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Rogue: Tactician

You direct your efforts to the cunning art of battlefield strategy. Tactician rogues are careful planners, considering the best course of action available before enacting it with patience and precision. Preparation and attention to detail enable you to lead your allies to organized victory.  

Rogue Features

Rogue Level Feature
3 Ignoble Methods, Calculated approach
9 Sharp Mind
13 Field Command
17 Visionary Strategy
 

Ignoble Methods

When you choose this archetype at 3rd level, you gain proficiency in your choice of either Persuasion or the disguise kit and forgery kit.  

Calculated Approach

Starting at 3rd level, you’ve learned the value of stepping back and assessing combatants before charging into battle. During the first round of combat you can choose to take your turn on initiative count 1 to spend time studying an opponent. At the beginning of your turn, choose one creature you can see within 60 feet of you that has already acted. For 1 minute you have advantage on any attack rolls made against the creature you observed.  

Sharp Mind

Starting at 9th level, you can see through the magic designed by others to control you. You can add half your proficiency bonus, rounded down, to any saving throws you make against charm effects or spells of the Enchantment school that don’t already include your proficiency bonus.  

Field Command

By 13th level, you know how to identify weaknesses in seemingly insurmountable foes and communicate them to your allies. When you have attacked or been attacked by the same creature for three consecutive rounds, you can use your cunning action to activate this feature targeting that creature. Each ally within 30 feet of you that is able to hear you deals an additional 2d6 damage to the first successful attack they make against that creature before the beginning of your next turn.   Once you have used this feature, another three consecutive rounds of attacking or being attacked by the target must pass before you can use it again.  

Visionary Strategy

When you reach 17th level, you become an expert at leading others in strategic warfare. You can spend at least 1 hour instructing a number of creatures up to your Intelligence modifier with whom you share a language. Until they complete their next long rest, these creatures gain a +2 bonus to their armor class and a single strategy die, a d6. A creature can roll their strategy die and add the number rolled to any initiative check, attack roll, or saving throw they make.   Once the die is rolled, it is lost. Once you use this ability, you cannot use it again until you finish a long rest.

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