZE=5]Equipment[/SIZE][/B] You start with the following equipment, in addition to the equipment granted by your background: [LIST] [*]([I]a[/I]) a spear or ([I]b[/I]) a longsword (if proficient) [*](a) a light crossbow and 20 bolts or (b) any simple weapon [*](a) a diplomat's pack or (b) an explorer's pack [*]([I]a[/I]) scale mail, ([I]b[/I]) leather armor, or ([I]c[/I]) chain mail (if proficient) [*]a shield [/LIST] [B][SIZE=5]Marshal Gambits[/SIZE][/B] At 1st level, you gain the ability to lead the attack, focusing allied attacks for greater efficacy. When you use the attack action to make an attack with a weapon with which you are proficient, or to use an ability that costs mettle, you can grant an ally who can see and hear you a bonus to their next damage roll or saving throw, before the start of your next turn. This bonus is equal to your Gambit Die, as shown in the Gambit Die section of the Marshal table, and you must choose which benefit the ally gains when you use the ability. You learn additional Gambits, and gain Mettle to fuel more powerful Gambits, at level 2, and at later levels from your Archetype. [B][COLOR=rgb(251, 160, 38)][SIZE=5]Marshal’s Expertise[/SIZE][/COLOR][/B] [COLOR=rgb(251, 160, 38)][SIZE=4]At level 1, you choose one of the two following Traits. When an ally takes the Training Downtime Activity, you can help them by becoming their tutor, cutting the time and cost in half, as long as you are proficient in the tool, language, weapon, or armor, in which they are training[/SIZE][/COLOR][B][COLOR=rgb(251, 160, 38)][SIZE=5]. [/SIZE][/COLOR] [SIZE=5][COLOR=rgb(251, 160, 38)]Warleader[/COLOR][/SIZE] [SIZE=4][COLOR=rgb(251, 160, 38)]You gain proficiency in Heavy Armor and all weapons. [/COLOR][/SIZE] [SIZE=5][COLOR=rgb(251, 160, 38)]Inspirational Mind[/COLOR][/SIZE] [SIZE=4][COLOR=rgb(251, 160, 38)]Your insight is always welcome, especially in those areas where you have studied significantly. You learn your choice of 4 proficiencies, chosen from any language or tool. [/COLOR][/SIZE] [SIZE=5][COLOR=rgb(251, 160, 38)]Expertise[/COLOR][/SIZE][/B] You gain proficiency in 1 additional skill of your choice, and choose 2 skills or tools with which you are proficient, adding your proficiency modifier twice to checks with those skills or tools. [B][SIZE=5]Martial Presence[/SIZE][/B] Starting at 2nd level, you gain the ability to project your presence around you to a radius of 15 feet, centered on you. This distance increases as you level, as shown in the Martial Presence section of the Marshal Table. A creature within the Presence must be able to see or hear you in order to be affected by it, and your Presence is only active while you are not incapacitated. You, and creatures up to your Intelligence Modifier of your choice within your Presence, gain your choice of a bonus or penalty to Initiative equal to your Gambit Die. [B][SIZE=5]Mettle[/SIZE][/B] Starting at 2nd level, your training allows you to harness yo your inner strength, fortitude, intelligence, and tactical ability know as mettle. Your access to this training and skill is represented by a number of mettle points. Your marshal level determines the number of points you have, as shown in the Mettle Points column of the Marshal table. You can spend these points to fuel Gambits[COLOR=rgb(243, 121, 52)].[/COLOR] You learn more Gambits as you gain levels in this class. When you spend a mettle point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended mettle back into yourself. Some of your mettle features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: [B][COLOR=rgb(251, 160, 38)][SIZE=5]Basic Gambits. [/SIZE][SIZE=4]In addition to the Marshal's Gambit, every Marshal learns these basic gambits. When a gambit effects other creatures, they must be able to see and hear you to be affected.[/SIZE][/COLOR] Guiding Strike[/B] When you take the Attack Action on your turn, you can spend 1 Mettle to make a special attack, which deals damage on a hit equal to your Gambit Die plus your Strength or Dexterity Modifier, and you allow an ally to make an attack as a reaction. Either the attacking ally, or the target, must be within your Presence. [B][COLOR=rgb(251, 160, 38)]Greater Marshal’s Gambit[/COLOR][/B] [COLOR=rgb(251, 160, 38)]When you use your Marshal’s Gambit, you can spend 1 ki to target 2 allies, rather than 1. [B]Brace [/B] You can spend 1 mettle as a bonus action, to call upon your allies to brace for incoming attacks. All allies in your Presence gain temporary HP equal to your Gambit Die plus your Intelligence modifier, and a +1 bonus[/COLOR] [B][COLOR=rgb(251, 160, 38)]Call Formation[/COLOR][/B] [COLOR=rgb(251, 160, 38)]As a bonus action, spend 1 Mettle. Enemies within your presence have disadvantage on atttacks of opportunity until the start of your next turn, and allies within your Presence gain a number of feet of extra movement on their turn equal to the radius of your Presence. [/COLOR] [B][COLOR=rgb(251, 160, 38)]Hold The Line [/COLOR][/B] [COLOR=rgb(251, 160, 38)]Spend 1 mettle as a bonus action, to grant all allies within your Presence advantage on saves against forced movement, until the start of your next turn. Also once before the start of your next turn, when an enemy makes an attack, you or an ally of yours can make an opportunity attack against them, if they are otherwise able. The enemy and the ally must be within your Presence. [/COLOR] [B][COLOR=rgb(251, 160, 38)]Intrigue Thingy[/COLOR][/B] [COLOR=rgb(251, 160, 38)]gambit die to a skill check would be too bardic, but maybe “X allies who can see or hear you can add their proficiency bonus on a check that you are proficient in, once within the next hour.”? [B]Tactical Insight[/B] Spend 1 mettle after hitting with an attack, to force the target of your attack to make a Wisdom Saving Throw. If they fail, you learn any damage vulnerabilities, resistances, and immunities the target has, and grant the next attack against the target advantage. [/COLOR] [B][COLOR=rgb(251, 160, 38)]Light The Torch[/COLOR][/B] [COLOR=rgb(251, 160, 38)]As a bonus action on your turn, choose an ally. The next time they deal damage with a spell to a creature within your presence, you and one ally in your Presence deal the same type of damage with weapon attacks as the spell until the end of your next turn. The ally can spend an extra spell slot, even if the spell was a cantrip. If they do, the affected ally can add a number of bonus damage dice to a single weapon attack equal to the level of the extra spell slot spent. The bonus damage dice are your Gambit Die.[/COLOR] [B]Martial Archetype[/B] When you reach 3rd level, you commit yourself to a Martial Archetype: the Vanguard, Tactitian, Outlaw, or Sage, all detailed at the end of the class description. Your archetype grants you features at 3rd level and again at 6th, 11th, and 17th level. [B]Warning Shout[/B] Starting at level 3, you can warn an ally within your presence of an incoming attack. As a reaction when an ally within your Presence is hit with an attack, but before damage is rolled, you can grant them an AC bonus equal to your Gambit Die. If the attack fails, you can spend 1 Mettle as part of the same reaction to allow an ally within your presence to make a counter-attack using their reaction. [B]Ability Score Improvement[/B] When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. [B]Always Ready[/B] [COLOR=rgb(0, 0, 0)]Beginning at 4th level, you can use your reaction when an ally fails an Athletics, Stealth, or Acrobatics, check, to grant a bonus to their check equal to your Gambit Die plus your Intelligence Modifier. [B]Extra Attack[/B] Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/COLOR] [B]Advanced Gambits[/B] [COLOR=rgb(251, 160, 38)]Starting at 5th level, you learn gain access to new Gambits. [B]Hamstring Strike[/B] When you hit a creature with a weapon attack, you can spend 1 mettle to impose disadvantage on saving throws the target makes, and reduce it's speed by half, until the end of your next turn. The target must succeed on a Constitution Saving Throw to avoid this effect. [/COLOR] Teamwork Empowered Stuff [COLOR=rgb(251, 160, 38)]Starting at 6th level, your ability to aid your allies extends to longer and more complex challenges. When you join an ally in a Downtime Activity, they can add your Gambit Die to one roll related to that activity. In addition, when you help with an activity wherein the time or cost is reduced for each participant in the activity, such as crafting, you count as two helpers. [/COLOR] [B]Watchful Eye[/B] [COLOR=rgb(251, 160, 38)]At 7th level, your trained reflexes help you and your allies stay safe against a variety of dangers. You add your Inteligence Modifier to Passive Perception, and you and your allies within your Presence add your Gambit Die to saving throws against traps. When you take a long rest, you can grant a bonus to Wisdom (Perception) checks made as part of keeping watch, equal to your Intelligence Modifier. [/COLOR] [B]Inspired Focus[/B] [COLOR=rgb(251, 160, 38)]Starting at 7th level, you can use your action to grant a saving throw against an effect that is causing them to be charmed or frightened, with a bonus equal to your Gambit Die on up to a number of allies equal to your Intelligence Modifier, within your presence, or end such an effect on a single ally that can see and hear you.[/COLOR] [B]Greater Presence[/B] [COLOR=rgb(251, 160, 38)]At 9th level, your presence gets more powerful, in a way that helps interaction Purity of Body At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. Tongue of the Sun and Moon Starting at 13th level, perhaps something to do with teaching languages and tool proficiencies at dramatically less cost and time, and learning languages even faster? Legendary Teamwork At 14th level, you mastery of facilitating teamwork reaches unheard of heights. As an action, you can spend 4 ki to grant an ally who can see and hear you an action, which they must take immediately. Timeless Body At 15th level, your ki sustains you so that you can do something really wild. Empty Body Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you. [this stuff is awesome, let's match it! Big group defense buff? ][/COLOR] Absolute Vigilance [COLOR=rgb(251, 160, 38)]At 20th level, when you roll for initiative and have no mettle points remaining, you regain 4 mettle points.[/COLOR] [B][SIZE=5]Marshal Archetypes[/SIZE][/B] [COLOR=rgb(251, 160, 38)]Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.[/COLOR] [B]The Vanguard[/B] Goals: Tougher than other Marshals. Deals more personal damage, and focuses support on damage buffs and temp HP granting. Scary to enemies. Maybe when they use Guided Strike the target must save or be frightened? [COLOR=rgb(251, 160, 38)]Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. Open Hand Technique Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:[/COLOR] [LIST] [*][COLOR=rgb(251, 160, 38)]It must succeed on a Dexterity saving throw or be knocked prone.[/COLOR] [*][COLOR=rgb(251, 160, 38)]It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.[/COLOR] [*][COLOR=rgb(251, 160, 38)]It can’t take reactions until the end of your next turn.[/COLOR] [/LIST] [COLOR=rgb(251, 160, 38)]Wholeness of Body At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. Quivering Palm At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.[/COLOR] [/QUOTE]
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