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View Full Version : D&D 5e/Next The Marshall (Battlemaster Reskin)



RATHSQUATCH
2017-03-15, 06:47 PM
Here is my attempted at a reskin of the Battlemaster, but focusing more on pure Leadership. Let me know what you think. Thanks.

MARSHALL
There is a saying that leaders are born and not made. Marshalls are proof that there are those out there that just simply inspire and push others to feats not even known to themselves. A Marshall is a fighter that through motivational words or action, can inspire those around them to greater heights.

LEADERSHIP AURA
The Marshall's primary advantage comes from their ability to lead and direct others. Starting at 3rd level when you take this archetype, you gain auras of leadership which are used to inspire those around you.

Auras. You learn three auras of your choice, which are detailed under "Auras" below. To use an aura, choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration Dice. The effect of this Inspiration is determined by the Aura in which you currently have activated (see below).
Once within the next 10 minutes, the creature(s) can roll the die and add the number rolled to whatever effect they qualify for based on your activated aura.

You learn two additional auras of your choice at 6th, 10th, and 14th levels. Each time you learn new auras, you can also replace one aura you know with a different one.

Inspiration Dice. Often, Auras grant your companions Inspiration Die, which are d8s. An Inspiration die is expended whenever your companion chooses to use it, within the 10 minutes that your aura is active.
You gain another Inspiration die at 6th level and another at 14th level.

DIPLOMACY EXPERTISE
A Marshall often serves as a briefer and talker for those that serve with them. Marshalls of high standing are expected to conduct themselves with grace. At 6th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills instead: Deception, Intimidation, or Performance.

Your proficiency is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain with this feature.

IMPROVED LEADERSHIP
At 10th level, you can now inspire two creatures (other than yourself) instead of one. At 18th level, you can inspire three creatures (other than yourself).

ALWAYS A LEADERS
Starting at 14th level, when you roll initiative and have no uses of Leadership Aura left, you regain 1 use of the Leadership Aura feature.

AURAS
The auras are presented in alphabetical order.

Be Prepared. You encourage your companion to be ready for anything, inspiring their dexterity and agility. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it, rolling their Inspiration die and adding the result to any Dexterity check.

Better Tactics. You encourage your companion to think about strategy and using tactics to the best of their ability. While this Aura is activated, you can bestow an Inspiration die on a companion. That companion can select one maneuver from the Battle Master Maneuvers list and use the Inspiration as if it were a superiority die instead.

Careful Strike. You encourage your companion to strike carefully and concentrate on their target. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it, rolling their Inspiration die and adding the result to their attack roll.

Heave Ho. You give motivational words to encourage a companion to push themselves physically. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it, rolling their Inspiration die and adding the result to any Strength check.

Hit Them Hard. You yell for your companion to hit harder and to really follow through their blows. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it, rolling their Inspiration die and adding the result to any damage roll.

Inspire Magical Will. You encourage a spellcaster to push harder, letting them unleash a spell that is harder to resist. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it, roll their Inspiration die and adding the result to the DC to resist the next spell they cast.

Move. You yell for your companion to move quickly and close in on an opponent. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it, rolling their Inspiration die and using a bonus action to move a number of squares (or 5 feet increments) equal to the number rolled.

Ready. You encourage a companion to take a defensive stance when needed and be ready to defend. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it. If the companion is struck by an attack, they can activate their Inspiration and add the result of the roll to their AC. If the attack would miss this new Armor Class, the attack misses instead.

Stand Fast. You demand fortitude from your companion asking them to be ready and be tough. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it, rolling their Inspiration die and adding the result to any Constitution check.

Speak Clearly. You can inspire glibness to a target, reminding them to speak clearly. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it, rolling their Inspiration die and adding the result to any Charisma check.

Steady Mind. You inspire the force of willpower within a creature, reminding them to keep their mind calm and concentrate on overcoming mental attacks. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it, rolling their Inspiration die and adding the result to any Wisdom check.

Stand Tough. You yell motivation to a companion to be tough and stand ready for combat. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it, rolling their Inspiration die granting them temporary hit points equal to the result plus your Charisma modifier.

Try and Remember. You motivate your companion to remember details or recall lore. You can grant Inspiration to a creature and during the next 10 minutes, they can activate it, rolling their Inspiration die and adding the result to any Intelligence check.