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Marshal

Medium humanoid, any alignment

Armor Class 20 (plate armor, shield) Hit Points 170 (20d10 + 60) Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 14 (+2) 16 (+3) 18 (+4)

Saving Throws Str +9, Con +7, Wis +7, Cha +8 Skills Athletics +9, History +6, Insight +7, Intimidation +8, Perception +7, Persuasion +8 Senses passive Perception 17 Languages Common plus two Challenge 10 (5,900 XP) Proficiency Bonus +4

Brave. The Marshal has advantage on saving throws against being frightened.

Battlefield Command. Allied creatures within 60 feet of the Marshal that can see or hear him have advantage on saving throws against being frightened and charmed.

Legendary Warrior. When the Marshal would be reduced to 0 hit points, he can drop to 1 hit point instead. Once per long rest.

Sworn Cause (3/Day). When the Marshal hits a creature with a melee weapon attack, he may add 15 radiant damage to the hit.

Actions

Multiattack. The Marshal makes three attacks with his longsword or greatsword.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) if used with two hands.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Rally (Recharge 5-6). Up to four allied creatures within 60 feet that can see or hear the Marshal each gain 15 (4d6 + 1) temporary hit points and may immediately use their reactions to move up to their speed without provoking opportunity attacks.

Command (1/Day). The Marshal picks up to six allied creatures he can see within 60 feet who can hear him. Each may immediately use its reaction to make one melee weapon attack.

Reactions

Parry. When the Marshal is hit by a melee attack he can see the attacker, he adds 3 to his AC against that attack.

Legendary Actions

The Marshal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Marshal regains spent legendary actions at the start of his turn.

Attack. The Marshal makes one longsword attack.

Move. The Marshal moves up to his speed without provoking opportunity attacks.

Command Ally (Costs 2 Actions). One allied creature within 30 feet of the Marshal that can see or hear him may use its reaction to make one melee weapon attack.

Description

The Marshal is the veteran general who has held a stretch of country against every threat that came at it. In a court, he commands the household; in a war, he commands the army; in a rebellion, he commands the loyalists. Warrior kings, war-leader lords, and captains-general all use this stat block.

Design notes

Fills the CR 10 slot at the very-strong tier of the Military axis. Terminal military tier. Above Knight Captain (new, CR 6) and Veteran / Knight (SRD, CR 3).

Design targets: army general or warrior king. Battlefield Command widens the aura to 60 feet and adds charmed to the fear immunity — a Marshal is difficult to isolate or mind-control mid-command. Legendary Warrior gives one boss-tier survival moment per long rest (a "you thought I was dead" reversal). Sworn Cause scales to 15 radiant per hit and stays at three uses per day.

Rally and Command are the action-economy multipliers appropriate to a boss-tier commander. Rally gives allies temp HP and free movement on a Recharge — activates twice or three times per encounter. Command activates six allies at once for one dramatic climax turn per day.

Legendary Actions justified: the Marshal is a boss-tier NPC for climactic fights, unlike Kingpin (schemer, wants to escape). Three simple options: extra attack, extra movement, or command an ally. Extends action economy without exotic mechanics.

Damage per round in an active fight: three greatsword attacks (~36 average) plus Sworn Cause on one hit (~5 tacked on average, higher when triggered) plus one legendary Attack (~10). Around 50 per round, boosted higher when Rally and Command fire. Aligns with CR 10 commander archetype where own damage is one of several threats.

Doubles as warrior king. A Marshal-class Lord in the Rulers Court blueprint uses this stat block instead of Noble or Knight. Named lords who campaign personally, chapter masters of great orders, and rebel captains all fit.