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  Marshal ................................................................................................................................................................. 1 
       Class Features ................................................................................................................................................. 3 
       Banners............................................................................................................................................................. 5 
       Cohorts ............................................................................................................................................................ 6 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission. 
  Marshal is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2017 Mage Hand Press. All Rights Reserved 
  
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  Marshal 
  A half-elven man, regal and imposing, sits astride an 
  armored warhorse. He is adorned in the outlandish 
  attire of a high-ranking commander, his chest weighed 
  down with ribbons and medals, and carries on his hip 
  an ornately decorated saber. To his right, a powerfully 
  built orcish woman in far less decorative attire sits 
  astride her own horse, carrying a large, though 
  pedestrian, greataxe. They begin their ride down the 
  city road, accompanied by the blaring of trumpets and 
  banging of drums, which announce their approach to 
  the castle to receive yet another medal.  
       A dwarven woman, shrouded in a cloak, sits 
  huddled near the stump of a long-felled tree. Eyes 
  surveying the darkened woods, she shudders from the 
  cold. She makes every effort to shrug it off and conceal 
  her need for the roar of the campfire, as she steels 
  herself for her watch. Another dwarf, also a woman, 
  taps her on the shoulder from behind. Handing the 
  cloaked dwarf a bowl of stew, piping hot and fresh 
  from the pot, she motions her towards the fire. After a 
  moment of hesitation, the cloaked dwarf takes her bowl 
  and digs in, taking a moment to glance with admiration 
  and thanks, as her commander assumes the watch in her 
  stead. 
       An orc warchief sits in his tent, deliberating on his 
  next move. He pores over the list of the dead from the 
  most recent battle, knowing full well that the list will 
  only grow longer; if he doesn’t pick his next target 
  correctly, his whole clan will surely be wiped out. 
  Wracked by indecision, he reviews the flurry of details 
  again in his mind, and slouches low in his chair. Then, 
  another orc, garbed in the clothing of a hunter and 
  scout, barges into his tent and shoves a scroll into his 
  hands: it’s just the news he needs. He laughs, stabs his 
  knife into the map of his next, final target, and pops the 
  cork from a bottle of mead: tomorrow, there shall be 
  blood. And glory. 
       Decisive leaders and brilliant strategists, marshals 
  inspire their allies to greatness. Invariably, they stand 
  alongside their cohorts, their devoted lieutenants, 
  whom they entrust with their lives, and train for 
  leadership. Marshals out-plan and out-strategize their 
  enemies, overwhelming them with tight coordination 
  and precise strikes. While these tactics rarely afford 
  marshals the killing blow, it ensures they’re always on 
  the winning side. 
   
   
   
   
   
   
   
   
   
   
  Cohort 
  Feature 
   
   
   
   
    Level 
  Proficiency 
  Bonus 
  Features 
  Battle 
  Dice 
  1st 
  +2 
  Born Leader, 
  Fighting Style 
  ⎯ 
  ⎯ 
  2nd 
  +2 
  Cohort, True 
  Loyalty 
  ⎯ 
  Cohort 
  feature 
  3rd 
  +2 
  Banner, War 
  Tactics 
  2d8 
  ⎯ 
  4th 
  +2 
  Ability Score 
  Improvement 
  2d8 
  ⎯ 
  5th 
  +3 
  Blitz 
  2d8 
  ⎯ 
  6th 
  +3 
  ⎯ 
  3d8 
  Cohort 
  feature 
  7th 
  +3 
  Banner feature 3d8 
  ⎯ 
  8th 
  +3 
  Ability Score 
  Improvement 
  3d8 
  ⎯ 
  9th 
  +4 
  Advanced 
  Tactics, 
  General’s 
  Resolve 
  3d8 
  ⎯ 
  10th 
  +4 
  ⎯ 
  3d10 
  Cohort 
  feature 
  11th 
  +4 
  Coordinated 
  Strike 
  3d10 
  ⎯ 
  12th 
  +4 
  Ability Score 
  Improvement 
  3d10 
  ⎯ 
  13th 
  +5 
  Banner feature 3d10 
  ⎯ 
  14th 
  +5 
  ⎯ 
  4d10 
  Cohort 
  feature 
  15th 
  +5 
  Lead by 
  Example 
  4d10 
  ⎯ 
  16th 
  +5 
  Ability Score 
  Improvement 
  4d10 
  ⎯ 
  17th 
  +6 
  Banner feature 4d10 
  ⎯ 
  18th 
  +6 
  Immortal 
  Legion 
  4d10 
  ⎯ 
  19th 
  +6 
  Ability Score 
  Improvement 
  4d10 
  ⎯ 
  20th 
  +6 
  Warlord 
  4d10 
  Cohort 
  feature 
  The Marshal 
  
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  Fearless Leaders 
  People of all talents and walks of life aspire to leadership, 
  but few innately inspire loyalty the way a marshal does, or 
  are as comfortable in command. For a marshal, taking 
  charge of a situation isn't an option, it’s the only course of 
  action. Each marshal demonstrates supreme confidence 
  while in command, but the best of them resolutely accept 
  accountability for success and failure alike, a tendency that 
  fosters true camaraderie in their followers and total loyalty 
  in their cohorts. 
       Moreover, marshals are trained in both the basics of 
  combat styles and battlefield strategy. Where they 
  themselves can’t be at the forefront of fighting, they ensure 
  that the right people are leading the change to ensure 
  victory. Marshals tend to be preoccupied with the big 
  picture, planning for worst case scenarios and strategizing 
  two steps ahead. They tend to look at the mettle and loyalty 
  of their followers, rather than their intelligence or training, 
  as a measure of their fitness for tasks. 
  Right Hand Man 
  Often, a great leader is only as good as their 
  lieutenant, their right-hand man, appointed to 
  execute their orders and safeguard their 
  vision of success. Marshals entrust this 
  responsibility to a cohort, who is far more than 
  a simple soldier: they are a confidant, an 
  advisor, a trusted friend, and a loyal 
  companion. Cohorts see their commander as a 
  wellspring of inspiration, and are bettered by 
  the training and camaraderie following them 
  brings, and will readily fight beside their 
  commander to their dying breath. 
  Creating a Marshal 
  Marshals are consummate leaders and generals, 
  though this can be realized in radically different 
  ways. Your marshal may be an officer in 
  an army, the chief of a tribe, the 
  captain of a ship, or any other of 
  a number of leadership roles. 
  The only commonalities all 
  marshals share are positions of 
  authority and a natural 
  inclination towards leadership.  
       Importantly, you should consider what 
  kind of leader your marshal is; not simply 
  their choice of banner, but how they treat  
   
  their subordinates, in what manner they give orders, and 
  how they inspired their cohort. Do you rally others to their 
  side with a magnetic personality or a stoic facade? How 
  might you deal with a dilemma that offers no clear winning 
  strategy? In what manner do you treat your foes once 
  you’ve secured victory? 
       You should also think of previous victories or defeats 
  that have defined your marshal in the past. Has your story 
  been that of a meteoric rise or a disgraceful fall? What 
  event first thrust you into leadership, and how did you first 
  take to it? Which success or defeat led you to the life of an 
  adventurer? 
  Quick Build 
  You can make a Marshal quickly by following these 
  suggestions. First, make Charisma your highest ability 
  score, followed by Strength. Next, select History and 
  Persuasion as your skills, and take the Dueling Fighting 
  Style. 
  
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  Class Features 
  As a marshal, you gain the following class features. 
  Hit Points 
  Hit Dice: 1d8 per marshal level 
  Hit Points at 1st Level: 8 + your Constitution modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per marshal level after 1st 
  Proficiencies 
  Armor: Light armor, medium armor, shields 
  Weapons: Simple weapons, martial weapons 
  Tools: None 
  Saving Throws: Constitution, Charisma 
  Skills: Choose two from Animal Handling, Athletics, 
  Deception, History, Insight, Intimidation, Perception, 
  and Persuasion 
  Equipment 
  You start with the following equipment, in addition to the 
  equipment granted to you by your background: 
  • (a) scale mail, or (b) leather armor  
  • A dagger and (a) a warhammer or (b) any simple 
  weapon  
  • (a) a light crossbow and 20 bolts or (b) a shortbow and 
  20 arrows  
  • An embroidered standard and (a) a traveler's pack or 
  (b) one kit you're proficient with 
  Born Leader 
  By 1st level, your competence and commanding personality 
  lend you a knack for leadership. Common folk defer to 
  your authority and influence, especially in times of crisis. 
  As a result, you have advantage on any Charisma 
  (Persuasion) check you make to convince someone to let 
  you take charge of a situation or to give someone orders in 
  a dangerous situation. 
       Additionally, you can use your Charisma modifier, 
  instead of your Intelligence modifier, to any ability check 
  you make related to planning, strategy, or tactics. 
  Fighting Style 
  At 1st level, you adopt a style of fighting as your specialty. 
  Choose one of the following options. You can’t take a 
  Fighting Style option more than once, even if you later get 
  to choose again. 
       Archery. You gain a +2 bonus to attack rolls you make 
  with ranged weapons. 
       Defense. While you are wearing armor, you gain a +1 
  bonus to AC. 
       Dueling. 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 
       Protection. 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.  
  Cohort 
  Starting at 2nd level, you gain a loyal cohort to who carries 
  your banner and does battle in your name. Select a 
  companion from the Cohort section; following an 8-hour 
  initiation period, that creature becomes your cohort and 
  gains all the benefits of your True Loyalty ability. You can 
  have only one cohort at a time. 
       If your cohort is ever slain, you can raise them from the 
  dead by the usual methods, such as the raise dead spell, or 
  you can spend 8 hours initiating a new cohort. If you do so, 
  your previous cohort loses all abilities granted by your True 
  Loyalty ability, even if it is later returned to life. 
  True Loyalty 
  The cohort you gain at 2nd level obeys your commands as 
  best it can. Your cohort takes its turn immediately before or 
  after your turn (your choice), and you determine its actions, 
  decisions, attitudes, and so on. If you are incapacitated or 
  absent, your companion acts on its own. 
       Your cohort has abilities and game statistics determined 
  in part by your marshal level. Your cohort uses your 
  proficiency bonus rather than its own. In addition, at 2nd, 
  6th, 10th, 14th, and 20th levels, your cohort gains new 
  abilities based on its archetype.  
       Your cohort gains proficiency in skills listed in its 
  statistics. It also gains proficiency with simple weapons, 
  martial weapons, light, medium, or heavy armor if its 
  statistics contain weapons or armor from that category. For 
  each marshal level you gain after 2nd, your cohort gains an 
  additional hit die and increases its hit points accordingly.  
       Whenever you gain the Ability Score Improvement class 
  feature, your cohort’s abilities also improve. Your cohort 
  can increase one ability score of your choice by 2, or it can 
  increase two ability scores of your choice by 1. As normal, 
  your companion can’t increase an ability score above 20 
  using this feature unless its description specifies otherwise.  
       Your cohort’s alignment is within one step of you own, 
  and has a personality trait and flaw determined by the GM.  
   
  
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  Its bond is always, “I will follow my commander into any 
  fray, and I will gladly fight by his/her side until my death.” 
       Your cohort is always considered to be in range of your 
  marshal features and abilities. 
  Banner 
  Starting at 3rd level, you adopt a banner which you fly in 
  combat, serving as a beacon for your troops. You can select 
  from the banners which are detailed at the end of the class 
  description. Your choice grants you features at 3rd level, 
  and again at 7th, 13th, and 17th level. 
  War Tactics 
  Starting at 3rd level, you have a pool of battle dice, which 
  are d8s, that use can use to bolster your allies or perform 
  special maneuvers in combat. You begin with 2 battle dice, 
  and regain all expended battle dice when you take a short 
  or long rest, or when you roll initiative. 
       Your battle die changes and more battle dice become 
  available when you reach certain levels in this class, as 
  shown on the Battle Dice column of the Marshal table. 
       You can spend battle dice to use the following 
  maneuvers: 
       Brace. As a bonus action on your turn, you can expend a 
  battle die to bolster your allies. Each allied creature within 
  30 feet of you that can see or hear you adds the battle die to 
  all saving throws it makes until the end of your next turn. 
       Rally. As a bonus action on your turn, you can expend a 
  battle die to choose one allied creature within 60 feet of 
  you who can see or hear you. That creature regains hit 
  points equal to the die rolled + your Charisma modifier. 
  You cannot use this ability to heal a creature who has 0 hit 
  points.  
       Staggering Strike. As a bonus action when you take the 
  Attack action on your turn, you can expand a battle die to 
  attempt to stun a humanoid target. On a hit, the target must 
  make a Constitution saving throw (DC equals 8 + your 
  proficiency bonus + your Charisma modifier) or be 
  incapacitated until the beginning of your next turn. 
  Ability Score Improvement 
  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. 
  Blitz 
  Starting at 5th level, as a bonus action on your turn, you 
  can direct your cohort or a friendly creature within 60 feet 
  that can see or hear you to fight alongside you. The chosen 
  creature uses its reaction to move up to its movement speed 
  or make a single weapon attack. 
  Advanced Tactics 
  At 9th level, your maneuvers improve in the following 
  ways: 
       Brace. Allies can also add the battle die to their ability 
  checks until the beginning of your next turn. 
       Rally. Whenever you spend a battle die to cause a 
  creature to regain hit points, that creature also gains 
  temporary hit points equal to your marshal level.  
       Staggering Strike. When you hit with a staggering 
  strike, you add the battle die to the damage roll. 
  General’s Resolve 
  By 9th level, you can shake off compulsions and fear that 
  would cripple a normal man. You can't be charmed or 
  frightened. Also, each friendly creature within 10 feet of 
  you has advantage on saving throws against being charmed 
  or frightened. 
  Coordinated Strike 
  By 11th level, you and your cohort fight as a perfect 
  fighting unit. Whenever you attack a creature that your 
  cohort hit with a weapon attack since the end of your last 
  turn, you deal an additional 2d8 damage on a hit. 
  
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  Lead by Example 
  Starting at 15th level, whenever you roll a 20 on an attack 
  roll, ability check, or saving throw, each friendly creature 
  within 30 feet has advantage any time they make that same 
  type of roll (attack roll, ability check, or saving throw) until 
  the beginning of your next turn. 
  Immortal Legion 
  At 18th level, when a friendly creature within 120 feet that 
  can see or hear you drops to 0 hit points, but is not killed 
  outright, you can use your reaction to cause that creature to 
  drop to 1 hit point instead. 
       Once you use this ability, you must finish a short or long 
  rest before you can do so again. 
  Warlord 
  At 20th level, when a friendly creature you can see within 
  30 feet makes an attack against a creature within its range 
  and misses, you can turn the miss into a hit. Alternatively, 
  if it makes a saving throw and fails, you can turn it into a 
  success. 
       Once you use this ability, you must finish a long rest 
  before you can do so again. 
  Banners 
  Marshals of all kinds endeavor to be true kings of the 
  battlefield, mastering all of its secrets, and gathering the 
  best men to their side to fight in their armies. To that end, 
  they adopt symbols denoting their command style, values, 
  and skills. 
  Eagle 
  With sharp eyes and even sharper arrows, marshals of the 
  Eagle seek to be lords of speed and ranged combat, 
  mastering bow, sling, and ballista alike. 
  Maneuver: Eagle Shot 
  Starting when you choose this banner at 3rd level, you 
  learn the following maneuver:  
       When you make a ranged weapon attack roll against a 
  creature, you can use your bonus action and expend a battle 
  die to add it to the roll. You can use this ability before or 
  after making the attack roll, but before the GM says 
  whether the attack hits or misses. 
  Vantage Point 
  By 7th level, you can quickly scale walls to gain a perch 
  above your foes. Climbing no longer costs you extra 
  movement. In addition, by climbing at half speed, you can 
  climb up difficult surfaces (such as vertical walls) without 
  making an ability check. 
  Close-Quarters Shooting 
  At 13th level, being within 5 feet of a hostile creature 
  doesn’t impose disadvantage on your ranged attack rolls or 
  the ranged attack rolls of friendly creatures within 20 feet 
  of you. 
  Darken the Skies 
  Starting at 17th level, when you take the Attack action on 
  your turn, you can fire a hail of arrows. You can use your 
  action to make a ranged attack against any number of 
  creatures within 10 feet of a point you can see within your 
  weapon’s range. You must have ammunition for each 
  target, as normal, and you make a separate attack roll for 
  each target. A creature only benefits from cover from these 
  attacks if it is sheltered from overhead. 
       Additionally, you can use your bonus action to 
  command an ally that can see or hear you to join the arrow 
  rain. The chosen creature uses its reaction to make a single 
  ranged weapon attack against one of the creatures you 
  targeted. 
  Lion 
  Bravery in the face of overwhelming odds, mastery of 
  horsemanship and mounted combat, and unwavering honor 
  are the hallmarks of marshals of the Lion. 
  Maneuver: Lion’s Challenge 
  Starting when you choose this banner at 3rd level, you 
  learn the following maneuver:  
       As a bonus action when you hit a creature with a 
  weapon attack, you can expend one battle die to challenge 
  the target to a duel. The target must make a Wisdom saving 
  throw (DC equals 8 + your Charisma modifier + your 
  proficiency bonus). On a failed save, the target has 
  disadvantage on all attack rolls against targets other than 
  you until the end of your next turn. 
  Saddle Sure 
  At 7th level, you have advantage on saving throws made to 
  avoid falling off your mount. If you fall off your mount, 
  you always land on your feet if you are capable of taking 
  actions. Mounting or dismounting a creature costs you only 
  5 feet of movement, rather than half your speed. 
       Additionally, you can force an attack targeted at your 
  mount to target you instead. 
   
   
  
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  Reposition 
  Starting at 13th level, you and up to three friendly creatures 
  you choose can each move up to 20 feet when you roll 
  initiative. 
  Lion’s Gambit 
  Starting at 17th level, when you take damage from a 
  creature that is within 5 feet of you. you can use your 
  reaction to make a melee weapon attack against that 
  creature and add half your level to the damage roll. 
       You can make this attack three times, and you regain all 
  expended uses of it when you finish a short or long rest. 
  Cohorts 
  More than a mere soldier in your army, your cohort is the 
  most steadfast of allies, is loyal to a fault, and will likely be 
  a lifelong ally and friend. But not all cohorts are cut from 
  the same cloth or possess the same skills―choose from the 
  following archetypes when you enlist a new cohort. 
  Berserker 
  Vicious and wild, the Berserker tears across the battlefield 
  in a wild frenzy, devastating its enemies with boundless 
  rage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Berserker 
  Medium humanoid (any race), any alignment 
  Armor Class 12 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  9 (-1) 
  WIS 
  10 (+0) 
  CHA 
  9 (-1) 
  Skills Athletics +4, Survival +3 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  Cohort. While following the command of a marshal, the 
  berserker gains additional abilities based on the marshal’s 
  level: 
  2nd. Rage (Recharges after a Long Rest). The berserker can 
  enter a rage as a bonus action, gaining the following 
  benefits for 1 minute: 
  • The berserker has advantage on Strength checks and 
  Strength saving throws. 
  • The berserker deals an additional 2 damage on melee 
  weapon damage rolls.  
  • The berserker has resistance to bludgeoning, piercing, 
  and slashing damage. 
  This rage ends early if the berserker is knocked 
  unconscious or if the berserker does not attack a hostile 
  creature or take damage on its turn. The berserker can 
  also end its rage on his turn as a bonus action. 
  2nd. Unarmored Defense. While not wearing armor, the 
  berserker gains a bonus to AC equal to its Constitution 
  modifier. 
  6th. Relentless (Recharges after a Long Rest). If the 
  berserker takes damage that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead.  
  10th.Rage. The berserker can rage twice before requiring a 
  long rest and deals an additional 3 on melee weapon 
  damage rolls while raging. 
  14th.Brutal Critical. The berserker deals an additional die of 
  damage on a critical hit. 
  20th.Rage. The berserker can rage three times before 
  requiring a long rest and deals an additional 4 damage 
  on melee weapon damage rolls while raging. 
  ACTIONS 
  Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 8 (1d12 + 2) slashing damage. 
  Handaxe. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
   
  
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  Champion 
  A Champion is a skilled, tactical fighter, just as 
  comfortable in the saddle during military drills as armored 
  on the field of battle. 
   
   
   
   
  Hunter 
  A Hunter is a naturally skilled tracker and outlander, as 
  comfortable in the depths of the woods as in a tavern or or 
  town. 
   
   
  Champion 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (scale mail, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  14 (+2) 
  DEX 
  11 (+0) 
  CON 
  13 (+1) 
  INT 
  11 (+0) 
  WIS 
  12 (+1) 
  CHA 
  9 (-1) 
  Skills Athletics +4, Handle Animal +3 
  Saving Throws Strength +4, Constitution +3 
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  Cohort. While following the command of a marshal, the 
  champion gains additional abilities based on the marshal’s 
  level: 
  2nd. Ability Score Increase. The champion’s Strength, 
  Dexterity, or Constitution increases by scores by 2, to a 
  maximum of 20. 
  2nd. Martial Prowess. The champion deals an additional 2 
  damage on melee weapon damage rolls. 
  6th. Second Wind (Recharges after a Short or Long Rest).  
  On his turn, the champion can use a bonus action to 
  regain hit points equal to 1d10 + the marshal’s level. 
  10th.Martial Prowess. The champion deals an additional 4 
  damage on melee weapon damage rolls. 
  10th.Deadly Accuracy. The champion’s weapon attack rolls 
  score a critical hit on a roll of 19 or 20. 
  14th.Defensive Prowess. While wearing armor, the 
  champion’s AC increases by 1. 
  20th.Martial Advantage (1/Turn). The champion can deal an 
  additional 7 (2d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally 
  of the champion that isn’t incapacitated. 
  ACTIONS 
  Javelin. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., 
  one target. Hit: 5 (1d6+2) piercing damage. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used in two hands. 
   
   
  Hunter 
  Medium humanoid (any race), any alignment 
  Armor Class 14 (studded leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  10 (+0) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  10 (+0) 
  WIS 
  14 (+2) 
  CHA 
  9 (-1) 
  Skills Nature +2, Survival +4 
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  Cohort. While following the command of a marshal, the 
  hunter gains additional abilities based on the marshal’s level: 
  2nd. Sharpshooter. The hunter adds 2 to its ranged weapon 
  attack rolls. 
  6th. Spellcasting. The hunter is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC = 8 + the 
  hunter’s Wisdom modifier + the marshal’s proficiency 
  bonus, spell attack modifier = 10 + the hunter’s Wisdom 
  modifier + the marshal’s proficiency bonus). The hunter 
  has following ranger spells prepared: 
  1st level (2 slots): animal friendship, hunter’s mark 
  10th.Evasion. If the hunter is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the hunter instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it 
  fails. 
  10th.Two-Weapon Fighting. If the hunter wields two light 
  melee weapons, it can use a bonus action to make an 
  additional melee weapon attack. It does not add its 
  ability score modifier to the damage of the second 
  attack. 
  14th.Spellcasting. The hunter has the additional following 
  ranger spells prepared: 
  2nd level (2 slots): pass without trace, spike growth 
  20th.Spellcasting. The hunter has the additional following 
  ranger spells prepared: 
  3rd level (2 slots): call lightning, protection from energy 
  ACTIONS 
  Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
   
  
  8 
  magehandpress.com 
   
   
  Stalker 
  Stealthy and subversive, the Stalker is just as adept an 
  assassin as a burglar or thief. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Stalker 
  Medium humanoid (any race), any alignment 
  Armor Class 14 (studded leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  9 (-1) 
  DEX 
  14 (+2) 
  CON 
  11 (+0) 
  INT 
  13 (+1) 
  WIS 
  12 (+1) 
  CHA 
  11 (+0) 
  Skills Acrobatics +4, Stealth +4 
  Senses passive Perception 11 
  Languages any one language (usually Common) 
  Challenge 1/4 (50 XP) 
  Cohort. While following the command of a marshal, the 
  stalker gains additional abilities based on the marshal’s level: 
  2nd. Expertise. The stalker doubles the proficiency bonus 
  added to two of the skills or tools it is proficient in. 
  2nd. Sneak Attack (1/Turn). The stalker deals an extra 3 (1d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the stalker that isn't 
  incapacitated and the stalker doesn't have disadvantage 
  on the attack roll. 
  6th. Sneak Attack. The stalker’s Sneak Attack damage 
  increases to 2d6.   
  6th. Uncanny Dodge. When the stalker takes damage from 
  an effect it can see, it can halve that damage as a 
  reaction.  
  10th.Evasion. If the stalker is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the stalker instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it 
  fails. 
  10th.Sneak Attack. The stalker’s Sneak Attack damage 
  increases to 3d6.  
  10th.Two-Weapon Fighting. If the stalker wields two light 
  melee weapons, it can use a bonus action to make an 
  additional melee weapon attack. It does not add its 
  ability score modifier to the damage of the second 
  attack. 
  14th.Sneak Attack. The stalker’s Sneak Attack damage 
  increases to 4d6.   
  20th.Assassinate. During its first turn, the stalker has 
  advantage on attack rolls against any creature that 
  hasn't taken a turn. Any hit the stalker scores against a 
  surprised creature is a critical hit. 
  ACTIONS 
  Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  
   
   
  Producers 
  Kyle Beltz  
  Robert H 
  Dustin Harbuck 
  AceofKnaves 
  Jeffrey Griffith 
  Glitch 
  William Corrie 
  bolthawk 
  Justin Forkner 
  Bryce Clark 
  Tyler Richie 
  Julien Therrien 
  M. Maxwell 
  Matuszak 
  Brandon Martin 
  Grif 
  tyrell hayward 
  Kura Tenshi 
  Quinn Wolfe 
  Michael Jeanes 
  Jared Masouras 
  Alexander 
  Garcia 
  Ariel Drissman 
  brandon johnson 
  Data Frag 
  The Knuckle of 
  Vecna 
  JA 
  John Daniel 
  Zillman 
  Kody 
  Wyrm_f00d 
  Charles Koeppel 
  Flynn Patrick 
  Harne 
  Robert Field 
  Dreydon Barber 
  Drew Hayes 
  Jason Ford 
  Skeleton Jester 
  Gregory 
  Karl Bludworth 
  Pandric 
  luke maxwell 
  Daniel 
  Lamoureux 
  Neyd Harlequin 
  Matthew Atkins 
  LeoSaysNO 
  William Dunbar 
  Joshua Cates 
  Jordan Snyder 
  SixAughtFive 
  Garrett Lloyd 
  Joe Shine 
  Eddie Freeman 
  Brandon 
  Spencer Houston 
  Guðmundur 
  Guðmundsson 
  Kurt C Yost 
  Zackary D 
  Szechenyi 
  Wes Decker 
  Travis Prosser 
  Shadistro 
  The Palm of 
  Vecna 
  Patrick van der 
  Linde 
  Patrick Jackson 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Art Credits 
  Pg. 1 by Martin Kirby 
  All other art is public domain, CC0. 
  
   
   
  License 
  This material is being released under the Open Gaming License.  
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
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  make it enforceable. 15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Marshal Copyright 2017, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair 
  END OF LICENSE 
  
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