Preview: War Marshal

The newest series of Unearthed Arcanas have made me re-examine what I had in mind for the fighter archetype. This I feel is much better anyway, hope you enjoy!

WAR MARSHAL: (FIGHTER ARCHETYPE)

Battle Cry
At 3rd level, your war cry steels your resolve and that of your allies. You and any ally within 60 feet that can see and hear you can use a reaction after rolling initiative in order to spend up to two Hit Dice, gaining an equal amount of temporary hit points. These temporary hit points last for up to 1 hour.

Strategic Action
Starting at 3rd level, your sharp wits allow you to easily plan your next move. You can use a bonus action to Ready an action.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), and regain all expended uses of it when you finish a long rest.

Clever Strike
At 7th level, even an apparent miss is leaves a mark on your foes. When you miss with a weapon attack, the target takes damage equal to your Intelligence modifier once per turn. The type of damage is the same as the weapon you were using for the attack.

Rally
At 10th level, your rush of action spurs on you and your allies. You and any ally within 60 feet that can see and hear you can use a reaction after you use the Action Surge feature in order to make a saving throw against an ongoing condition or spend up to two Hit Dice, gaining an equal amount of temporary hit points. These temporary hit points last for up to 1 hour.

Commanding Action
At 15th level, you can coordinate with your allies in the middle of battle. When you use the Strategic Action feature, you can instead choose an ally within 60 feet that can see and hear you to Ready an action.

Last Stand
At 18th level, you can inspire an ally to not give up. When an ally within 60 feet that can see and hear you is reduced to 0 hit points and not destroyed outright, your ally is instead reduced to 1 hit point and can use a reaction to spend up to three Hit Dice to gain an equal amount of temporary hit points. These temporary hit points last until the end of the ally’s next turn.
Once you use this feature, you can’t use it again until you finish a long rest.

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