Field Marshal – Ranger Subclass
Ranger: Field Marshal
The Last War showed the value of designating military leadership to smaller units on the battlefield, and rangers who could support their allies and provide clear focus and direction to individual troops became invaluable and sought after. Field Marshals lead by example, providing tactical guidance to position small hit-and-run ambushes and raids. During the Last War, Karrnath largely relied on Battle Master fighters to rally and focus entire lines of infantry, but many other nations made exceptional use of those skills by coupling the strengths of the two seasoned leaders. Most notably Breland, Cyre, and Valenar learned to use Field Marshals to relay the larger scale tactics of the Battle Masters to be carried out by smaller units, supporting each other in tandem and repelling superior numbers with the superior adaptability that individual units can execute with deadly efficiency.
Level 3: Field Marshal Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Field Marshal Spells table. The spell counts as a ranger spell for you, but doesn’t count against the number of ranger spells you know.
Ranger Level | Spell |
---|---|
3rd | Faerie Fire |
5th | Enhance Ability |
9th | Clairvoyance |
13th | Hallucinatory Terrain |
17th | Skill Empowerment |
Level 3: Armored Infiltration
At 3rd level, you have mastered the patience and focus to traverse the battlefield silently without sacrificing protection. Wearing armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
Level 3: Tactical Aggression
At 3rd level, you can direct tactical focus on one foe, increasing the damage your allies inflict upon it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each round you or an ally of yours hits the target creature with a weapon attack, the creature takes extra damage equal to your proficiency bonus. This benefit lasts until you finish a short or a long rest. It ends early if you designate a different creature.
Level 7: Redeployment
At 7th level, when you take the Attack action, you can forgo one of your attacks to redirect your allies’ positioning on the battlefield. When you do, each ally that can hear or see you within 60 feet of you can immediately use its reaction to move up to half its speed without provoking opportunity attacks.
Level 11: Overwatch
At 11th level, whenever a creature within 60 feet of you targets an ally of yours with an attack, you can use your reaction to make a weapon attack against it. If your attack hits, the creature’s attack is made with disadvantage. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Level 15: Tactical Coordination
At 15th level, your allies have learned to move in rhythm with your instincts for decisive action. Your Tactical Aggression feature now deals extra damage the first time the creature is hit by a weapon attack each turn, instead of each round.
Additionally, at the end of your turn, one creature you choose within 5 feet of you gains a bonus to their Armor Class equal to half your proficiency bonus (rounded down) until the start of your next turn.
Source: Morgave Miscellany, pg. 59
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