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🎊Happy International Translation Day🎉
✨The one who changes everything, yet changes nothing!✨
🌐All hail to the mighty Translators!🇦🇫🇰🇾🇧🇹🇰🇭🇪🇹🇧🇷
😇Gracias! Merci! Thank you! धन्यवाद!🙏

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D&D 3.5e and 4e Classes Converted to 5e #1: The Marshal (3.5e)
So, since apparently we’re doing themed days here...welcome to #TranslationDay! On Tuesday and Thursday, there will be a class from a previous edition of D&D that I will translate to 5e as best as I can. Having said that, I won’t be able to post every Tuesday and Thursday, so if I can’t I will send out a post on Monday or Wednesday informing you of that fact.
Now, before we jump into our first translated class, I also want to say: if there’s a class that you want me to tackle that I haven’t yet, just send an ask requesting it. I’ll try to translate it as soon as I can.
Now, without further ado, I present...the Marshal!
The true calling of the Marshal is war. You demonstrate your true strength and prove your worth on the battlefield. Perhaps you take service with a lord, state, or cause, training other warriors and preparing your men for the day when you will finally meet your foe in battle. Or perhaps you are a mercenary, seeking out combat wherever you can: you skirmish against orc raiders on a kingdom’s frontier one week, the next you’re helping a rebellious lord fight his king, and in a month you’re traveling to exotic, far-off lands in search of your next battle.
There are two backgrounds I would recommend for the Marshal: Noble and Soldier. Choose the Noble if you want to be sworn to a lord and have a chance to advance in society. Choose the Soldier if you want to be a mercenary.
I’m going to draw heavily on the Fighter from D&D 5e, particularly the Battle Master archetype.
Hit Points
Hit Dice: 1d10 per marshal level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per marshal level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Animal Handling, Athletics, History, Insight, Perception, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather;
(a) a martial weapon and a shield or (b) two martial weapons;
(a) a light crossbow and 20 bolts or (b) a halberd;
(a) a dungeoneer’s pack or (b) an explorer’s pack
Fighting Style: Starting at 1st level, you adopt a particular style of fighting as your specialty. Choose from the following options. You can’t take a Fighting Style option more than once, even if later you get to choose another one.
Defense: +1 bonus to AC while wearing armor.
Dueling: While you are wielding a melee weapon in one hand and no other weapon, +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you are making with a weapon you are wielding with two hands, you can reroll the die and must use the new die, even if it is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Action Surge: Starting at 2nd level, you can momentarily push yourself beyond your normal limits. On your turn, you can take an additional action on top of your normal action and a potential bonus action.
Martial Archetype: At 3rd level, you choose an archetype that you strive to emulate in your leadership and combat styles. Choose Black Knight or Company Leader, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As normal, you can’t increase an ability score over 20 using this feature.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable: Beginning at 9th level, you can use your reaction to let an ally reroll a saving throw that they fail. If you do so, they must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Martial Archetypes
Black Knight: You are a hero of the first rank, a bold and inspiring leader of men— but you do not want to be recognized. Knights entering the lists sometimes cover their heraldic devices with sable cloths to keep their identities a secret; you likewise do not display the emblems you have won, and adopt a simple nom de guerre so that no one will know who you are.
Sneak Attack: Starting at 3rd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll or if another enemy of the target is within 5 feet of it, so long as that enemy is not incapacitated and you don’t have disadvantage on the attack roll.
Cunning Action: Starting at 7th 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 only be used to take the Dash, Disengage, or Hide action.
Evasion: Starting at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Slippery Mind: Starting at 15th level, you have acquired greater mental strength. You double your proficiency in Wisdom saving throws.
Elusive: Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Company Leader: A marshal combines personal charisma, leadership, and tactical acumen like no other character. You are a born leader, the equal of a paladin. Everyone expects fl owery speech from the bard or persuasive words from the sorcerer, but the marshal and the paladin are heroes that warriors want to follow. You possess sincerity, purpose, and valor, and your potent auras allow you to manifest these virtues for your allies.
Adrenaline Boost: As a marshal, you make everyone on your team more effective at what they do. While the traditional marshal accomplishes some of that by improving his allies’ mobility, by choosing adrenaline boost you instead to take on some of the cleric’s ability to bolster the health of your allies. Starting at 3rd level, you can exhort your allies to discover a reservoir of energy they didn’t think they had. Once per day, as an action, you can grant temporary hit points equal to your marshal level to any or all of your allies within 30 feet (but not to yourself). If the ally’s current hit point total is no more than half his full normal hit points, the number of temporary hit points granted to that character is doubled (to twice your marshal level). This ability only affects allies who can hear you and can understand your language.
Combat Superiority: Starting at 7th level, you learn maneuvers that are fueled by special dice called superiority dice. You learn three maneuvers of your choice from the Fighter Battle Master Archetype list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. 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: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Know Your Enemy: Starting at 10th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: • Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels (if any)
• Fighter class levels (if any)
R e l e n t l e s s: Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Improved Combat Superiority: Starting at 18th level, your superiority dice turn into d10s.
There we go! What do you all think?
🌍✨ Celebrating #InternationalTranslationDay! ✨🌍
Today, we honor the incredible work of translators who bridge languages, cultures, and communities across the globe. From connecting people to spreading knowledge, their work helps foster understanding and unity. 🌐💬
Let’s give a shoutout to all the language professionals who make the world more accessible and connected! 🙌
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International Translation Day Translation is not a matter of words only, It is a matter of making intelligible a whole culture
Happy #InternationalTranslationDay! 🌍📚 Celebrating the power of words and bridging cultures. #languageconnectsus #Monteage . .
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