Level 20 Militarist

You graduated from a command school or officer college. You emerged as a trained, disciplined leader, ready to rally the uncontrolled masses. You are not some desk jockey trained from books. You possess natural, applicable talents, earning the respect that goes along with them.

Coordination

Beginning when you choose this archetype at 3rd level, you receive Tactical Points (TPs) each time something unfortunate happens to you or an ally. As these points compound, you can counter with positive effects. Points are lost when you take a short rest or long rest or when you roll for initiative. Spending points usually takes either a bonus action or a reaction.   You receive 1 point when each of the following occurs.
  • An ally you can see or communicate with rolls a natural 1 on an attack roll.
  • An ally suffers a critical hit.
  • An ally is reduced past half hit points.
  • An ally is reduced to zero hit points.
  • Three or more allies suffer damage from an area effect.
You can then spend acquired TPs in the following ways.

Elevate Strategy

  • (3+ points)
As a bonus action, select one ally per 3 points spent; a targeted ally can take two actions and two bonus actions on her next turn.

Eyes Around

  • (2-6 points)
As a bonus action, select one ally per 2 points spent (maximum 3 allies the targeted ally makes a single attack.

Intelligent Defense

  • (1 point)
One ally gains a +3 bonus to AC until the beginning of your next turn. If you move before then, the bonus is lost.

Opportune Weakness

  • (2 points)
As a reaction, one ally’s hit becomes a critical hit.

Outmanuever

  • (1 point)
Spend 1 point and 30 feet of movement to move a creature within 30 feet of you that is your size or smaller up to 5 feet (it cannot be moved into hazardous terrain). The target suffers disadvantage on attack rolls until the beginning of your next turn.

Shift Battle Theater

  • (1-3 points)
As a bonus action, select one ally per 1 point spent (maximum 3 allies the targeted ally can either make a Disengage action for free or can move immediately up to 20 feet.

Reverse Course of Action

  • (10 points)
As an action, all enemies you can see are stunned until the beginning of your next turn.

Reevaluate Strategy 

Starting at 7th level, you can spend your Hit Dice as a bonus action (recovering no hit points) to gain 1d4 TP per spent die.

Tide of War

Starting at 11th level, you gain 1d4 TP each time you meet a Coordination condition instead of 1.

Battle Instinct

Starting at 15th level, if enemies gain a surprise action, you gain 5 TP. If a creature hits you, you gain 1 TP.

Battle Leader

Starting at 18th level, if you are reduced to 0 hit points, you gain 10 TP and can use as many Coordination abilities as you want and can afford as a reaction. You fall unconscious as normal as soon as all these effects are resolved.

Comments

Please Login in order to comment!