Okay, here's another subclass. I have some concerns that I made it too strong. Also, I never used the 3e marshal class, which is the inspiration for it, so I would love to hear from anyone who has played one whether this seems to catch the basic feel and flavor of that class. Anyhow:
MARSHAL
A marshal projects magical auras, similar to those generated by a paladin, to aid his or her allies. These auras have a variety of effects that bolster and boost the marshal’s auras. A marshal relies on his or her Charisma to lead, with the auras manifesting through sheer force of personality.
MARSHAL’S AURA: Beginning at 3rd level, you learn to magically project an aura that helps your allies. Activating an aura uses your bonus action and involves cajoling, directing, haranguing, and encouraging your allies. The aura extends to a range of 30’ around you and effects allies that can hear or see you. The aura remains active for as long as you concentrate, as if concentrating on a spell, to a maximum of one minute. It can also be ended early if you or it are the target of a
dispel magic spell. You can only have one minor aura active at a time, and you can activate an aura a number of times equal to your Charisma bonus, then must complete a long rest before you can do so again. When you use this ability, choose one of the following auras to activate.
- Art of War Aura: Once per round, each ally in the aura can add one of your leadership dice to an attack roll it makes while flanking an enemy, or to an ability check made to grapple, shove, or to resist a grapple or shove or to escape a grapple.
- Inspiring Aura: Once per round, each ally in the aura can add one of your leadership dice to a Strength, Dexterity, or Constitution check.
- Motivating Aura: Allies in the aura can’t be charmed or frightened.
- Opportunistic Aura: Once per round, each ally in the aura can make an opportunity attack without using its reaction.
- Watchful Eye Aura: Once per round, each ally in the aura can add one of your leadership dice to an Intelligence or Wisdom check, or to a Dexterity save.
HEROIC INSPIRATION: Beginning at 6th level, when an ally in range of your aura makes an Int, Wis, or Cha check and rolls a 3 or less on the d20, it rerolls the check until the die comes up a 4 or higher. You need not have an active aura or any uses of your aura remaining for this feature to function.
EXTEND AURA: Once you reach 10th level, your warlord auras extend 60’.
GREATER AURA: Starting at 15th level, when you activate an aura, you may choose to use one of the following auras as well as one of your marshal’s auras.
- Aura of Hardiness: Once per round, when it takes damage, each ally in the aura can reduce the damage it takes by an amount equal to the roll of one of your leadership dice. You can use your reaction to instead reduce the damage it takes by the roll of your leadership dice pool, but doing so depletes your pool by one die.
- Aura of Perseverance: Allies in the aura can’t be stunned and gain advantage on Strength, Constitution, and Wisdom saving throws.
- Aura of Swiftness: Once per round, each ally in the aura can use its reaction at the end of any creature’s turn to move its speed. You can use your reaction to increase the creature’s speed for that movement by the roll your leadership dice, but doing so depletes your pool by one die.
- Deadly Aura: Your allies in the aura expand their critical range by one (typically scoring a critical hit on a 19-20). If an ally in the aura scores a critical hit, it increases the damage and the critical severity each by the roll of one of your leadership dice. You can use your reaction to instead increase the damage by the roll of your leadership dice, but doing so depletes your leadership dice pool by one die.
- Energizing Aura: When an ally starts its turn in the aura, it gains temporary hit points equal to the roll of one of your leadership dice. You can use your reaction to instead grant the ally temporary hit points equal to the roll of your leadership dice pool, but doing so depletes your pool by one die.
REFRESHING AURA: Beginning at 20th level, when you roll for initiative, if you have no remaining uses of your aura, you regain one use of your aura.