Post by Tesla Ranger on Jun 18, 2015 21:10:14 GMT
I'm trying to develop an archetype for a 5e Fighter that mimics the 3.5 Marshal class. That class was essentially a Fighter that was able to use auras to buff their allies (similar to Bardic Inspiration) as their class feature. They could still wear plate armor and carry a big stick but their primary point was making the party as a whole stronger.
Below is just a rough draft but I'm having a hard time figuring out how to play test the concept without modelling a whole party. What do ya'll think? Overpowered? Underpowered? Just powered enough?
Marshal (Homebrew Fighter Archetype)
3rd level - Auras
Gain access to Auras (detailed below)
* Affects all allies (including Marshal) within 30'
* Allies have to be able to see and hear the Marshal, have at least 3 INT, and understand the Marshal's language
* Auras are dismissed if the Marshal is incapable of speaking for any reason
* Only a single aura can be active at a time but auras can be switched as a bonus action
5th level - Silver Tongue
Marshal has advantage on Persuasion checks
7th level - Grant Haste
The Marshal can grant their allies the ability to Dash as a bonus action. This ability is recharged after a long rest.
10th level - Hardy Soldiers
The Marshal can grant all allies Resistance vs BPS for 5 rounds. This ability is recharged after a long rest.
15th level - Rallying Cry
The Marshal can grant allies temporary hp equal to three times the Marshal’s Charisma modifier. This ability is recharged after a long rest.
18th level - Double Aura
At 18th level the Marshal can manifest two auras simultaneously.
Auras
Adroit Step
Allies not slowed by Difficult Terrain during combat
Deadly Defense
Movement within Allie's melee range provokes Opportunity Attacks
Determined Charge
Grants Allies advantage on attack rolls if ally moves 20' in a straight line and makes a melee attack.
Group Athletics
Grants allies advantage to Athletic and Acrobatic checks
Keen Edges
Allies score critical hits on 19 or 20
Resilient Troops
Grands Allies advantage on saves
Steady Hand
Grants advantage on ranged attacks
Stirring Speech
Allies gain Marshal's charisma bonus to melee attack rolls
Below is just a rough draft but I'm having a hard time figuring out how to play test the concept without modelling a whole party. What do ya'll think? Overpowered? Underpowered? Just powered enough?
Marshal (Homebrew Fighter Archetype)
3rd level - Auras
Gain access to Auras (detailed below)
* Affects all allies (including Marshal) within 30'
* Allies have to be able to see and hear the Marshal, have at least 3 INT, and understand the Marshal's language
* Auras are dismissed if the Marshal is incapable of speaking for any reason
* Only a single aura can be active at a time but auras can be switched as a bonus action
5th level - Silver Tongue
Marshal has advantage on Persuasion checks
7th level - Grant Haste
The Marshal can grant their allies the ability to Dash as a bonus action. This ability is recharged after a long rest.
10th level - Hardy Soldiers
The Marshal can grant all allies Resistance vs BPS for 5 rounds. This ability is recharged after a long rest.
15th level - Rallying Cry
The Marshal can grant allies temporary hp equal to three times the Marshal’s Charisma modifier. This ability is recharged after a long rest.
18th level - Double Aura
At 18th level the Marshal can manifest two auras simultaneously.
Auras
Adroit Step
Allies not slowed by Difficult Terrain during combat
Deadly Defense
Movement within Allie's melee range provokes Opportunity Attacks
Determined Charge
Grants Allies advantage on attack rolls if ally moves 20' in a straight line and makes a melee attack.
Group Athletics
Grants allies advantage to Athletic and Acrobatic checks
Keen Edges
Allies score critical hits on 19 or 20
Resilient Troops
Grands Allies advantage on saves
Steady Hand
Grants advantage on ranged attacks
Stirring Speech
Allies gain Marshal's charisma bonus to melee attack rolls