I really like the idea behind the Marshal base class from D&D 3.5e's "Miniature's Handbook". But, when playing it, I always felt like I had nothing to do from turn to turn. I would rarely change my Auras during combat and even more rarely would a situation come up where the trade of a standard action for someone else's move action would be useful. It had all the abilities to buff everyone else, but had no ability to do anything for himself. Especially since it felt like they should be in the midst of combat side by side with the other fighters. So, the parts that I felt were missing was the direct combat ability. And the Paladin in D&D 5e feels like it makes up for those fallacies. Also, the Paladin with a focus on leading his fellow adventurers or soldiers amidst combat feels just perfect.
Paladin Oath: Oath of Leadership
The Oath of Leadership rises a paladin to the responsibility of leading and inspiring others. Sometimes called marshals, commanders, or crusaders, these paladins inspire trust in those they lead. They earn that trust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with those under their command. With a look, they can see where to best deploy their resources or come up with a sneaky ruse to fool their enemies. Many who swear this oath have a tactician's mind, a cartographer's overview of the disputed landscape, and a way with words that can inspire battle-hardened fighters to give it their all when melee breaks out.
Tenets
Leadership. Look out for the well being and survival of your company and those entrusted to your care.
Inspiration. Inspire those you lead in all aspects of life.
Courage. Never fear to act, though caution is wise.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Oath Spells
Paladin Level Spells
3rd - Command, Healing Word
5th - Aid, Warding Bond
9th - Beacon of Hope, Spirit Guardians
13th - Compulsion, Freedom of Movement
17th - Hold Monster, Mass Cure Wounds
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
- Grant Move. You can use your Channel Divinity to direct your allies through the battlefield. As a bonus action, you can call out to a creature, other than yourself, within 30 feet. That creature immediately gets to move up to its speed following all the rules of movement.
- Grant Attack. You can use your Channel Divinity to motivate your allies and inspire them to act immediately. As an action, you can command a creature within 30 feet to allow them to make an immediate attack action.
Aura of Mobility
Starting at 7th level, whenever you or a friendly creature within 10 feet moves through nonmagical difficult terrain it costs no extra movement.
At 18th level, the range of this aura increases to 30 feet.
Army Commander
Starting at 15h level, the authority with which you direct your allies rallies entire squads. When you use your Grant Move ability, you effect as many creatures, other than yourself, of your choice within 30 feet of you rather than just a single creature.
Leading Crusader
At 20th level, as an action, you can give off a commanding leadership that will inspire all in your company to great heroics. For 1 hour, you emanate an aura of leadership. You must be conscious to grant the bonuses. You and any creature you designate while within 60 feet of you gains the following benefits:
- The creature gains a 10 feet speed increase to their base land speed.
- Whenever the creature hits with an attack roll, the damage roll gains a bonus equal to your Charisma modifier (with a minimum bonus of +1). This applies to spell attacks only if they already deal damage.
- The creature gains resistance to bludgeoning, piercing, and slashing damage.
Once you use this feature, you cannot use it again until you finish a long rest.
No comments:
Post a Comment