Marshal

Natural commanders, these tacticians aim to lead from the front and guide their allies directly. Marshals enhance nearby allies with the magnitude of their presence and topple the defenses of their foes through concerted effort.

Marshal Features
Tactician LevelFeature
3rdArmored Up, Lead from the Front
7thBarricade Directive
11thDriving Force
15thStaunch Resolve

Armored Up

3rd-level Marshal feature

You gain proficiency in heavy armor and shields. In addition, your speed isn’t reduced as a result of wearing heavy armor.

Lead from the Front

3rd-level Marshal feature

Whenever you reduce a hostile creature to 0 hit points or score a critical hit against one, one ally of your choice within 30 feet gains a number of temporary hit points equal to your level in this class + your Intelligence modifier (minimum of 5). These points are lost once combat ends.

In addition, whenever an ally within 30 feet of you is reduced to 0 hit points or suffers a critical hit, you have advantage on each melee attack roll you make until the end of your next turn.

Barricade Directive

7th-level Marshal feature

After benefiting from one of your Strategies, an ally gains a +1 bonus to AC and on saving throws until the end of your next turn.

Driving Force

11th-level Marshal feature

When you hit a target with a melee weapon attack while wielding a shield, you can push it 5 feet away from you. You can then choose to enter the space of the pushed target without drawing opportunity attacks or using your speed, and when you do so, you can make one melee weapon attack against the target as a bonus action. On a hit, this bonus attack deals an extra 1d6 damage.

Staunch Resolve

15th-level Marshal feature

While within 5 feet of an ally, you have advantage on Strength and Dexterity saving throws. Moreover, when an ally within 5 feet of you fails on a Strength or Dexterity saving throw to reduce damage, you can use your reaction to redirect half of the damage to you.