mellored
Legend
Porting the 3.5 marshal, while rolling in the 4e warlord powers.
1d8 hit dice
Proficiencies: Medium armor, simple and martial weapons, and shield
Wis saving throws, and your choice of Intelligence or Charisma.
4 skills.
Level 1:
Helpful: The range of any Martial feature is 5' times your Int + Cha modifiers. For example, +3 Int and +3 Cha would give you 30'. You must be able to clearly communicate with the target to have any effect. The DC for any Martial feature is 5 + Int + Cha + proficiency bonus.
In addition, you can use the Help with your action or a Martial feature, the target can reroll one of the d20 if it rolls is equal or lower to your INT or CHR modifier. You must use the new roll. You can also use then help action to help with attack rolls at your Marshal range.
Skill Focus (sub-class): You gain expertise in a skill. Based on your choice, you will gain additional features at level 3, 6, 14, and 18.
Guileful Strike: As a bonus action, you can use your cunning and wit to create an opening. Your gain a bonus to-hit on your next attack against the target this turn, equal to your Int or Cha.
Level 2:
Overwatch: You keep an eye out for tactical opportunities, able to react as needed. You know a number of overwatches equal to 1+ half your Marshal level. As an action, you can activate an overwatch and it remains active as long as you maintain concentration on it, as if you were concentrating on a spell, except you don't need to make a Concentration save when you take damage. You can change to another overwatch as an action.
(Most use your reaction, but it's flexible like warlock invocations).
Level 3: Skill Focus
Level 4: ABI
Level 5: Improved Overwatch. When you use Overwatch, you can choose 2, gaining the benefits of both.
Opportunity Strike: At the end of any turn, you can use your reaction to move up to half your speed and make a single weapon attack.
Level 6: Skill Focus.
Level 7: Mindful Defense: You gain proficiency in Charisma or Intelligence saves, whichever you don't have.
Expertise: You gain expertise in a second skill.
Level 8: ABI
Level 9: Extra Helpful: When you Help with your action or a Martial feature, the target can reroll one of the d20 if it rolls is equal or lower to your INT + CHR modifier. You must use the new roll.
Level 10: Well Rounded: Increase your lowest 3
4 abilities scores by 1.
Level 11: Superior Overwatch: When you use Overwatch, you can choose 3. In addition, you gain an extra reaction each round (2 total), but can only use one per triggering event.
Level 12: ABI
13: ???
14: Skill Focus.
15: Predict Ambush: You can no longer be surprised.
Expertise: You gain expertise in a third skill.
Level 16: ABI
Level 17: Supreme Overwatch: When you use Overwatch, you can choose 4. In addition, you gain 1 extra reaction each round (3 total), but can only use one per triggering event.
Level 18: Skill Focus.
Level 19: ABI
Level 20: Mental Champion: +2 Int and +2 Cha.
_________________________
Skill Focus:
Stealth
Level 3: When you hide, you also help any ally in range to perform a stealth checks before the start of your next turn.
Level 6: When you use an action to hide, you can also take the dodge action.
Level 14: At the start of each of your turns, you can make a hide check.
Level 18: At the end of each of your turns, you can make a hide check.
Medicine:
Level 3: As a bonus action, you can allow a creature to spend a hit dice.
Level 6: When you allow a creature to spend hit dice, maximize the die roll.
Level 14: If a creature died within the last minute, but did not die from massive damage, you can bring them back to life with 1 hit point. They remain unconcious until they take a long rest.
Level 18: ???
Intimidate:
Level 3: As an action, you can attempt to scare a humanoid enemy. They make a Wisdom saving throw. If they fail, they are afraid of you until the end of your next turn. Once you use this against a creature, they are immune to it for 1 hour.
Level 6: As an action, you can attempt to scare everyone in a cone.
Level 14: Your fear works on any creature.
Level 18: Creatures cannot attack you until you performed a hostile action towards them or one of their friends. Creatures immune to fear are immune to this effect.
Persuasion
Level 3: As an action, you can attempt to charm a humanoid enemy. They make a Wisdom saving throw. If they fail, they are of charmed by you until the end of your next turn. Once you use this against a creature, they are immune to it for 1 hour.
Level 6: Charm in a cone
Level 14: Your charm works on any creature.
Level 18: Creatures cannot attack you until you performed a hostile action towards them or one of their friends. Creatures immune to charm are immune to this effect.
Performance:
Level 3: As an action, you can start a performance. Anyone who can see you is distracted and takes disadvantage on all Wisdom checks, (-5 to passive perception and insight).
Level 6: During a short rest, you can give an inspirational performance to your allies. They gain Temporary hit points equal to your Charisma modifier.Level 14: As an action, you can give a quick inspirational performance to your allies in range. They gain Temporary hit points equal to your Charisma modifier.
Level 18: At the start of each of your turns, each ally within range gainss temporary hit points equal to your Charisma modifier.
(add in other skills, as well as 14 and 18)
1d8 hit dice
Proficiencies: Medium armor, simple and martial weapons, and shield
Wis saving throws, and your choice of Intelligence or Charisma.
4 skills.
Level 1:
Helpful: The range of any Martial feature is 5' times your Int + Cha modifiers. For example, +3 Int and +3 Cha would give you 30'. You must be able to clearly communicate with the target to have any effect. The DC for any Martial feature is 5 + Int + Cha + proficiency bonus.
In addition, you can use the Help with your action or a Martial feature, the target can reroll one of the d20 if it rolls is equal or lower to your INT or CHR modifier. You must use the new roll. You can also use then help action to help with attack rolls at your Marshal range.
Skill Focus (sub-class): You gain expertise in a skill. Based on your choice, you will gain additional features at level 3, 6, 14, and 18.
Guileful Strike: As a bonus action, you can use your cunning and wit to create an opening. Your gain a bonus to-hit on your next attack against the target this turn, equal to your Int or Cha.
Level 2:
Overwatch: You keep an eye out for tactical opportunities, able to react as needed. You know a number of overwatches equal to 1+ half your Marshal level. As an action, you can activate an overwatch and it remains active as long as you maintain concentration on it, as if you were concentrating on a spell, except you don't need to make a Concentration save when you take damage. You can change to another overwatch as an action.
(Most use your reaction, but it's flexible like warlock invocations).
- Accurate Strike: When an ally rolls a 15 or higher on their d20 for an attack roll, you can use your reaction to turn it into a critical hit.
- At the Ready: Allies gain a +1d4 to their initiative rolls.
- Aurdor: If an ally rolls a 1 on any damage roll, they can reroll it. They must use their new result.
- Art of War: When an ally makes a disarm, grapple, and shove check, you can use your reaction to take the help action, giving them advantage on their roll.
- Battlefront Leader: When you roll initiative and are not surprised, one creature can move 10' before the battle starts.
- Determined Caster: When an ally casts a spell that requires a saving throw, you can use your reaction to boost the DC by 2.
- Direct the Strike: When an ally misses with an attack, you can use your reaction to let them immediately make another attack against the same target.
- Hardy Soldiers: When an ally takes damage, you can use your reaction to reduce that damage by half.
- Lead the Assualt: When you make an attack against a target, and another creature attacks the target before the end of your next turn, you can use your reaction take the help action, giving them advantage for their attack.
- Resilient Troops: When an ally makes a saving throw, you can use your reaction to give them advantage on the save.
- Master of Opportunity: When an ally provokes an opportunity attack, you can use your reaction to prevent it.
- Master of Tactics: If 2 or more allies are adjacent to a target, they gain +1d4 to attack rolls against the target.
- Motivate: When you activate this overwatch, choose an attribute. When a creature makes that skill check using that attribute, you can use your reaction to give them advantage. At level 5, you can activate this overwatch multiple times, choosing a different attribute each time.
- No Gambit is Wasted: When an ally expends a spell or feature that ends up not having any effect, such as if an enemy succeeded against hold person or against a monks stunning fist (not fireball with it's half damage) you can use your reaction to have them not expend that resource. Once you use this feature, you cannot use it again on the same ally until they take a short rest.
- Reorient The Axis: Increase the speed of each ally by 5'.
- Warning Shout: When an ally is hit by an attack, you can use your reaction to give disadvantage on that attack, potentially changing the results.
- Wolf Pack Tactics: When you make an attack against a creature within range, an ally adjacent to you or the target can move 5' without provoking an opportunity attack.
Level 3: Skill Focus
Level 4: ABI
Level 5: Improved Overwatch. When you use Overwatch, you can choose 2, gaining the benefits of both.
Opportunity Strike: At the end of any turn, you can use your reaction to move up to half your speed and make a single weapon attack.
Level 6: Skill Focus.
Level 7: Mindful Defense: You gain proficiency in Charisma or Intelligence saves, whichever you don't have.
Expertise: You gain expertise in a second skill.
Level 8: ABI
Level 9: Extra Helpful: When you Help with your action or a Martial feature, the target can reroll one of the d20 if it rolls is equal or lower to your INT + CHR modifier. You must use the new roll.
Level 10: Well Rounded: Increase your lowest 3
4 abilities scores by 1.
Level 11: Superior Overwatch: When you use Overwatch, you can choose 3. In addition, you gain an extra reaction each round (2 total), but can only use one per triggering event.
Level 12: ABI
13: ???
14: Skill Focus.
15: Predict Ambush: You can no longer be surprised.
Expertise: You gain expertise in a third skill.
Level 16: ABI
Level 17: Supreme Overwatch: When you use Overwatch, you can choose 4. In addition, you gain 1 extra reaction each round (3 total), but can only use one per triggering event.
Level 18: Skill Focus.
Level 19: ABI
Level 20: Mental Champion: +2 Int and +2 Cha.
_________________________
Skill Focus:
Stealth
Level 3: When you hide, you also help any ally in range to perform a stealth checks before the start of your next turn.
Level 6: When you use an action to hide, you can also take the dodge action.
Level 14: At the start of each of your turns, you can make a hide check.
Level 18: At the end of each of your turns, you can make a hide check.
Medicine:
Level 3: As a bonus action, you can allow a creature to spend a hit dice.
Level 6: When you allow a creature to spend hit dice, maximize the die roll.
Level 14: If a creature died within the last minute, but did not die from massive damage, you can bring them back to life with 1 hit point. They remain unconcious until they take a long rest.
Level 18: ???
Intimidate:
Level 3: As an action, you can attempt to scare a humanoid enemy. They make a Wisdom saving throw. If they fail, they are afraid of you until the end of your next turn. Once you use this against a creature, they are immune to it for 1 hour.
Level 6: As an action, you can attempt to scare everyone in a cone.
Level 14: Your fear works on any creature.
Level 18: Creatures cannot attack you until you performed a hostile action towards them or one of their friends. Creatures immune to fear are immune to this effect.
Persuasion
Level 3: As an action, you can attempt to charm a humanoid enemy. They make a Wisdom saving throw. If they fail, they are of charmed by you until the end of your next turn. Once you use this against a creature, they are immune to it for 1 hour.
Level 6: Charm in a cone
Level 14: Your charm works on any creature.
Level 18: Creatures cannot attack you until you performed a hostile action towards them or one of their friends. Creatures immune to charm are immune to this effect.
Performance:
Level 3: As an action, you can start a performance. Anyone who can see you is distracted and takes disadvantage on all Wisdom checks, (-5 to passive perception and insight).
Level 6: During a short rest, you can give an inspirational performance to your allies. They gain Temporary hit points equal to your Charisma modifier.Level 14: As an action, you can give a quick inspirational performance to your allies in range. They gain Temporary hit points equal to your Charisma modifier.
Level 18: At the start of each of your turns, each ally within range gainss temporary hit points equal to your Charisma modifier.
(add in other skills, as well as 14 and 18)
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