Tactician's Presence

A Tactician may very well tell you they would just as soon not be close enough to the battle to be considered a combatant, preferring to win their fights before it ever gets to that stage, but one would be a fool to underestimate how dangerous they are once on the battlefield.   While they might have laid their plans in advance, their sharp minds can quickly pick apart how their foes try to fight against them and effortlessly pierce the crude tactics that would be used against them and their allies.   What tends to mark a Tactician is a keen mind and a willingness to plan ahead... in great detail. Adventurers with a tactician among them are near impossible to pin down, as they will always find a way to turn the tables.  

Tactician's Cunning

When you take this specialization at 1st level, you gain proficiency with History and Investigation. Additionally, if you can take a minute or more making the check, any roll under a 5 becomes a 5 on your check.  

Battle Preparation

Starting at 1st level, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. Additionally, you can exchange your total on this roll with a willing allied creature within 60 feet.  

Tactical Insight

Starting at 3rd level, as a bonus action you can tactically assess a creature's options. Make an Intelligence (Investigation) check contested by a Charisma (Deception) check against any creature you can see within 60 feet. On a success, you can see through their tactics, granting one of the following effects:  
  • You can cause them to have disadvantage on their next attack against a creature that can see or hear you.
  • You deduce where they are planning to move on their next turn. They can choose to change their plans, but if they move anywhere else, their movement speed is reduced by 10 feet as they scramble to adapt.
  • You can find a weakness, making them unable to use their reaction until the end of their next turn.
  • You can use Helpful Word as part of the bonus action without expending a Leadership Die.

Inscrutable Mind

Starting at 7th level, you gain proficiency in Intelligence Saving Throws.   Additionally, as a reaction when being forced to make a Wisdom, Intelligence, or Charisma Saving Throw, you can expend a Leadership Die and add the die result to the saving throw.  

Create Openings

Starting at 11th level, when you succeed on a Tactical Insight check against a creature, the next attack you or an allied creature makes against it before the start of your next turn deals an additional 2d6 damage.  

Manipulate the Field

Starting at 15th level, when you take the Shift the Field action, it gains the following properties:   You can attempt to move creatures that are not allies up to 5 feet (or half their movement speed, whichever is less). The creature must make an Intelligence Saving Throw with a DC of 8 + your Proficiency Modifier + your Intelligence modifier, or feel compelled to move to the new position immediately. If two allies you move are on opposite sides of an creatures after the movement you grant, the first one to attack that enemy has advantage on their first attack if they attack before the creature moves.   Allies can move through each other's spaces during the movement you grant without it being difficult terrain.  

Unstoppable Schemes

Starting at 18th level, standing in your way becomes a pointless endeavor. When you move your allies with Shift the Field, they can move through spaces occupied by hostile creatures so long as they do not end their movement in an occupied space. Additionally, targets that you succeed Tactical Insight you can choose two of the listed effects.

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