MARSHAL — FIGHTER SUBCLASS

Salorras Paragon: Marshal · Path: Armsman (Fighter) · Subclass type: Fighter Subclass, chosen at 3rd level The high war-school of the Unbound Tower.
As the militarist regime of the Unbound Tower cemented its dominion over the wild north of Neluvia, the need for veteran warriors with leadership skill grew sharply. The founding of the high war-school was the first step to meet it. Its students were veteran warriors of the Unbound Tower who earned a seat on its benches with their blood, and its graduates became the spearhead of the northern armies for generation upon generation. From its founding some 1,179 years ago to today, the school raises the cream of war-leaders, crowned by the strataarchs (the Marshals). For the last 360 years, under international pressure, the school also admits chosen foreign students. It is the pride of the Unbound Tower, and warriors from every corner of Salorras yearn to study its ancient martial treatises and deepen their command of war.
Joining the War-School (roleplay, not a mechanical prerequisite)
You choose this subclass at 3rd level with no in-game prerequisites. In the fiction, a candidate must be accepted into the Unbound Tower’s high war-school — usually by coordinating a dangerous mission — then train intensively for six months and lead a strike team to victory to earn the coveted title of Marshal.
Note on followers. The original tradition centered on raising cohorts and a small army (the 3.5e Leadership system). Core 5e has no follower/cohort mechanic, so commanding troops is handled as story (a Marshal who rules a stronghold attracts soldiers at the table’s discretion). This subclass renders the Marshal’s gift mechanically as battlefield command over the allies fighting beside them.
Marshal Features
| Fighter Level | Feature |
|---|---|
| 3 | Aura of Command, Tactical Command |
| 7 | Inspiring Surge, Rally |
| 10 | Born to Command, Aura of Authority |
| 15 | Coordinated Assault |
| 18 | Legendary Commander |
Level 3 — Aura of Command
You project the unshakable confidence of one born to lead. While you aren’t Incapacitated, each ally within 10 feet of you who can see or hear you has Advantage on saving throws against being Frightened. The aura’s reach and benefits grow at higher levels (see Aura of Authority).
Level 3 — Tactical Command
As a Bonus Action, choose a friendly creature within 30 feet that can see or hear you. That creature can immediately use its Reaction to either move up to half its Speed without provoking Opportunity Attacks or make one weapon attack. You can use Tactical Command a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.
Level 7 — Inspiring Surge
When you use Action Surge, you can direct one ally within 60 feet who can see or hear you to use its Reaction to make one weapon attack.
Level 7 — Rally
When you use Second Wind, up to two allies within 30 feet who can hear you each gain temporary Hit Points equal to your Fighter level + your Charisma modifier (minimum of your Fighter level).
Level 10 — Aura of Authority
Your command becomes a tangible force on the field. Your Aura of Command now reaches 30 feet, and allies within it gain a +1 bonus to attack rolls and damage rolls while they can see you, in addition to their Advantage on saves against being Frightened.
Level 10 — Born to Command
You are a natural sovereign of the battlefield. You gain proficiency in the Persuasion and Intimidation skills (or Expertise in one of them if you are already proficient), and you have Advantage on any Charisma check made to rally, command, recruit, or negotiate from a position of authority.
Level 15 — Coordinated Assault
Your orders strike as one with your soldiers’ steel. When you use Tactical Command, you can direct up to two creatures with a single Bonus Action, and a directed weapon attack that hits deals extra damage equal to your Proficiency Bonus. In addition, allies within your aura are now immune to the Frightened condition.
Level 18 — Legendary Commander
You command as the great strataarchs of legend, turning a war-band into an unstoppable host. As a Bonus Action, you issue a grand command. Each ally within your aura (now 60 feet) can immediately use its Reaction to move up to its Speed without provoking Opportunity Attacks and make one weapon attack, and each gains temporary Hit Points equal to your Fighter level and Advantage on its next attack roll before the end of its next turn. Once you use this feature, you can’t do so again until you finish a Long Rest, unless you spend a use of Second Wind to use it again.
Ability Note
The Marshal leans on Charisma as a secondary ability (for Rally, Born to Command, and the reach of authority) on top of the Fighter’s Strength or Dexterity.