Tactician

  Masterminds of combat strategy, tacticians use their understanding of warfare, and the talents of their stalwart allies, to overcome any enemy. Analyzing the battlefield, her allies’ strengths, and the enemies’ weaknesses, the Tactician crafts devious stratagems and cunning gambits to shape any conflict towards her favor.  
LevelProficiency BonusGambits KnownTactical PointsFeatures
1st +2 0 4 Tactics, Tactical Terrain
2nd +2 0 4 Fighting Style, Tactical Insight
3rd +2 2 4 Combat Philosophy, Battlefield Gambits
4th +2 2 4 Ability Score Improvement
5th +3 2 6 Canny Formations
6th +3 3 6 Calculating Mind
7th +3 3 6 Combat Philosophy feature
8th +3 3 6 Ability Score Improvement
9th +4 3 8 Spring The Trap
10th +4 3 8 Tactical Movement
11th +4 4 8 Combat Philosophy feature
12th +4 4 8 Ability Score Improvement
13th +5 4 10 Mental Fortress
14th +5 4 10 Uncanny Ploy
15th +5 4 10 Tactical Awareness
16th +5 5 10 Ability Score Improvement
17th +6 5 12 Combat Philosophy feature
18th +6 5 12 Defensive Edge
19th +6 5 12 Ability Score Improvement
20th +6 5 12 Artist of War

Class Features

Hit Points

  • Hit Dice: 1d8 per tactician level
  • HP at 1st Level: 8 + CON modifier
  • HP at Higher Tactician Levels: 1d8 + CON modifier
 

Proficiencies

  • Armor: Light armor
  • Weapons: Simple
  • Tools: Cartographer's tools and one type of artisan's tools of your choice
  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Survival

Equipment

  • any two simple weapons
  • Darts OR a long bow and arrows
  • Two daggers
  • Leather armor, a scholar's pack, and a purse worth 10 gp

Tactics

Beginning at 1st level, your mental acuity allows you to utilize various tactics during combat. Your calculating genius is represented by a pool of Tactical Points. Your tactician level determines the number of points in this pool, as indicated in the Tactical Points column of the Tactician table. You can spend these points to fuel various tactics features. You begin knowing four such features: Analyze, Combat Roll, Rescue, and Signal. You learn more tactics as you gain levels in this class. When you spend a tactical point it is unavailable until you finish a long rest.  

Analyze

As a bonus action, or as part of the attack action, you can spend 1 tactical point to assay a target creature to learn one of these details: its current armor class, its damage vulnerabilities, its condition vulnerabilities, or the description of one of its features or attacks.  

Combat Roll

If you take the Attack or Dash actions, you can spend 1 tactical point to take the Disengage action as a bonus action.  

Rescue

As a reaction to an enemy creature succeeding on an attack roll, you can spend 1 tactical point and give a friendly creature within 15 feet who can see or hear you temporary hit points equal to 1d4 + your Intelligence modifier until the start of your next turn. This increases to 2d4 at 11th level and 3d4 at 17th level.  

Signal

You can spend 1 tactical point to signal friendly creatures within 15 feet who can see or hear you as a bonus action. Creatures you signal can add 1d4 to their first attack and damage rolls against your target until the start of your next turn.  

Tactical Terrain

Also at 1st level, you gain the ability to indicate portions of the battlefield to better utilize your tactics. As an action, you can designate a 10 foot square area of the battlefield that you have seen in the past minute, to extend the effective range of your Tactics. For example, if you use the tactic Redouble while maintaining a tactical terrain, you can effect any creature within 15 feet or in your tactical terrain who can see or hear you. Once designated, you may use an action on your turn to move a tactical terrain to a new location. A tactical terrains remain in effect for 1 minute, or until you use the feature again, your intelligence drops below 10,you are frightened, you are unable to take actions, or you end it as a free action.   You can use this feature a number of times per day equal to your Intelligence modifier (minimum of 1) and regain all uses of your tactical terrain after finishing a short or long rest.  

Fighting Style (2nd-level)

At 2nd level, you adopt a fighting style to support your tactical expertise. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose another fighting style.        
ArcheryDuelingGreat Weapon FightingTwo-Weapon Fighting
You gain a +2 bonus to attack rolls you make with ranged weapons. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Tactical Insight (2nd-level)

By 2nd level, Your meticulous attention to detail also grants you an edge in social conflicts. Whenever you make a Wisdom (Insight) check, you gain a bonus to the check equal to your Intelligence modifier. In addition, as a bonus action, you can spend a tactical point to gain advantage on skill checks to deceive, persuade, or intimidate any target creature that isn't incapacitated for the next hour.  

Combat Philosophy (3rd-level)

At 3rd level, you will choose the guiding principles of your tactical genius. This choice takes the form of a Combat Philosophy: the Warlord, the Prodigy, the Spymaster, or the Strategist. Choose a subclass from the Tactician section of the subclasses folder. This choice grants you features at 3rd, 7th, 11th, and 17th levels.  

Battlefield Gambits (3rd-level)

Also at 3rd level, your dedication to the study of warfare has educated you in the use of stratagems and schemes, called Battlefield Gambits, developed by long forgotten tactical masters. Each time you designate a tactical terrain, you can now apply 1 of the Gambits you know to each terrain provided by your combat philosophy, unless the philosophy states otherwise.   At 3rd level, you can prepare two battlefield tactics of your choice per day. Your gambit options are detailed at the end of the class description. Gaining certain tactician levels grants you additional prepared gambits as shown in the Gambits Prepared column of the Tactician table. Some Battlefield Gambits require your target to make a saving throw to resist the feature’s effects.   Tactician Save DC = 8 + your proficiency bonus + your Intelligence modifier   Each time you complete a long rest, you can swap one of your prepared gambits for a different one, as long as you meet the new gambit's prerequisites.  

Ability Score Improvement (4th-level and beyond)

When you reach 4th level, and again at 8th, 12th, 16th, and19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by1. As normal, you can't increase an ability score above 20using this feature.  

Canny Formations (5th-level)

At 5th level, you can provide insight that allows your allies to move in perfect harmony at your command. On your turn, you can sacrifice your movement to allow three creatures who can see or hear you to immediately move up to 15 feet in directions of your choosing. Creatures must be capable of taking actions in order to move in this manner. Allies choosing to move with this feature do not provoke opportunity attacks. You can use this feature a number of times equal to your Intelligence modifier, and regain all uses at the end of a long rest.  

Calculating Mind (6th-level)

At 6th level, you are able to recover a number of expended tactical points equal to your Intelligence modifier when you finish a short rest. At 16th level, the number recovered is twice your Intelligence modifier.  

Tactic: Spring The Trap (9th-level)

At 9th level, when an ally readies an action, you can spend 1 tactical point as a reaction to give them advantage on any 1 roll before the start of their next turn.  

Tactical Movement (10th-level)

By 10th level, when moving through your tactical terrains, every ten feet of movement only costs five feet for you.  

Mental Fortress (13th-level)

At 13th level, Your towering intellect makes you resistant to psychic damage and you have advantage on saving throws against being charmed. You are immune to the effects of the detect thoughts spell.  

Uncanny Ploy (14th-level)

By 14th level, you are able to manipulate your enemies as effectively as you maneuver your allies. Using your canny formations feature, you can now choose to move both friendly and hostile creatures around the battlefield. Hostile creatures you choose must make an Intelligence saving throw against your tactician save DC. On a failure, they move 15 feet towards a space of your choice. Target creatures will avoid any obviously deadly hazard, but will provoke attacks of opportunity to move in the designated direction.  

Tactical Awareness (15th-level)

By 15th level, You are always aware of your surroundings and cannot be caught off guard. While you are conscious, you cannot be surprised, and neither invisibility nor hiding grants advantage on attacks against you.  

Mind Over Body (18th-level)

Beginning at 18th level, your mastery of tactics grants you proficiency in Dexterity and Constitution saving throws.  

Tactic: Defensive Edge (18th-level)

Beginning at 18th level, whenever you make a saving throw in which you are proficient and fail, you can spend 1 tactical point to reroll it and take the second result.  

Tactical Brilliancy (20th-level)

By 20th level, Whenever you spend at least 1 tactical point, you can immediately change the gambits associated with some or all of your designated tactical terrains. This change can take effect before or after the effects of the tactic occur.  

Battlefield Gambits

Gambits are the secret weapon of the Tactician. Establishing gambits on your tactical terrain grants you and your allies a unique edge in combat. Knowing which gambit to use, and when, is a vital skill for the accomplished tactician. If you are able to designate more that one terrain, multiple terrains can utilize the same gambit.  

Arcane Aegis

Prerequisite: Philosophy of the Prodigy

By infusing your Tactical Terrain with Lady Ankallista's arcane numerology you are able to magically increase your own defenses. As long as you stay in this tactical terrain your base AC becomes 15.   If you leave this terrain, the benefit ends and you must spend 2 tactical points to reactivate it upon returning. This gambit can also be ended by a dispel magic spell or similar anti-magical effect.  

Archmage's Advance

Prerequisite: Philosophy of the Prodigy, 10th level

Drawing energy from the Weave itself, you infuse your tactical terrains with arcane power. while inside your tactical terrain, you gain a +1 magical bonus to your armor class, spell attack rolls, and saving throws.   Preparing this gambit reduces your tactical point maximum by 2.  

Avenging Call

Prerequisite: Philosophy of the Strategist, 5th level

As you fall, you call out to your allies to avenge you. If you are forced to make death saving throws while in this tactical terrain, your allies gain +4 to their AC and advantage on attacks and saving throws until you fail your final death saving throw, stabilize, or are healed.   Once you use this gambit, you must complete a long rest or spend 5 tactical points as a free action to recharge it.  

Entangling Snare

Prerequisite: Philosophy of the Prodigy, 15th level

When a hostile creature enters the terrain or starts its turn there, the creature must succeed on a Dexterity saving throw or be restrained by shackles of magical energy. You can use your action each turn to spend 2 tactical points and deal 4d6 bludgeoning damage to all restrained creatures.   A creature restrained by this gambit can use its action to make a Strength or Dexterity check (its choice) against your tactician save DC. On a success, it frees itself.  

Get Down

Prerequisite: 10th level

You are alert for dangers, and prepared to call out a warning. If an allied creature in this tactical terrain is forced to make a Dexterity saving throw, it can instead use its reaction to move 15 feet in any direction.   If this movement would take the creature out of the range or area of effect that forced the saving throw, your ally is no longer subject to the effect.  

Line Formation

Prerequisite: 5th-level

You give the word for your allies to form up and attack. Friendly creatures in this tactical terrain gain 1d6 additional damage on weapon attacks, while within 5 feet of each other.  

Masterful Deception

Prerequisite: Philosophy of the Strategist, 15th level

With a well placed phrase, you trick your target into paranoid inaction. An enemy creature with an intelligence of 3 or greater that enters this terrain must make an Intelligence saving throw or else be confounded by the tactician's deception. On a failed save, the creature believes that leaving the terrain will spring a deadly trap and uses it's remaining movement within that tactical terrain.   On each subsequent turn an affected creature will use all its movement within the occupied terrain. While under the influence of this deception, the creature has disadvantage on attack rolls against targets outside this terrain. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the deception ends for that creature.  

Overwatch

Prerequisite: Philosophy of the Strategist, 10th level

With whispered commands, you guide your allies towards obscured targets. While in this tactical terrain, being unable to see a creature doesn’t impose disadvantage on your allies' attack rolls against it.  

Phantom Army

Prerequisite: Philosophy of the Prodigy, 5th level

You fill your terrain with illusionary forces, confounding the attacks of your enemies. Each time a friendly creature in your tactical terrain is targeted with an Attack, roll a d20 to determine whether the Attack instead targets one of the Phantom soldiers. On a roll of 15 or higher, the attack passes harmlessly through a Phantom soldier.   A creature can make an Intelligence (Investigation) check against your tactician save DC to see through the illusion and is unaffected by this gambit if it can't see, if it relies on senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.   Preparing this gambit reduces your tactical point maximum by 2.  

Pincer Maneuver

Prerequisite: Philosophy of the Warlord

You signal an ally to crush an enemy between you, trapping your foes. Any large or smaller creature in this tactical terrain that becomes flanked by you and an ally must immediately make a Strength saving throw against your tactician save DC. On a failure the creature is restrained until the start of your next turn.  

Pin Down

You signal your allies to keep the enemy from getting away. While in this terrain, each time an enemy creature takes damage from an attack or spell by you or your allies, its movement speeds are reduced by 5 feet.   This reduction takes effect on the creature's current or next turn.  

Reserve Ranks

You orchestrate your allies to rotate out as they fight, so no one gets overwhelmed. While in this terrain, you and your allies can end their movement by taking a friendly creature's space. The displaced creature can then immediately move up to 15 feet away. This movement does not provoke an attack of opportunity.  

Rip And Tear

Prerequisite: Philosophy of the Warlord, 5th level

You throw aside all concern for defense to attack with fierce brutality. When you make your first attack against an enemy in this tactical terrain, you can choose to Mark that target.   Until the marked target is no longer in your tactical terrain, it dies, or you mark a new target, you have advantage on weapon attack rolls against the marked target, but all other enemies will have advantage on attack rolls against you.  

Ruthless Warfare

Prerequisite: Philosophy of the Warlord, 15th level

Sacrificing battlefield awareness for the chance at a deadly blow, while in this terrain, your weapon attacks score a critical hit on a roll of 18-20.   Preparing this gambit reduces your tactical point maximum by 2.  

Square Formation

You signal for your teammates to form up and defend each other's flanks. Allies in your tactical terrain gain a +1 bonus to AC for each ally within 5 feet and advantage on Strength saving throws while within 5 feet of an ally.  

Taunt

Prerequisite: Philosophy of the Warlord, 10th level

Clashing weapons with a chosen foe, you draw its ire as your allies move to flank it. If you hit a creature in this terrain with a weapon attack, it must make a Wisdom saving throw against your tactician save DC. On a failed save, your allies become invisible to the creature until the start of your next turn.   After the effect ends, or on a successful save, the creature is immune to the effects of this gambit for 24 hours.  

Wolf Hole

 

Prerequisite: Philosophy of the Strategist

You disguise the hazards of the terrain, leaving your enemies oblivious to their danger. Any hostile creature moving through this terrain must make a Dexterity saving throw against your tactician save DC or fall prone.   Creatures moving through the area at half speed don’t need to make the save, and this gambit has no effect on creatures immune to the prone condition.
Type
Military

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