Some marshals find themselves most at home aboard a ship, commanding their trusty crew. Such captains can inspire improbable feats from their allies and utter terror in their enemies.
Beginning when you choose this archetype at 3rd level, you can use your bonus action in combat to choose an ally within 30 feet. That ally gains a climb speed equal to their base speed until the start of your next turn. Outside of combat, you can spend a use of this ability to grant a single ally within 30 feet an expertise die on Acrobatics or Athletics checks made to climb. You may use this ability a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest . Additionally, you gain proficiency with water vehicles if you do not already have it. If you are already proficient, you gain an expertise die.
At 7th level, you and all allies within range of your Commanding Presence add your Charisma modifier to saving throws against forced movement or being knocked prone .
Additionally, you may use your Inspired Movement feature to grant an ally a swim speed instead of a climb speed during combat or an expertise die to Athletics checks made to swim.
At 11th level, you and your crew’s reputation has spread far and wide. You gain a bonus to Intimidation checks equal to the number of allies within range of your Commanding Presence (to a maximum equal to your Charisma modifier).
Additionally, you can use a bonus action and spend 1 exertion point to intimidate one creature you can see within your Commanding Presence. Roll an Intimidation check opposed by the target’s Insight. On a failure, it becomes frightened of you for 1 minute. At the end of each of its turns, a frightened creature can repeat the saving throw , ending the effect on itself on a success.
X Marks the Spot
At 15th level, you develop an uncanny nose for treasure. You can spend a minute in contemplation, after which you learn the direction and approximate distance of the most valuable treasure hoard within three miles. If no such hoard is within range, you instead only learn the direction of the closest valuable treasure horde. Once you have used this feature you can’t use it again until you finish a long rest .
Additionally, while at sea, you cannot become lost except by magical means. At the Narrator’s discretion, this feature may also apply to similar bodies of water, such as large lakes or underground oceans. You also gain advantage on saving throws against illusory terrain or magic that causes you to become lost, regardless of the terrain.
Terror of the Seas
At 18th level your reputation has spread so far that the very mention of your name makes knees tremble. You can, as an action, spend 3 exertion points to make a single Intimidation check against a number of enemies equal to your Charisma modifier that are in range of your Commanding Presence. Each target rolls an opposed Insight check, mutinying and turning against their leader for a number of rounds equal to your Charisma modifier on a failure. Once a creature has been affected by this ability, it cannot be affected again for 24 hours.