June 19, 2019

Jolly Roger

Marshal Banner
Comments from the Finger: It was impossible to listen to the first episode of Hero Club's new season Here There Be Monsters and not think that Captain Drake Muldoon would make a great Marshal. So, in rare form, I wrote an archetype for one of our base classes for the blog.

This subclass is for our Marshal class, available free

Jolly Roger

The skulls and crossbones adorning the Banner of the Jolly Roger need no introduction: it means thieves, brigands, treasure, and adventure on the high seas. Moreover, it means a the strong backs of a crew working in unison, piloting a ship from horizon to horizon, under the command of a fierce captain and their first mate.

Bonus Proficiencies
Starting when you choose this banner at 3rd level, you gain proficiency in the Sailing skill. If you already have proficiency in this skill, you can add twice your proficiency bonus to any ability check you make using it.
     Note: This skill is found in our High Seas Update.

Maneuver: Double Thrust
Starting when you choose this banner at 3rd level, you learn the following maneuver:
     When you use the Attack action with an finesse weapon on your turn, you can spend one battle die  as a bonus action to make an additional attack with that weapon. This attack adds the battle die, instead of your ability score, to the weapon's damage roll.

Fancy Footwork
By 7th level, your elegant swordplay lets you place enemies where you want them. Whenever you make an attack roll against a creature of your size or smaller on your turn, you can switch places with them. This movement doesn't provoke opportunity attacks.

Unfair Play
Beginning at 13th level, both you and your cohort can take the Use an Object action, Hide action, or make a shove attempt as a bonus action. You have advantage on Strength (Athletics) checks you make to push another creature out of a boat.

All Hands on Deck
By 17th level, your crew works in perfect unison at your directive. You can use your action on your turn to direct each friendly creature within 60 feet that can see or hear you to take an action of your choice, other than the Attack or Cast a Spell actions. A creature can use its reaction to take this action.

8 comments:

  1. Sailing skill? Is that something in Ghosts of Saltmarsh or is that meant to be Vehicles (water)?

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    1. I'm fairly certain that references their High Seas book.

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    2. It's a homebrew skill they have introduced in High Seas. If you don't use I think you can safely substitute it with water vehicles.

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    3. Yup, it's from High Seas (and it can substitute with water vehicles as well.) I'll make a note on the post about that.

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  2. Looking good, by the way! The marshall definitely needed some more options.

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    1. I'll be working on it here on the blog, I think. I really like the marshal and want to give it a ton more support.

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  3. Any chance of getting Banners' for Dark Matter?

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