Most marshals have already had experience in the field, even if it came from leading a tiny expedition. Some are former military leaders who have relinquished their commands to seek their fortunes in the world. Others might have lost their units and be out for revenge against the enemy that brought them to ruin. Whatever the individual's triumphs or defeats were before becoming an adventurer, every marshal can lead, and lead well.

Marshals develop specialized combat maneuvers called exploits. In their elementary form, they are strikes and commands designed to shift the battle toward a more favorable outcome. In addition to these exploits, marshals issue commands and orders that improve their allies' performance. Some of these commands can restore health and vigor, while others make allies more alert and ready for new challenges.

A marshal's talents can come from many different aspects of personality or endeavor. Some depend on their bravado, goading their companions to take risks to reap great rewards. Others have keen insight into their enemies' minds. Some marshals specialize in hit-and-run tactics, and others are resourceful leaders who always have some trick up their sleeves. The most common marshals include those whose presence alone is enough to bind disparate heroes together and the tactical savants who spot weaknesses and exploit them.

When dark forces muster in the wilderness, when hosts of monsters assemble to sack civilization's last redoubts, it falls to the marshal to lead the warriors in defense of their lands. Marshals draw from their experience and passion to lend courage, skill, and hope to those under their command. A marshal forms the iron core of any unit of soldiers, uniting their purpose and bolstering their commitment to see the conflict to its conclusion.

The number of attacks increases to three when you reach 11th level in this class.

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

At 3rd level, you choose a school of tactics that you strive to emulate in your Combat styles and techniques, such as the Battle Captain. The archetype you choose grants you features at 3rd level and again at 6th, 14th, and 20th level. Each school is detailed in Marshal School Options .

You excel at defending narrow passages, doorways and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all your expended superiority dice when you finish a short or long rest.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Maneuvers. You learn three maneuvers of your choice, which are detailed under the "Maneuvers" section for the Battle Master, PHB 74. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

This may be used twice per short rest. At 10th level, it may be used three times per short rest instead.

Beginning at 1st level, you grant an allied creature or yourself the ability to heal within combat. Using your Bonus Action, the target spends a healing dice, heals for that much and an additional 1d6 hit points.

Using their inspiring word, marshals can grant their comrades additional resilience with nothing more than a shout of encouragement.

Also at 1st level, you have chosen your preferred style of presence. Each presence is detailed in Commanding Presence Options .

At 1st level, you have chosen your preferred style of leadership. Each style is detailed in Leader Styles .

You start with the following equipment, in addition to the equipment granted by your background:

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll

If multiple marshal allies who have this class feature can see the ally, he or she gains the bonus from only one of them (the ally's choice).

When an ally you can see uses an Action to make an attack, the ally gains a bonus to the first attack roll of that attack. The bonus equals half your Intelligence modifier.

When an ally who can see you uses an Action to make an Attack, that ally can use a Bonus Action to Disengage a number of 5ft increments equal to your Intelligence or Wisdom modifier before or after the attack.

When an ally who can see you uses an action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.

If the ally can see multiple marshal allies who have this class feature, the ally regains hit points from only one of them (the ally's choice).

When an ally who can see you uses an action, that ally also regains hit points equal to one-half your level + your Charisma modifier.

When any ally who can see you uses their Action, that ally gains a bonus to all defenses equal to half your Wisdom modifier or half your Charisma modifier until the start of his or her next turn.

When an ally who can see you uses an Action to make an Attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a Bonus Action to Attack or Dash after the initial attack. If the attack misses, the ally grants advantage to all enemies until the end of his or her next turn.

You and each ally within 50ft who can see and hear you gain Advantage to Initiative checks.

You and any ally within 50ft of you who can see and hear you gain an Advantage on Insight checks and Perception checks.

Once per Short rest, when Initiative is rolled, you or one ally within 15ft may move half their speed.

When you make a ranged attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

At 17th level, you respond to danger with extraordinary vigilance. You can use your reaction for an opportunity attack even if you have already expended your reaction this round, but not if you have already used your reaction this turn.

Starting at 13th level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.