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View Full Version : D&D 3.x Class The Commander-In-Chief: A Marshal Revamp



Barna13
2022-05-30, 07:51 PM
The Marshal is such a cool class concept. Most non-caster's abilities are pretty selfish, and so a mundane class based around inspiring their allies to greatness is really cool. The fact that it's so mechanically and thematically complementary to the bard makes it even better. Unfortunately, it has a terminal diagnosis of level 2 syndrome. Marshals level 1 and 2 give some really great class features, but the rest of the levels are pretty worthless. While it has some nice abilities, they're too slow and don't do enough. To rescue this beloved class from being forever a dip, here is my remake. In addition to their (mostly) signature auras, the Marshal gains powerful abilities based around positioning and transferring their actions to allies in need.

(Removed text from original marked with strike through, additions are in italic. Major and Minor tables unchanged, but included for completeness. Advancement table updated with new features.)

Marshal
The greatest generals in creation, Marshals excel at positioning and bringing out the best in those they command.

Hit die
d8

Alignment
Any

Skill points
4 + Int

Class Features

Weapon and Armor Proficiency: Marshals are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.
Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A marshal sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best.
Unless otherwise noted, a marshal's aura affects all allies within 60 120 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
A marshal begins play knowing one minor aura of his choice. As his marshal level increases, he gains access to new auras.
All bonuses granted by a marshal's auras are circumstance bonuses that do not stack with each other.

Minor Aura: A minor aura lets allies add the marshal's Charisma bonus (if any) to certain rolls.
At level 12, a Marshal gains the ability to use 2 minor auras at the same time. He can use 3 at the same time at level 18. Using a swift action to change minor auras lets the Marshal change any number of his minor auras at once.

https://imgur.com/xRiy0Uu

Major Aura: Beginning at 2nd level, a marshal can project a major aura in addition to his minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 7th, 14th, and 20th level.
At Level 16, the Marshal can have 2 Major auras active at the same time. At level 19, the Marshal can have 3 Major auras active at the same time. Changing major auras as a swift action allows the Marshal to change any of his active major auras.

https://imgur.com/8o8at4O

Skill Focus (Diplomacy): Because a marshal has a way with people, he gains this feat as a bonus feat. If the marshal already has the feat, he can choose a different one.
Positioning:
Starting at level 4, a Marshal can position himself to punish his enemies.

At level 4, a Marshal can force a foe to stay in place, lest they give the Marshal a devastating opportunity. As a swift action, the Marshal can select an enemy they are unable to charge due to a second enemy being in the way. If that second enemy leaves their space, except through death or unconsciousness, the Marshal may charge their targeted enemy. The Marshal does not take attacks of opportunity as they take this charge. The Marshal must still fulfill all conditions of a charge(no difficult terrain, no creatures in between the Marshal and the target, ect).

At level 6, a Marshal can exert immense pressure on nearby enemy spellcasters. When an enemy spellcaster within 10 feet casts a spell, the Marshal may move 5 feet and make an attack of opportunity. This replaces the normal attack of opportunity gained by an enemy casting a spell, but cannot be avoided through defensive casting.
At level 13, a Marshal is a master of blocking his enemies. When an enemy moves directly towards an ally, the Marshal can move up to their move speed into the path of the enemy as an immediate action. The enemy comes to a stop. If the enemy was using a non-charge action to move, that action simply comes to a halt. If the enemy was charging, they may make their charge attack(s) against the Marshal instead.

At level 17, the Marshal can coordinate expertly with allies for devastating flanks. When flanking, the Marshal and all allies he flanks with gain a +5 to attack and damage rolls.

Grant Move Action
Motivate action:
Starting at 3rd level, a Marshal can push his allies to new heights of action. The Marshal can give up one of his actions to grant the ally an action of that type. This bonus action is resolved when the Marshal activates this ability, but does not change the initiative count of the ally who uses it.

At level 3, the Marshal can, as a move action, grant an ally a move action. If the ally uses this move action to move, they do not provoke attacks of opportunity.

At level 8, a Marshal can, as a standard action, grant an ally a standard action.

At level 10, the Marshal can motivate his allies even as his enemies act against them. As an immediate action, the Marshal can grant an ally other than himself any action he can normally grant with motivate action. This can interrupt enemy actions, just as a readied action. However, during the Marshal’s next turn, they lose the action they granted to their ally. For example, if the Marshal granted a standard action with this ability, they would only have a move action on their next turn.

At level 15, the Marshal can, as a full round action, grant an ally a full round action.

At level 20, the Marshal can inspire his allies to true greatness in those he commands. Once per day, as a full round action, the Marshal can grant a full round action to every ally. This use of motivate action can only be activated on the Marshal’s turn.


Advancement:
https://imgur.com/zxtvFfM

Feel free to give any feedback!

Update: Fixed advancement link, oops!